SIMULATION ONLY. FOR EDUCATIONAL PURPOSES. NO MONETARY VALUE. Read the disclaimer

Independent educational simulation

The Odds

Digital card vending machines advertise the top card. This models the whole distribution. Pick a pack style and price, run simulated pulls on published odds, and see the expected value and house edge using real raw-card market prices. Nothing is bought, sold or awarded here.

The hook

Five plays the machine runs on you.

  1. 01

    The random payout

    Your brain’s reward system fires hardest when a reward is uncertain, not when it’s guaranteed.[1] A pack that might hit is a paid random reward, the kind researchers describe as psychologically akin to gambling.[2] That’s the hook, not the cardboard.

  2. 02

    The near-miss

    “So close” feels like progress. It isn’t. In lab studies, near-misses made people want to keep playing and lit up the same brain areas as real wins.[3] Pulling the card next to the chase card is a loss that feels like a reason to go again.

  3. 03

    The fast repeat buy

    One tap, a reveal, and the next pack is ready. No cash leaves your hand, so the total is easy to lose. In a survey of over 7,000 gamers, spending on loot boxes, paid random rewards, was linked to problem gambling.[4] Count the pulls, not the hits.

  4. 04

    The house edge

    Every machine is priced so the average pull is worth less than you pay. On the simulator’s Starter Machine $25 model, a $25 pull returns about $21.15 on average if you sell it back: an expected loss of $3.85 per pull, a 15.4% house edge. That loss doesn’t shrink with volume. It multiplies.

  5. 05

    Chasing losses

    Going back to win your money back is one of the clearest warning signs of a gambling problem.[5] Down $300, the next pull feels like the fix. With a house edge, more pulls means more expected loss, not less.

Warning signs

Check your own tape.

  • Thinking about breaks or pulls all the time.
  • Needing to spend more, or more often, to feel the same rush.
  • Going back to win back what you lost.
  • Restless or irritable when you try to cut back.
  • Hiding how much you spend, or putting it on a card you can’t pay off.

Signs adapted from the National Council on Problem Gambling.[5] If even one sounds familiar, that’s worth a free, confidential call.

Get help

Free. Confidential.
24/7.

Call or text the National Problem Gambling Helpline at 1-800-MY-RESET (1-800-697-3738), or chat at 1800myreset.org. Card breaks and pack pulls count. Run by the National Council on Problem Gambling.

1 · Pack style
Cards
Pack price

The model

Digital pack

Odds by tier for the selected model
TierOddsValue rangeReal-card avg

Prices: reference raw and graded market values from public price guides as of November 4, 2026. Odds modeled on publicly published odds from popular digital card vending platforms, read October 28, 2026.

2 · Run the simulation

Card vending
Latest simulated pull
Press Rip. The card appears here.

Simulation only. No purchase, no cards awarded, no monetary value. Disclaimer

Press a button to run the simulation.

    Simulated pulls by tier compared with what the odds expect
    TierSimulatedOdds expect

    Card values are reference raw and graded market values from public price guides, shown only to illustrate the math.

    Advanced: repeatable runs

    3 · The expected value

    The math, every pack.

      4 · Your rip history

      Every pull, on the tape.

      Saved only in this browser (local storage). Nothing is sent anywhere. Clear it any time.

      Your simulated pulls, newest first
      #MachineCardValueGain/lossRunning total

      5 · If it went on a credit card

      The spend keeps charging.

      Spend to use

      General illustration only. “No payments” compounds the APR monthly on the full spend. “Minimum payments” assumes a minimum of 1% of the balance plus that month’s interest, or $25, whichever is more, a common style of formula; your card’s terms may differ. Paying only the minimum takes longer and costs more interest.CFPB

      What if you’d invested it instead?

      Illustration only. Assumes the simulated spend went into a broad U.S. stock market index fund at once and grew at about 10% a year, roughly the long-run average annual return of large U.S. stocks since 1957 with dividends reinvested (about 7% after inflation). Real returns swing a lot year to year and can be negative. Not a guarantee and not investment advice.

      How these machines work

      On popular digital card vending platforms, a buyer pays a fixed price, the app reveals one graded card picked at random from a pool, and the card is held in the company’s vault. The buyer can keep it, ship it, list it, or take an instant sell-back offer for a percentage of the company’s own estimate of the card’s value.

      • Value-band machines publish odds as value bands: a chance of landing in, say, $17 to $21, $25 to $50, or $200 to $400, plus a stated average item value per pack. The models here use a sell-back offer of 84.6% of the platform’s value estimate.
      • Tier machines publish odds as tiers: Lineup, Chase and Grail, with about 98% of pulls landing in Lineup. They publish hit rates but not card values. The models here use a sell-back offer of 90% of estimated value and an optional insurance add-on (10% of the price) that guarantees an offer of at least 80% of the pack price.

      Two things are true at once. The average can look close to the price, and most pulls still come in under it. A few expensive cards lift the average; a typical pull sits below. Then the sell-back haircut comes off the top. That’s the house edge.

      What’s real and what’s modeled

      • Odds: 30 of the 36 machine models use odds modeled on publicly published odds from popular digital card vending platforms, read October 28, 2026. Where no platform publishes odds at a price point, the model is labeled Modeled estimate and scales the published structure of the nearest real price point.
      • Real cards, raw and graded: every simulated pull reveals a real card from a pool of 544 cards (406 trading card game, 72 baseball, 40 football, 26 basketball) in a specific condition: Raw, or a professional grade (Grade 8, 9 or 10, plus Grade 7 and lower for vintage cards). That makes 2634 card-and-condition entries, 2090 of them graded, each at its reference raw or graded market value from public price guides as of November 4, 2026. Graded values are the guides’ prices for that grade; only the grade is shown, never a certification number. Tier machines lean toward graded pulls, since those platforms vend slabs; value-band machines mix raw and graded.
      • Band values come from the real cards: earlier versions assumed an average value inside each band. Now each tier’s value comes from the real cards (raw or graded) whose price falls in that band. Real cards in a band tend to average near its middle, while the platforms’ stated averages imply their pools sit near the bottom of each band. So the pick inside a band is weighted toward the cheaper real cards until the pack’s average matches the stated average (value-band machines) or 90% of the price (tier machines, which publish no values). The table shows that weighted real-card average.
      • Top of the pool: the most valuable trading card game entry is Vintage TCG Rare · 1st edition (Early-era set) in Grade 10 at $1,549,690; the most valuable entry overall is 1950s Baseball Legend (Vintage base card) in Grade 10 at $13,818,748. Every tier in every model is filled with real in-category cards.
      • Assumed: tier machines don’t publish card values, so their price range per tier is our assumption. Change anything you disagree with in Custom.
      • Not modeled: shipping, sales tax, withdrawal timing, promo credits, pools that change as cards are pulled, and the gap between a platform’s value estimate and a card’s actual sale price.

      Platforms say their odds are calculated in real time and pools change often, so live numbers may differ from the ones shown.