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Pack Cycle Playbook

PLAYBOOK | DERIVED | Updated 2026-04-08 | Owner: Guy Bennett (NBA), Spencer Bogad (Disney)

How a pack goes from concept to drop. The full lifecycle.


Overview

Packs are the primary revenue driver. 97% of new users start with a pack purchase. Pack revenue is 93% of total transaction volume on NBA Top Shot. The pack cycle is the most important operational process in the business.


The Full Lifecycle

Phase 1: Content Selection (2-4 weeks before drop)

  1. Identify content opportunity — game highlights, seasonal events, cultural moments, partner calendar
  2. Select moments — curate specific plays/pins based on:
  3. Star power (player marketability)
  4. Scarcity appropriate to tier
  5. Set completion potential
  6. Challenge eligibility
  7. Review with EP — Matt reviews content selection against portfolio strategy

Monthly Tent-Pole Discipline

Since the 2025-26 season shift to monthly drops, each tent-pole must be significant enough to stand alone. Weekly drops diluted each event's importance. One tent-pole per IP per month, staggered across weeks. (F017: 2.3x revenue per drop, 131% more returning buyer revenue)

Phase 2: Pack Configuration (1-2 weeks before drop)

Pack Math — the critical calculation:

Parameter What to Define
Total packs How many packs in this drop
Price point Pack price (must pass positive EV test)
Rarity distribution How many Common/Rare/Legendary per pack
Mint counts Total mints per moment per tier
Expected revenue Price × packs × sell-through estimate
Margin target Revenue minus production costs and partner obligations

The Positive EV Test (F011): The expected value of pack contents must exceed the pack price. This single principle drove the 4x W0 conversion improvement. Every pack configuration gets this test.

  • Calculate expected resale value of contents at current marketplace prices
  • If expected value < pack price → adjust pricing or rarity mix
  • If expected value > pack price → collectors buy confidently

Pack Tiers:

Pack Type Price Range Discovery Rate Who Buys
Base / Common $1-8 17% marketplace discovery Casual, high-churn. 83% never find marketplace.
Standard $9-29 ~30% marketplace discovery Mid-tier entry point
Premium / $50+ $50+ 46% marketplace discovery Collector gateway. $1,025 avg crossover spend.
Elite / Limited $100+ High Whale-targeted, limited quantities

$50+ Packs Are the Collector Gateway

$50+ pack buyers discover the marketplace at 46% (vs 17% for cheap packs) and spend $1,025 avg on crossover. Position these as the premium onboarding path. (F022)

Phase 3: Partner Approval (IP-dependent)

Timelines vary by IP: - NBA/NBPA: 1-2 weeks standard. See Partner Approvals - NFL/NFLPA: Currently in renegotiation. See NFL Partnership - Disney: 4-6 weeks. Disney has the most complex approval process. See Disney Submission

Phase 4: Production (1-2 weeks before drop)

  1. Renders — Prapanch's team creates visual assets for each moment
  2. QA — Quality check on renders, metadata, tier assignments
  3. Minting — On-chain minting of moments with correct serial numbers
  4. Pack stuffing — Algorithm distributes moments into packs based on rarity configuration
  5. Final QA — Verify pack contents match configuration

See Content Production for detailed production pipeline.

Phase 5: Marketing Coordination (1 week before drop)

  1. Announce drop — Social media, email to collectors, in-app notification
  2. Reactivation emails — Target lapsed users: "The [X] Pack drops tomorrow" (F020: 64% of reactivators viewed pack pages in 7 days before returning)
  3. Challenge announcement — If applicable, announce associated challenges to drive demand for specific moments
  4. Countdown — Build anticipation through social content

Phase 6: Drop Day

See Drop Execution for the operational checklist.

Phase 7: Post-Drop Analysis (1 week after)

  1. Revenue tracking — actual vs expected
  2. Sell-through — what percentage of packs sold
  3. Marketplace activity — secondary market pricing, volume
  4. Reactivation — how many lapsed users returned
  5. Conversion — how many new users completed first purchase (W0)
  6. Experiment verdict — did the hypothesis hold? What changes for next drop?

Experiment Brief Template

Every pack configuration should have an experiment brief:

Hypothesis: [What we expect to happen]
Hit rate: [Expected sell-through percentage]
Margin target: [Revenue - costs]
Cohort target: [Who is this pack for — segment, behavior]
Success criteria: [What "good" looks like]
Kill criteria: [What tells us this didn't work]
Verdict: [Post-drop evaluation]

Common Failure Modes

Failure Cause Prevention
Low sell-through Pack price exceeds perceived value Run positive EV test. Check marketplace comps.
Revenue miss Too many packs, diluted scarcity Monthly cadence, lower mint counts.
No reactivation Lapsed users didn't hear about drop Trigger reactivation emails 3-5 days before drop.
Marketplace crash post-drop Oversupply of moments at this tier Check supply against existing listings.
Partner rejection Content doesn't meet approval criteria Start approval process early. Know the IP-specific rules.