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Packs page

The Packs page controls what a pack can sell and what the player receives when opening it. It only appears when pack features are available to the selected instance. All edits apply to future openings after you press Save pack; they do not rewrite packs that players have already opened.

At the top-right, Pack to manage lists existing packs. A pack marked configured is already using the current pack-content rules. Select a pack to edit it. Choose + New pack to start a new one.

If the page says that a pack still uses older reward rows, saving it here moves that pack to the rules shown on this page. Read through every section before the first save so the new content matches what players expect.

Name is the title players see. It is required and can be up to 128 characters. Price is the amount of the configured currency needed to buy it; it may be zero for a free pack. Emoji is optional and is displayed with the pack where supported.

The three availability checkboxes are separate:

  • Enabled makes the pack active in the system.
  • Purchasable allows players to buy it from the shop.
  • Openable allows a player who already owns the pack to open it.

For example, an event pack can be enabled and openable but not purchasable after the event has ended, so players can still open packs they already bought.

Use Description to tell players what the pack is for. It allows up to 2,000 characters. Be clear about a pack’s theme and any unusual rules; it is the player-facing explanation before purchase.

The scope is the pool from which a pack’s collectible rewards are drawn.

Edition narrows the pool to an edition. Leave it on Any edition to use every eligible edition. Collectible Set further narrows the pool; leave it on Any Collectible Set when the pack should not be restricted to one set.

Use the two Rarity range fields for the lowest and highest permitted rarity. Leave a side empty if that side should be unrestricted. Use Collectibles per pack to set the minimum and maximum number of collectible rewards. A pack can have a zero minimum, but if you want every opening to contain a collectible, make the minimum at least one.

A non-general edition only contains collectibles assigned to that edition. The general edition also includes collectibles that have no edition. If the scope is too narrow or matching collectibles are disabled, the preview will warn that the pool is empty.

Credits per pack sets the minimum and maximum currency reward. The actual number is selected inside that range. Leave both at zero when the pack should not pay credits.

Turn on Collectibles are tradeable when collectible rewards from this pack may be traded. Leave it off for packs whose contents should remain bound to the opener.

The Remove from all drops search and multi-select list excludes specific collectibles from this one pack. Search by name or code, then use Ctrl-click on Windows/Linux or Command-click on macOS to select more than one item. Those items stay in the collection and can still appear elsewhere; they are simply removed from this pack’s reward pool. The list only displays collectibles that already match the edition, set, and rarity scope.

Each pack has up to eight Special rows. Choose a special in a row, then type its Chance %. Each collectible rewarded by the pack makes this special roll. Leaving a row set to No special skips it.

The chances across all special rows cannot exceed 100%. Any percentage left over is the chance that no special is applied. Example: two specials at 10% and 5% leave an 85% chance of no special before exclusions and weighting are considered.

Each special also has Don’t apply this Special to. This is more specific than the global exclusion list: it keeps a collectible in the pack but prevents that one selected special from being applied to it. Use the search box and Ctrl/Command-click to select multiple items.

The right side is a read-only preview based on the currently saved rules. It shows the number of collectibles in scope, global exclusions, special exclusions, the credit range, and the chance of receiving no collectible and no credits.

Under Special roll for each collectible, the displayed results account for the selected special chances, exclusions, and rarity weighting. The values can differ from the raw percentage you typed because a special may not apply to every collectible in the scope.

The preview does not update the saved configuration by itself. Press Save pack after making changes, then reload or reselect the pack to inspect the updated saved preview. If validation fails, the error list at the top explains which range, chance, or scope must be corrected.

  1. Choose + New pack and give it a temporary name.
  2. Set the price, availability, and a player-facing description.
  3. Choose a broad but deliberate collectible scope and set a reward count.
  4. Add credits only if the pack should also pay currency.
  5. Use exclusions to protect collectibles that should never appear in that pack.
  6. Add special rows one at a time and check that their total stays at or below 100%.
  7. Read the weighted preview, save, and open a test pack before making it purchasable.