• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 06:02
CET 12:02
KST 20:02
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
HomeStory Cup 28 - Info & Preview12Rongyi Cup S3 - Preview & Info3herO wins SC2 All-Star Invitational14SC2 All-Star Invitational: Tournament Preview5RSL Revival - 2025 Season Finals Preview8
Community News
Weekly Cups (Jan 26-Feb 1): herO, Clem, ByuN, Classic win2RSL Season 4 announced for March-April6Weekly Cups (Jan 19-25): Bunny, Trigger, MaxPax win3Weekly Cups (Jan 12-18): herO, MaxPax, Solar win0BSL Season 2025 - Full Overview and Conclusion8
StarCraft 2
General
StarCraft 2 Not at the Esports World Cup 2026 Weekly Cups (Jan 26-Feb 1): herO, Clem, ByuN, Classic win HomeStory Cup 28 - Info & Preview Weekly Cups (Jan 19-25): Bunny, Trigger, MaxPax win Oliveira Would Have Returned If EWC Continued
Tourneys
PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar) HomeStory Cup 28 StarCraft Evolution League (SC Evo Biweekly) RSL Season 4 announced for March-April $21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7)
Strategy
Custom Maps
[A] Starcraft Sound Mod
External Content
Mutation # 511 Temple of Rebirth The PondCast: SC2 News & Results Mutation # 510 Safety Violation Mutation # 509 Doomsday Report
Brood War
General
BW General Discussion Can someone share very abbreviated BW cliffnotes? [ASL21] Potential Map Candidates Liquipedia.net NEEDS editors for Brood War BGH Auto Balance -> http://bghmmr.eu/
Tourneys
Azhi's Colosseum - Season 2 [Megathread] Daily Proleagues Small VOD Thread 2.0 [BSL21] Non-Korean Championship - Starts Jan 10
Strategy
Zealot bombing is no longer popular? Simple Questions, Simple Answers Current Meta Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Nintendo Switch Thread Battle Aces/David Kim RTS Megathread Path of Exile Mobile Legends: Bang Bang Beyond All Reason
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine European Politico-economics QA Mega-thread The Games Industry And ATVI Canadian Politics Mega-thread
Fan Clubs
The herO Fan Club! The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece
Sports
2024 - 2026 Football Thread
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Play, Watch, Drink: Esports …
TrAiDoS
My 2025 Magic: The Gathering…
DARKING
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1904 users

Pick Your Power: Redux - Page 12

Forum Index > TL Mafia
Post a Reply
Prev 1 10 11 12 13 14 87 Next
wherebugsgo
Profile Blog Joined February 2010
Japan10647 Posts
May 10 2012 01:15 GMT
#221
On May 10 2012 09:51 Probulous wrote:
Show nested quote +
On May 10 2012 09:34 wherebugsgo wrote:
On May 10 2012 09:30 Probulous wrote:
But [7],[1] and [7],[4] don't have a second clash?

Surely it works in a filter situation where people are grouped on how their first number clashes? Ie all those with 7 as their first number are put together. For example if you had

[7][1]
[7][1]
[7][4]

The order would be
[7][4]
[7][1]
[7][1]

Because their second number clashed. That seems most logical to me.


again, then everyone would pick 1 as the second number.

Then all that matters is first number uniqueness.

e: think about it this way.

one guy picks 2/2.

Everyone else picks X/1. The one person with a unique X appears first, 2/2 appears second. Is that fair?




Why would you pick 1 as your second number when it is likely to clash and put you at the bottom of whatever group you end up in? In the example above picking 1 made you come last. In your example the [2],[2] would be first. Remember you evaluate the first number first.

