Each weapon or map enabled in the pool is represented by an icon that bounces inside the arena. The first icon to reach three wall bounces is the result. Every enabled entry has an equal probability of winning, and each draw is independent of previous draws; the animation determines the presentation of the draw, not its odds.
Formats in which the weapon to buy each round is assigned by a random draw rather than chosen. Players spin on the weapon randomizer before the buy phase and purchase the result. Stricter variants require winning a round with a weapon from every class, or apply a single draw to the entire team's buy. Narrowing the pool — for example to pistols only — produces further variants.
Yes. The Edit Pool dialog toggles individual entries out of the rotation. The weapon pool and the map pool are stored separately, and both persist in the browser between visits.
Yes. The share button produces a link that encodes the current pool by name. Opening the link reproduces the same set of enabled entries, so a group draws under identical rules.
Yes. The map randomizer tracks Valve's current Active Duty selection — when a map rotates in or out of Premier, the pool here is updated to match.
Locally, in the browser's storage. The site has no accounts and no server-side storage, so clearing the browser's site data resets pools and statistics. See the privacy policy for details.
No. The site is free, requires no sign-up, and runs in modern desktop and mobile browsers.