ALL
KILL
Build the group. Own the year.
Seven spins. Each one lands on a generation and a group — draft one member into one position. Then your group promotes for a full year. Can you go 52-0?
160 groups in the pool.
What this is
ALL-KILL is a drafting game built on 1,056 idols from 160 K-pop groups, spanning the first generation through the fifth. The reels land on a generation and a group — 3rd Gen × TWICE, 4th Gen × ATEEZ — and you take one member into one of 7 positions. Seven spins, seven slots, and every idol can only be drafted once no matter how many groups they have been in.
Then the year runs. Fifty-two weeks of comebacks, music show promotions, a Japan debut if your group has the reach for it, tours, CF deals and the year-end award shows. You are chasing 52-0: number one every single week of the year.
Why it is hard
Your single decays once promotion ends, so the quiet stretches between comebacks are where perfect runs die. A big fandom keeps a song alive through them; general public appeal wins the charts but bleeds away fast. You need both, in seven people, drafted from whatever the reels happened to give you.
A near-optimal drafter medians 44 wins. Going unbeaten happens about once every 180 runs.
Positions matter more than names
Each slot scores different stats, so a main vocalist filling the visual slot is wasted. Chemistry runs alongside it: labelmates, a shared birth-year line, one era across the group. Bonds do not make a lineup better — they make it consistent, raising your floor on bad weeks without touching your ceiling, which is exactly what an unbeaten year needs.
Daily and free play
The daily draft gives everyone the same seven spins in the same order, drawn from the date, so every run that day faced identical conditions. Free play lets you filter the pool to the generations and group types you actually know, and hands you re-spins. Both can be posted to the leaderboard.
New to it? Start with how to play, then the seven positions.