Your example:
[1,1]
[1,2]
[2,2]
[5,1]
[1,4]
[1,1]

This would be ordered into groups based on the first number. So you would have
[1,1],[1,2],[1,4],[1,1]
[2,2]
[5,1]
as the groups

The order when then be
[2,2]
[5,1]
[1,2]
[1,4]
[1,1]
[1,1]

Why is that not fair?


read what I said again
Incognito
Profile Joined November 2008
United States2071 Posts
Last Edited: 2012-05-10 03:07:30
May 10 2012 03:01 GMT
#222
On May 10 2012 07:29 GMarshal wrote:
Bleh, looking at it, I disagree with the logic used in PYP:I, I'd place the numbers as so

[19,19]
[1,1]
[1,1]
[6,9]
[6,20]
[7,1]
[7,4]
[7,2]
[7,2]

On May 10 2012 08:59 Qatol wrote:
Edit: To be clear, I think the numbers should be arranged as follows:
[19,19]
[6,9]
[6,20]
[7,1]
[7,4]
[1,1]
[1,1]
[7,2]
[7,2]


Of course there is a big debate because the OPs have been confusingly worded since the beginning (and PYP Insane/Interesting maybe some others also didn't follow how the OP is worded, the formula changed somewhere between PYP 2 and 3).

GMarshal's way makes the most sense and that's how it was done in PYP Interesting. All blocks of first number picks are continuous.

The formula is:

Order the list by uniqueness of first number. Now all of the players who picked [x] as their first number are grouped into a sublist. The second number helps determine the relative orderings of these players who picked [x].

In the example of:

1. [19]
2. [1]
3. [1]
4. [6]
5. [6]
6. [7]
7. [7]
8. [7]
9. [7]

There are 4 sublists. The sublist containing people who picked [19] as their first number, the sublist containing people who picked [1] as their first number, etc. Now you use the 2nd number to determine the order of people in each sublist. But each sublist maintains its slot in the ordering, so there are no 7s jumping before 1s.

Just think of it as, 7 is the least unique number, so all the 7s go to the end of the list. All the players who picked 6 are part of a sublist that occupies slots 4-5 in the order. All players who picked 7 are now part of a sublist that occupies slots 6-9 in the draft order. Now repeat the process and order each sublist by uniqueness of the second number. Second number should be a tiebreaker for picking the same first number, there is no need to "make both numbers meaningful". 2nd number is only meaningful if you picked a bad first number.

If you want the 2nd number to have more meaning, you might as well expand the range of numbers from like 1-100 just so that you get less clashes, or you might as well randomize the draft list. Making the 2nd number more meaningful just increases the luck. Keeping it as a tiebreaker makes people think more carefully about their 1st number pick.
The bureaucracy is expanding to meet the needs of the expanding bureaucracy
Snarfs
Profile Joined November 2010
Canada1006 Posts
May 10 2012 03:11 GMT
#223
On May 10 2012 12:01 Incognito wrote:
Show nested quote +
On May 10 2012 07:29 GMarshal wrote:
Bleh, looking at it, I disagree with the logic used in PYP:I, I'd place the numbers as so

[19,19]
[1,1]
[1,1]
[6,9]
[6,20]
[7,1]
[7,4]
[7,2]
[7,2]

Show nested quote +
On May 10 2012 08:59 Qatol wrote:
Edit: To be clear, I think the numbers should be arranged as follows:
[19,19]
[6,9]
[6,20]
[7,1]
[7,4]
[1,1]
[1,1]
[7,2]
[7,2]


Of course there is a big debate because the OPs have been confusingly worded since the beginning (and PYP Insane/Interesting maybe some others also didn't follow how the OP is worded, the formula changed somewhere between PYP 2 and 3).

GMarshal's way makes the most sense and that's how it was done in PYP Interesting. All blocks of first number picks are continuous.

The formula is:

Order the list by uniqueness of first number. Now all of the players who picked [x] as their first number are grouped into a sublist. The second number helps determine the relative orderings of these players who picked [x].

In the example of:

1. [19]
2. [1]
3. [1]
4. [6]
5. [6]
6. [7]
7. [7]
8. [7]
9. [7]

There are 4 sublists. The sublist containing people who picked [19] as their first number, the sublist containing people who picked [1] as their first number, etc. Now you use the 2nd number to determine the order of people in each sublist. But each sublist maintains its slot in the ordering, so there are no 7s jumping before 1s.

