Game rules
Rarities
Every card is a real Roblox game, and its rarity simply tells you how much that game gets played. Nobody picks it by hand: it comes from a public formula, the same for every game.
A popularity score out of 1000
Three public Roblox numbers, measured every day, make up the score:
- Visits: 45% of the score. It measures how big the game is over time.
- Concurrent players: 30%. We take the median over 7 days, so a one-off spike changes nothing.
- Favorites: 25%, capped at 1% of visits to limit artificial boosting.
Each number is placed on a logarithmic scale: going from 1,000 to 10,000 visits counts as much as going from 10 million to 100 million.
The six rarities and their thresholds
| Rarity | From | At least one per booster |
|---|---|---|
| Common | 0 points | 100% |
| Uncommon | 299 points | 100% |
| Rare | 431 points | 67.9% |
| Epic | 547 points | 23.7% |
| Legendary | 679 points | 4.9% |
| Mythic | 827 points | 0.799% |
Each rarity has three sub-levels (◉, ◉◉, ◉◉◉) to tell apart two cards of the same rarity. The exact odds are on the page Drop rates.
It goes up, never down
When a game gets more popular, its card levels up after 3 measurements confirm the change. When it loses players, its card keeps its rarity: your collection never loses value. Every change is kept in "Its story", on each game's page.
Safeguards
- To reach Epic or higher, a game has to be strong on at least two of the three numbers: one inflated number isn't enough.
- A game with inconsistent numbers (lots of visits but almost no favorites or votes) is capped until a human checks it.
- The site author's own games follow exactly the same rules as all the others, with no rate bonus at all.
See all cards or how to play. Independent project, not affiliated with Roblox Corporation; games belong to their creators.