Fantasy
The wallet
+200
Free, every week of the season
+120
A game won
+320
A best of three, won 2-1
5.2
Packs a winning week buys
Titan Coins come from playing, from turning up and from being right. They buy packs. Nothing converts money in and nothing converts value out, which is what keeps this a game rather than a shop.
Every coin is a signed row: earning is positive, spending is negative, and your balance is the sum of them. There is no stored balance that could drift away from the rows that produced it, and every award is keyed so paying twice is impossible.
There is no admin screen that adds coins to a player and there must never be one. A currency somebody can grant is a currency nobody believes in.
Every game in the record, read from the match data rather than awarded. A best of three pays three times.
The 80 for playing it and 40 more for winning. A best of three taken 2-1 pays 320.
Once per account, ever. Ten standard packs, so a first visit is not a wall.
Paid to everybody, once a week, for as long as Season 7 is being played. Nobody hands it out and nobody can be given more: it is the same amount for everyone or it is nothing.
Open the stream from the front page while it is on air. Once a night, however many series are played on it.
A stage, paid on a ladder that climbs faster the more you get right.
A fifth of a coin for every fantasy point your five earn.
An appearance fee on the points your card earns for them, paid to you.
Spending
A pack deals cards drawn from the people who have actually played in this tournament. Who you get is drawn evenly across everybody in the record, so a hard support is exactly as likely to turn up as the best carry in the country. What varies is the tier.
100TC
5 cards. Guarantees at least one Rare or better.
300TC
5 cards. No guarantee, better odds on every card instead.
The guarantee upgrades the best card in the pack rather than the worst, so a lucky pack is never made worse by it. And the premium pack deliberately guarantees nothing: better odds change every card in the pack, where a floor makes the outcome the same every time.
What you pull
Rarity belongs to the card, not to the person on it. A rarer card carries more bonuses, which are percentage boosts on stats that player’s position is allowed to be boosted on. Every bonus rolls its own value from the card’s id, so two Legendaries of the same player are not the same card, and the bands overlap: a Legendary that rolls high beats an Ultra Rare that rolls low.
A Common carries none, deliberately: it is what makes the first Uncommon feel like something. Every card is printed with the same six bonus slots whatever its tier, so you can see at a glance what a Common is missing, and a Common and an Ultra Rare are the same size in a binder.
| Tier | Chance | Bonuses | Each worth |
|---|---|---|---|
| Common | 55% | 0 | — |
| Uncommon | 25% | 2 | +10–20% |
| Rare | 13% | 3 | +14–26% |
| Epic | 5% | 4 | +18–34% |
| Legendary | 2% | 5 | +24–44% |
| Ultra Rare | 0.3% | 6 | +30–58% |
The part everybody asks about
Every card carries a price, and a spare sells back for it. It is calculated rather than looked up, because the thing being collected is a person: who is on the card matters more than how shiny it is. Four things are multiplied together.
What they did
Fantasy score a game, for the season on the card
How rare it is
The printed odds, dampened to the power 0.45
How the bonuses fit
Each roll credited by what that stat is worth to that player
Scale
0.1 of a coin per fantasy point
Its price
8–101
TC, typically
A card is priced on every Titan Cup game that player had played by the end of the season it was printed for, run through the same scoring function a lineup uses. That is the record the card itself prints, so what you read and what you are paying for are the same figure. A short record cannot be trusted on its own, so it is measured against the field (worth 5 games of evidence): somebody with three seasons behind them has a record to stand on, and a newcomer is priced with the uncertainty they deserve. Because the career stops at the card’s own season, a finished season’s cards can never move again.
An Ultra Rare is one card in 333 and a Common is more than half of them, so raw odds would make one worth about 183 times the other. That is a lottery ticket, not a card. Raising the odds to the power 0.45 puts an Ultra Rare at roughly 10 times a Common instead: enough that pulling one is an event, not so much that everything else is litter.
A big gold-a-minute roll on a mid who farms 573 a game is worth real money. The same roll on a hard support who farms 330 is nearly worthless. Each bonus is credited by the share of that player’s own scoring the stat already carries, so two Ultra Rares of the same person with different rolls are different prices.