Just think of it as, 7 is the least unique number, so all the 7s go to the end of the list. All the players who picked 6 are part of a sublist that occupies slots 4-5 in the order. All players who picked 7 are now part of a sublist that occupies slots 6-9 in the draft order. Now repeat the process and order each sublist by uniqueness of the second number. Second number should be a tiebreaker for picking the same first number, there is no need to "make both numbers meaningful". 2nd number is only meaningful if you picked a bad first number.

If you want the 2nd number to have more meaning, you might as well expand the range of numbers from like 1-100 just so that you get less clashes, or you might as well randomize the draft list. Making the 2nd number more meaningful just increases the luck. Keeping it as a tiebreaker makes people think more carefully about their 1st number pick.

The example here doesn't cover all possibilities, but the wording does. I'm assuming in your scenario if I had four 6's instead of four 7's then it would look like this:

1. [19]
2. [1]
3. [1]
4. [7]
5. [7]
6. [6]
7. [6]
8. [6]
9. [6]
Ace
Profile Blog Joined October 2002
United States16096 Posts
May 10 2012 04:02 GMT
#224
On May 10 2012 12:01 Incognito wrote:
Show nested quote +
On May 10 2012 07:29 GMarshal wrote:
Bleh, looking at it, I disagree with the logic used in PYP:I, I'd place the numbers as so

[19,19]
[1,1]
[1,1]
[6,9]
[6,20]
[7,1]
[7,4]
[7,2]
[7,2]

Show nested quote +
On May 10 2012 08:59 Qatol wrote:
Edit: To be clear, I think the numbers should be arranged as follows:
[19,19]
[6,9]
[6,20]
[7,1]
[7,4]
[1,1]
[1,1]
[7,2]
[7,2]


Of course there is a big debate because the OPs have been confusingly worded since the beginning (and PYP Insane/Interesting maybe some others also didn't follow how the OP is worded, the formula changed somewhere between PYP 2 and 3).

GMarshal's way makes the most sense and that's how it was done in PYP Interesting. All blocks of first number picks are continuous.

The formula is:

Order the list by uniqueness of first number. Now all of the players who picked [x] as their first number are grouped into a sublist. The second number helps determine the relative orderings of these players who picked [x].

In the example of:

1. [19]
2. [1]
3. [1]
4. [6]
5. [6]
6. [7]
7. [7]
8. [7]
9. [7]

There are 4 sublists. The sublist containing people who picked [19] as their first number, the sublist containing people who picked [1] as their first number, etc. Now you use the 2nd number to determine the order of people in each sublist. But each sublist maintains its slot in the ordering, so there are no 7s jumping before 1s.

Just think of it as, 7 is the least unique number, so all the 7s go to the end of the list. All the players who picked 6 are part of a sublist that occupies slots 4-5 in the order. All players who picked 7 are now part of a sublist that occupies slots 6-9 in the draft order. Now repeat the process and order each sublist by uniqueness of the second number. Second number should be a tiebreaker for picking the same first number, there is no need to "make both numbers meaningful". 2nd number is only meaningful if you picked a bad first number.

If you want the 2nd number to have more meaning, you might as well expand the range of numbers from like 1-100 just so that you get less clashes, or you might as well randomize the draft list. Making the 2nd number more meaningful just increases the luck. Keeping it as a tiebreaker makes people think more carefully about their 1st number pick.


Wasn't this the way I did it in the original PYP? Meh I think as long as people realize picking a unique first number is the real way to "win" the point gets across.
Math me up, scumboi. - Acrofales
talismania
Profile Blog Joined December 2007
United States2364 Posts
May 10 2012 04:31 GMT
#225
I buy what incognito is saying although the rank by uniqueness first should be put into the rules.

