Card values
Values · XP-equivalent · public at /api/values
Every card instance has a value in XP, used by the trade floor and shown as a chip on inventory rows and trade items. The formula is public and so are its inputs.
Formula
Section titled “Formula”value = base(effectiveRarity) × printMultiplier(print) × (1 + 0.15 × level) × override(cardId)| Input | Value |
|---|---|
| base by rarity | C 60 · U 120 · R 350 · RH 700 · X 2,000 · AA 3,000 · Z 6,000 · P 1,500 — the same numbers as the shop’s single-card prices |
| printMultiplier | STANDARD 1 · HOLO 2 · ALT 2.5 |
| levelBonus | 0.15 per promotion level |
| effectiveRarity | The instance’s rarity override if it rolled one, else the card’s rarity |
| override | A per-card multiplier, default 1, set by the Game Master with an audited reason (none set in Critical Mass today) |
Examples
Section titled “Examples”| Instance | Value |
|---|---|
| Standard Issue, standard print, level 0 | 60 |
| Service Grade holo | 240 |
| Restricted, level 3 | 350 × 1.45 = 507 |
| Restricted Holo (always holo), level 0 | 1,400 |
| Executive holo, level 5 | 2,000 × 2 × 1.75 = 7,000 |
| Classified (always holo) | 12,000 |
Values are integers (rounded).
Where values apply
Section titled “Where values apply”- Trades: the 40 % floor and the 30 % XP cap are computed from these values.
- Inventory: each row shows its value; the archive can sort by it.
- Shop: single-card prices are the base values; the weekly Spotlight is listed at base minus 25 %.
Values are XP-equivalents for fairness only. Nothing converts to money, and nothing is sold for money.