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PackRipper

Rip simulator · odds read Oct 8, 2026

CrownCards pack simulator

Open simulated CrownCards 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 CrownCards's own; nothing here is a real pull.

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CrownCards · buyback — · listing

Pack

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Expected RTP

Enter a pack price to see the expected RTP.

On some packs the published odds imply an RTP at or above 100%. That is a statement about CrownCards's own valuations, not market prices, and not an edge: the listing records what users report about its displayed values, and sell-backs take a haircut.

The odds behind this

Transcribed from Pokémon Starter Pack's page on Oct 8, 2026. Bands are dollar ranges of CrownCards' own 'Estimated Market Value', which its terms define as an estimate CrownCards sets from recent comparable sales, market data, grading, condition, rarity, liquidity, demand and proprietary factors, and which is not a guarantee of any resale or cash-out price.

BandValueChanceAverage valueShare of EV
Common$0.10 to $1.0060%$0.3924%
Rare$1.00 to $2.0029.6%$1.4443%
Epic$2.00 to $3.007.9%$2.4720%
Legendary$3.00 to $4.001.9%$3.487%
Grail$4.00 to $200.6%$9.946%

Source: Pokémon Starter Pack on CrownCards. Each pack page shows a volatility selector (labels Normal, High, Max, Ultra, 50/50; not every pack offers every mode) and, for the selected mode, a list of rarity tiers (common, uncommon, rare, epic, legendary, grail) each with a dollar range and a percentage, plus 'Min Value:' and 'Max Pull:' figures. The API returns values in cents; this file converts to dollars. Captured modes: normal and max for 15 packs (30 entries). High, Ultra and 50/50 tables exist for many packs and can be fetched from the same endpoint with volatilityMode set, but are not captured here. Every max-mode table is a two-band split of 90% common / 10% grail, with the grail band starting at 5x the pack price. Several same-tier packs across categories share identical tables (e.g. Pokémon Bronze and Football Bronze; Pokémon Gold and Football Gold; Pokémon Signature and Football Signature). Band percentages sum to 100 except Pokémon Diamond normal (99.99) and Pokémon Silver normal (99.99), as published. The packs.list endpoint returned 59 packs in total on 2026-10-08 (Pokémon 9, One Piece 9, Football 9, Basketball 6, Handbags 8, Sneakers 6, Watches 6, plus a $10,000 Handbag Ultimate Box), not the ~91 tables a third-party review counted; that review may have counted volatility variants. The response field grailBoost was null when logged out; the UI has a '{percent}% Boost' label suggesting signed-in users can see boosted grail odds, which we could not observe. The terms say distribution between ranges may not be equal unless stated and that CrownCards may correct odds or value errors after the fact. Bands are per single-item open (cardsPerOpen 1). Only the Normal volatility mode is included here; every pack also offers a Max mode (90% common, 10% grail starting at five times the price) and some offer High, Ultra and 50/50, all fetchable from the same public endpoint. Same-tier packs across categories share identical tables.

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 CrownCards 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. Real pulls come from a finite card pool and the platform's pricing can move, so treat every number as an estimate at CrownCards's own valuations, which may differ from what the same card sells for elsewhere.

CrownCards publishes no buyback rate, so the cash you'd get for a pull is unknown. 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 CrownCards listing, other simulators, our guides on EV and buyback and the methodology.