By the way, I still don't understand the need for a second number at all. I think we could have a perfectly good game without it and flips for tiebreaker instead.
Barundar
Profile Joined May 2010
Denmark1582 Posts
Last Edited: 2012-05-10 06:18:03
May 10 2012 05:35 GMT
#226
On May 10 2012 13:31 talismania wrote:
I buy what incognito is saying although the rank by uniqueness first should be put into the rules.

By the way, I still don't understand the need for a second number at all. I think we could have a perfectly good game without it and flips for tiebreaker instead.

Or we could have it to avoid coinflips between 4 players...

Edit i agree most people will just pick 1 as the second number, but some people doesn't for that exact reason.

Edit 2: really excited for this to start! To all you lovely people i haven't played with before, please go read some of the old pyp's, this is a very special setup with a lot of interesting theory build up over time, let's try and improve on that .
Bartundar
annul
Profile Blog Joined June 2010
United States2841 Posts
May 10 2012 06:21 GMT
#227
FUCK i missed a PYP. =(
Radfield
Profile Joined September 2009
Canada2720 Posts
May 10 2012 11:47 GMT
#228
Ace, was PYP your own concept, or did you adapt it from somewhere else?
Qatol
Profile Blog Joined November 2006
United States3165 Posts
Last Edited: 2012-05-10 13:08:34
May 10 2012 13:02 GMT
#229
On May 10 2012 13:02 Ace wrote:
Show nested quote +
On May 10 2012 12:01 Incognito wrote:
On May 10 2012 07:29 GMarshal wrote:
Bleh, looking at it, I disagree with the logic used in PYP:I, I'd place the numbers as so

[19,19]
[1,1]
[1,1]
[6,9]
[6,20]
[7,1]
[7,4]
[7,2]
[7,2]

On May 10 2012 08:59 Qatol wrote:
Edit: To be clear, I think the numbers should be arranged as follows:
[19,19]
[6,9]
[6,20]
[7,1]
[7,4]
[1,1]
[1,1]
[7,2]
[7,2]


Of course there is a big debate because the OPs have been confusingly worded since the beginning (and PYP Insane/Interesting maybe some others also didn't follow how the OP is worded, the formula changed somewhere between PYP 2 and 3).

GMarshal's way makes the most sense and that's how it was done in PYP Interesting. All blocks of first number picks are continuous.

The formula is:

Order the list by uniqueness of first number. Now all of the players who picked [x] as their first number are grouped into a sublist. The second number helps determine the relative orderings of these players who picked [x].

In the example of:

1. [19]
2. [1]
3. [1]
4. [6]
5. [6]
6. [7]
7. [7]
8. [7]
9. [7]

There are 4 sublists. The sublist containing people who picked [19] as their first number, the sublist containing people who picked [1] as their first number, etc. Now you use the 2nd number to determine the order of people in each sublist. But each sublist maintains its slot in the ordering, so there are no 7s jumping before 1s.

Just think of it as, 7 is the least unique number, so all the 7s go to the end of the list. All the players who picked 6 are part of a sublist that occupies slots 4-5 in the order. All players who picked 7 are now part of a sublist that occupies slots 6-9 in the draft order. Now repeat the process and order each sublist by uniqueness of the second number. Second number should be a tiebreaker for picking the same first number, there is no need to "make both numbers meaningful". 2nd number is only meaningful if you picked a bad first number.

If you want the 2nd number to have more meaning, you might as well expand the range of numbers from like 1-100 just so that you get less clashes, or you might as well randomize the draft list. Making the 2nd number more meaningful just increases the luck. Keeping it as a tiebreaker makes people think more carefully about their 1st number pick.


Wasn't this the way I did it in the original PYP? Meh I think as long as people realize picking a unique first number is the real way to "win" the point gets across.