While a season is running, its cards move with every match. When the season closes they stop forever, because nothing new can enter a finished season. A card stays a record of the season on it even if the player never turns up again.
What an average card of each tier is worth
Common
8
Uncommon
11
Rare
16
Epic
25
Legendary
43
Ultra Rare
101
The middle of the range for a typical player with typical rolls, not a promise about any particular card. A five-card standard pack sells back for well under the 100 it cost, which is what stops the shop being a machine for printing coins, and there is a test standing guard over exactly that.
Only spares sell. The first copy of every card is always kept, so a collection cannot be destroyed by accident.
The game
You field five cards. Each one is scored against every Titan Cup match its player appears in, from the real match data, and your total is the five added up. Nothing here is voted on.
Your five
Core
Core
Mid
Support
Support
Two cores, a mid and two supports, which is how a Dota side is actually built. A card can fill a slot when its position matches the role, and the same player cannot fill two slots.
What a match is worth
Five categories, because a hard support and a carry contribute in ways that do not compare, and a single axis is a farm leaderboard with extra steps. Each stat is multiplied by its weight and the lot is added together, plus 3 for winning the game.
Farm
Fighting
Vision
Support
Pushing
* Only exists on a parsed replay. A stat we do not have scores as nothing at all rather than as zero, because a support who warded all game must not be scored as though they warded none.
A card earns only for matches played after it went into your lineup. Otherwise picking on the last day of the season would collect the whole thing, which makes the standings a measure of hindsight rather than of judgement.
Taking a card out keeps the points it already made for you. The only safe move would otherwise be never to change anything.
Once a round’s deadline passes, a five that is already set cannot be changed until the round is played. Filling a slot that has never been filled is always allowed, so somebody opening their first pack late can still field a side.
Every fantasy point your lineup earns pays you 0.2 of a coin, and pays the player on the card 0.05 of one. Following the league closely is a real way to earn without out-earning the people actually playing.
First place in the fantasy wins an arcana of their choosing.
Calling it
Two stages. The group stage grid drops all 16 clubs into the record you think they finish the Swiss on, and the main event bracket calls all 14 ties of the playoff. Each stage pays on a ladder shaped like The International’s: the more calls come off, the faster it climbs, up to 4 000 Titan Coins for a perfect stage.
The Swiss finishes
3-0
2 clubs
3-1
3 clubs
3-2
3 clubs
2-3
3 clubs
1-3
3 clubs
0-3
2 clubs
Being one bucket out scores nothing. “Nearly right” is a judgement about how close two records are, and this site does not dress a judgement up as a number.
Sixteen clubs is something you think about over a week. Save as often as you like and come back to it.
The group stage shuts the moment the first result exists, and the bracket shuts when its own games start. After that your grid is a record of what you thought before you knew.
Not as results trickle in, so the same correct call cannot pay twice.
The market
Everything staked on a series goes into one pool. When it settles, the pool is split between whoever backed the winner, in proportion to what they put in. Nobody sets the odds. A favourite pays little because everybody backed it and the pool splits many ways; an underdog pays a lot because few did.
Backing both sides of a pool is not a hedge, it is a way to take coins other people put in.
A market takes no stakes at all until the organiser has stated when it closes, and it closes at that moment. Otherwise anybody who watched could stake on a result they already knew.
If a series never resolves, everything staked on it comes back.
Coins cannot be bought, cannot be sold and cannot be turned into anything outside this site. There is no way in and no way out, which makes this a scoreboard people are staking pride on.
Titan Coins, whole numbers only.
Counted across everything you already have on it, not per press.
No rake. Every coin staked comes back out, give or take rounding dust the settlement reports rather than hides.
In short
Nothing here is invented
Every score, price and payout is derived from matches that were actually played, read from the Dota 2 API rather than typed in. Where a fact cannot be derived, the site says so instead of guessing at it.
Nothing here is for sale
Titan Coins are earned and only earned. No purchase, no cash-out, no organiser handing them to a friend. That is what makes a balance worth having and it is not negotiable.
Anything about Season 7 the site cannot answer yet is marked as such wherever it appears. If something here does not match what you are seeing, the Feedback button in the corner of the page is the way to say so, rather than assuming it is meant that way.