Rip simulator · odds read Oct 8, 2026
Trove pack simulator
Open simulated Trove packs using the odds it publishes for its Sports and Pokémon packs, and see the RTP (return to player: what comes back for every dollar in) before and after a session. Values are Trove'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 Football Starter's page on Oct 8, 2026. Bands are dollar ranges of Trove's own card values, the same fair market value (FMV) its 100/90/80% buyback schedule is quoted against; the pack page footnote says outcomes are calculated in real time from current inventory, locked at purchase, and that market data and prices are subject to change, without naming the comps.
| Band | Value | Chance | Average value | Share of EV |
|---|---|---|---|---|
| Tier 1 | $13 to $18 | 34.79% | $15 | 23% |
| Tier 2 | $18 to $25 | 40.21% | $21 | 37% |
| Tier 3 | $25 to $40 | 22.04% | $32 | 31% |
| Tier 4 | $40 to $75 | 2.52% | $56 | 6% |
| Tier 5 | $75 to $200 | 0.34% | $127 | 2% |
| Tier 6 | $200 to $300 | 0.1% | $247 | 1% |
Source: Football Starter on Trove. Each pack page has an 'Outcomes' panel: six rows, each a percentage, a bar and a dollar range, plus a footnote that outcomes are calculated in real time based on current inventory and locked at purchase. The displayed percentages are rounded (35%, 40%, 22%, 3%, 0.3%, 0.1% on Football Starter) and the dollar ranges abbreviate above $1,000 ('$1.3K-$1.8K' is 1,250 to 1,750); the page's embedded data carries the exact tier probabilities (0.3479, 0.4021, 0.2204, 0.0252, 0.0034, 0.001) and bounds, which this file records; they sum to 1.0 on all 19 packs read. Tier bounds are multiples of price (0.5x, 0.7x, 1x, 1.6x, 3x, 8x, 16x on most tiers; the $25 Starter uses 0.5x, 0.7x, 1x, 1.6x, 3x, 8x, 12x) and the data flags tier_range_semantics 'exclusive_min'. The core Football line has eight tiers ($25 Starter to $5,000 Mythos); three drops add Pocket Monsters (vintage Pokémon: Starter $25 sold out, Booster $50, Reserve $100, Premier $250, Epic $500), Baseball HoF (Booster $50, Reserve $100, Premier $250) and Snapback multisport (Booster $50, Premier $250, Legend $1,000). 15 of the 19 are captured: all eight Football tiers plus the cheapest tiers of each drop; the omitted four (Pocket Monsters Premier and Epic, Baseball HoF Premier, Snapback Legend) read from the same page pattern. The Snapback tables publish 0.01% and 0.00% for the top two bands. No average value is printed; the homepage claims 'better expected values' without a figure. Checkout on the Starter page showed a $0 service fee. Probabilities and bounds come from each pack page's embedded data; the page rounds them for display. Trove states no average value per pack.
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 Trove 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 Trove's own valuations, which may differ from what the same card sells for elsewhere.
Trove 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 Trove listing, other simulators, our guides on EV and buyback and the methodology.