But what if everyone clashes? Suddenly all of this becomes important!
Uff Da
GMarshal
Profile Blog Joined March 2010
United States22154 Posts
May 10 2012 13:12 GMT
#230
On May 10 2012 12:01 Incognito wrote:
Show nested quote +
On May 10 2012 07:29 GMarshal wrote:
Bleh, looking at it, I disagree with the logic used in PYP:I, I'd place the numbers as so

[19,19]
[1,1]
[1,1]
[6,9]
[6,20]
[7,1]
[7,4]
[7,2]
[7,2]

Show nested quote +
On May 10 2012 08:59 Qatol wrote:
Edit: To be clear, I think the numbers should be arranged as follows:
[19,19]
[6,9]
[6,20]
[7,1]
[7,4]
[1,1]
[1,1]
[7,2]
[7,2]


Of course there is a big debate because the OPs have been confusingly worded since the beginning (and PYP Insane/Interesting maybe some others also didn't follow how the OP is worded, the formula changed somewhere between PYP 2 and 3).

GMarshal's way makes the most sense and that's how it was done in PYP Interesting. All blocks of first number picks are continuous.

The formula is:

Order the list by uniqueness of first number. Now all of the players who picked [x] as their first number are grouped into a sublist. The second number helps determine the relative orderings of these players who picked [x].

In the example of:

1. [19]
2. [1]
3. [1]
4. [6]
5. [6]
6. [7]
7. [7]
8. [7]
9. [7]

There are 4 sublists. The sublist containing people who picked [19] as their first number, the sublist containing people who picked [1] as their first number, etc. Now you use the 2nd number to determine the order of people in each sublist. But each sublist maintains its slot in the ordering, so there are no 7s jumping before 1s.

Just think of it as, 7 is the least unique number, so all the 7s go to the end of the list. All the players who picked 6 are part of a sublist that occupies slots 4-5 in the order. All players who picked 7 are now part of a sublist that occupies slots 6-9 in the draft order. Now repeat the process and order each sublist by uniqueness of the second number. Second number should be a tiebreaker for picking the same first number, there is no need to "make both numbers meaningful". 2nd number is only meaningful if you picked a bad first number.

If you want the 2nd number to have more meaning, you might as well expand the range of numbers from like 1-100 just so that you get less clashes, or you might as well randomize the draft list. Making the 2nd number more meaningful just increases the luck. Keeping it as a tiebreaker makes people think more carefully about their 1st number pick.


Oh, good someone explained it for me, now I don't have to do it. This pretty much sums it up, adding to the OP for clarity.
Moderator
GMarshal
Profile Blog Joined March 2010
United States22154 Posts
Last Edited: 2012-05-10 13:41:47
May 10 2012 13:36 GMT
#231
Ok, Player list updated (I rnged the last 4 slots among the remaining people who seemed interested [Including risen's /out slot] , sorry if you didn't get in)

OP updated, added two roles, Jack of All Trades and Angry Vigilante, and revised the traitor role. Serial Killers added to the game for balancing purposes.

By request, game will start Monday rather than Friday. Other than that we are ready to rock, feel free to complain about balance *now* before the game starts.
Moderator
deconduo
Profile Blog Joined January 2008
Ireland4122 Posts
Last Edited: 2012-05-10 13:51:55
May 10 2012 13:50 GMT
#232
GM edit: No pregame claims please.
GMarshal
Profile Blog Joined March 2010
United States22154 Posts
May 10 2012 13:52 GMT
#233
No pregame claims please.
Moderator
zelblade
Profile Joined December 2011
Australia901 Posts
May 10 2012 13:53 GMT
#234
Oh well =/

Obs Qt please in that case ^^
ghost_403
Profile Joined September 2010
United States1825 Posts
May 10 2012 14:10 GMT
#235
I'd like to play in this game, but I don't want anyone to know I'm playing, and don't want any activity requirements. Also, I want to be third party and win with everyone. + Show Spoiler +
/obs plz
They say great science is built on the shoulders of giants. Not here. At Aperture, we do all our science from scratch, no hand holding. Step aside, REAL SCIENCE coming through.
GMarshal
Profile Blog Joined March 2010
United States22154 Posts
May 10 2012 14:11 GMT
#236
Anyone who wants the obs qt should pm me when the game is underway
Moderator
deconduo
Profile Blog Joined January 2008
Ireland4122 Posts
May 10 2012 14:14 GMT
#237
On May 10 2012 22:52 GMarshal wrote:
No pregame claims please.


