Rip simulator · odds read Oct 8, 2026
Courtyard pack simulator
Open simulated Courtyard packs using the odds it publishes for its Pokémon and Sports packs, and see the RTP (return to player: what comes back for every dollar in) before and after a session. Values are Courtyard's own; nothing here is a real pull.
Pack
Expected RTP
Enter a pack price to see the expected RTP.
Ripping
The short version
RTP this session
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Net result
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Best pull
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Detailed breakdown
Spent
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Value pulled
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Expected value
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Cash after buyback
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By band: expected vs what you got
| Band | Odds | Expected pulls | Your pulls | Value pulled |
|---|
Every pull, best first
How 1,000 sessions like this spread out
Median RTP
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Typical range
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Sessions in profit
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Average RTP
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The odds behind this
Transcribed from Sealed Pokémon Booster's page on Oct 8, 2026. Bands and the average item value use Courtyard's own fair-market-value estimates; the panel's disclaimer says the distribution is calculated in real time, is not financial advice, and that comps are informed by recent sales and data from platforms such as eBay, PWCC and Sportscardspro (terms apply).
| Band | Value | Chance | Average value | Share of EV |
|---|---|---|---|---|
| Base | $11 to $13 | 70.3% | $11 | 55% |
| Common | $13 to $15 | 4% | $14 | 4% |
| Uncommon | $15 to $30 | 22% | $19 | 28% |
| Rare | $30 to $60 | 3% | $37 | 8% |
| Chase | $60 to $240 | 0.7% | $97 | 5% |
Source: Sealed Pokémon Booster on Courtyard. Each pack page has a 'Distribution*' panel: a grid of tiles, one per value range (tier names base, common, uncommon, rare, chase in the API), each showing the dollar range and a rounded percentage (two decimals under 1%, one decimal under 10%, whole numbers above), plus Min Value / Max Value and a footnote '*Average item value is $X. Distribution is calculated in real-time...'. This file records the raw API percentages, which sum to 100 for every captured pack. The API's expectedValueUsd (the footnote figure) is exactly 96% of the sale price on all 99 machines (e.g. $24 on $25, $959.04 on $999), and buybackRatio is 0.846 on all 99, which reads as a configured ratio rather than a per-pack measurement. The page hides buckets published at 0% (Pokémon Mythic's rare band $10,000 to $20,000 is 0%). 'Spicy' Pokémon variants are priced $1 below the standard tier and had odds published while the standard Ultra, Platinum and Legend packs were out of stock with empty odds on 2026-10-08; the 15 packs here are the cheapest and most-pulled Pokémon and sports packs that were in stock with a published distribution. Football Starter ($25), Basketball/Baseball/Football/Sports Basic ($15) and Hockey/Soccer Starter were out of stock with no buckets, so they are not included. Bands are per single-card pack; the Sealed Pokémon Booster ($15) yields a sealed booster pack valued the same way. The list endpoint also exposes pulls24h/pulls7d/pulls30d per machine; per-pack notes quote pulls7d as read on 2026-10-08. The showcase cards listed on each pack page are a sample, not the full pool, so the simulator draws from the value bands only.
How the simulation works
RTP is return to player: value pulled divided by money spent. Each simulated pack draws one value band using the probabilities Courtyard publishes, then a value inside that band. Platforms publish the bands but not where values fall inside them, and that gap matters: a $25 to $200 band averages $70 if values spread log-evenly, $112 if evenly, and less if most cards sit near $25. So the expected RTP is shown as a range from bottom-heavy to evenly spread, and the simulation draws log-evenly in between. Courtyard prints its own average value per pack, so the draws are calibrated until the model's average matches that figure. Real pulls come from a finite card pool and the platform's pricing can move, so treat every number as an estimate at Courtyard's own valuations, which may differ from what the same card sells for elsewhere.
Courtyard pays 90% buyback, so cash after selling back is lower than the value pulled. Shipping fees and taxes aren't modelled.
18+. Pack opening is chance-based spending with real money. Whatever the odds imply at the platform's own values, cash in hand is lower after the buyback haircut, fees and the gap to market prices. Only spend what you can afford to lose. See the Courtyard listing, other simulators, our guides on EV and buyback and the methodology.