Sorry bout that
risk.nuke
Profile Joined May 2010
Sweden2825 Posts
May 10 2012 14:30 GMT
#238
Can we do the alignment + drafting phase over the weekend? People should still be able to send in thier numbers even though they are alittle bussy.
Neo.G Soulkey, Best, firebathero. // http://www.teamliquid.net/forum/index.php?show_part=31
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
May 10 2012 14:39 GMT
#239
All this number talk is hurting my head. I'm just gonna RNG 2 numbers and hope for the best
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
GMarshal
Profile Blog Joined March 2010
United States22154 Posts
May 10 2012 14:39 GMT
#240
On May 10 2012 23:30 risk.nuke wrote:
Can we do the alignment + drafting phase over the weekend? People should still be able to send in thier numbers even though they are alittle bussy.

Alignment + Drafting phase gets ridiculously intense/busy (its when everyone bust outs their ridiculous plans) seeing as they only last 24 hours, and at least 3 people have told me they are going to be really busy over the weekend, I'd rather not risk it and wait. I'm itching to get started too (if it depended on me we'd start Friday)
Moderator
Prev 1 10 11 12 13 14 87 Next
Please log in or register to reply.
Live Events Refresh
Next event in 58m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 225
BRAT_OK 89
ProTech24
StarCraft: Brood War
Calm 5123
Bisu 1915
GuemChi 708
Jaedong 685
Larva 609
BeSt 407
actioN 320
Light 282
Mini 183
Soulkey 145
[ Show more ]
Dewaltoss 134
Sacsri 132
Sharp 113
Pusan 110
Soma 96
Rush 83
Snow 81
ajuk12(nOOB) 74
ToSsGirL 69
sSak 60
ZerO 58
hero 56
Shuttle 52
Mong 52
Backho 50
Hyun 44
Hyuk 40
Mind 39
Killer 36
Bale 34
sorry 33
Zeus 30
Free 28
zelot 26
GoRush 23
Hm[arnc] 21
Terrorterran 20
Movie 19
Noble 16
JYJ 13
ggaemo 10
SilentControl 9
Shinee 5
HiyA 4
Liquid`Ret 0
Dota 2
Gorgc3385
XaKoH 463
XcaliburYe97
Counter-Strike
shoxiejesuss1003
allub167
Other Games
Liquid`RaSZi1128
B2W.Neo568
ceh9508
crisheroes226
Pyrionflax182
Mew2King83
KnowMe49
ToD29
ZerO(Twitch)8
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 5
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos4005
• Stunt1478
Upcoming Events
WardiTV Invitational
58m
Rex vs SHIN
Rex vs MaxPax
Rex vs ShoWTimE
SHIN vs ShoWTimE
MaxPax vs SHIN
MaxPax vs ShoWTimE
Replay Cast
12h 58m
The PondCast
22h 58m
WardiTV Invitational
1d
Replay Cast
1d 12h
RongYI Cup
2 days
herO vs Maru
uThermal 2v2 Circuit
4 days
Replay Cast
4 days
Wardi Open
5 days
Monday Night Weeklies
5 days
[ Show More ]
Sparkling Tuna Cup
5 days
Liquipedia Results

Completed

Proleague 2026-02-02
HSC XXVIII
Underdog Cup #3

Ongoing

CSL 2025 WINTER (S19)
KCM Race Survival 2026 Season 1
Acropolis #4 - TS4
Rongyi Cup S3
Nations Cup 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8

Upcoming

Escore Tournament S1: W7
Escore Tournament S1: W8
Acropolis #4
IPSL Spring 2026
HSC XXIX
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
RSL Revival: Season 4
LiuLi Cup: 2025 Grand Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.