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Producer Manual · Chapter 6 · NBA Top Shot & Disney Pinnacle

Keep the top scarce. Keep the bottom open.

Scarcity at the top is what makes a drop worth chasing, but scarcity on its own shuts most collectors out of the room. The answer is layers, not a compromise: fix the rarest products at a small, published number, and build a wide floor underneath where every collector can buy something today and see exactly what it takes to climb.

Two versions of the same ladder

An example, to show the difference.

One rung

  • Only the Pack is on sale.
  • It sells out in minutes, to whoever clicks fastest.
  • Collectors who want to go deeper have nowhere to put their money.
  • The top doesn't feel rare. It feels like nobody got one.

Scarcity without layers reads as bad luck, not as status.

Four rungs

  • Pack, open to all collectors.
  • Box, fewer, for collectors who lock a set.
  • Case, fewer still.
  • Courtside Box, a handful, for each set's top collector.

Every collector can buy something today, and see what it takes to climb.

How to do it

  1. 1

    Start at the top, and work down

    Name the rarest product first: Courtside Box, then Case, then Box, then Pack, open to all. On Pinnacle, the same shape holds, down to the pieces everyone can open. What a collector locks to earn a place at each rung is Chapter 7's subject. This chapter is about sizing and pricing the rungs once that mapping is set.

  2. 2

    Give each tier a job, not just a rarity

    The everyday supply has the same shape as the drop: a top layer of premium packs, a middle layer of Chance Hit packs, and a base layer anyone can buy from in bulk (on Top Shot, the Trade Ticket store). Inside the top layer, think of each piece by the job it does, not only by which Moment or pin unlocks it:

    TierThe jobUsually
    SThe scarcest, most prestigious offer — the top aspirationSells first
    APremium and scarce, directly below SExpected to sell out
    BThe core premium offer, carrying most of the earned accessExpected to sell out
    Chance offerA broad chance at something good, open to more collectorsSells out after S, A and B
    Open packThe standard offer, available to everyoneCan stay on sale

    The letters are a way to think about the ladder, not a requirement to build five separate products — a drop can run this logic with fewer.

    The rule: Tier S, A and B should consistently sell out, with contents worth more on average than their price, checked across the full range of outcomes, not just the average pulled up by a few huge hits. Every tier carries a guaranteed floor. Give every layer its own smaller chase too: once collectors decide the big chase is out of reach, they stop buying unless the pack in front of them has something worth chasing.

    Price Average Most pulls A few big hits Value of a pull → Share of pulls
    Most pulls land below price; a few big hits pull the average above it — check the full range, not just the average. Illustration: the shape, not real data.
  3. 3

    Let each sellout push demand to the next rung

    S sells out, then A, then B, then the Chance Hit packs — each sellout is news that pushes the next, more cautious wave of collectors down the ladder, the same mechanism as the dominoes in Chapter 2. The sequence ends at the open pack, built to still be there when a collector is ready.

    Sold out S A B Chance offer Open pack stays on sale Time → Share of supply sold
    S sells out, then A, then B, then the chance offer — each sellout pushes the next wave down the ladder, while the open pack keeps selling. Illustration: the shape, not real data.
  4. 4

    Trade the specialness for access, not cash

    The scarcity in S, A and B is also what earned access is worth. The most engaged, best collectors earn a place in line for these tiers by owning and locking (Chapter 7), not by outspending everyone else. Spending on its own never buys the status; it can carry the right to place more orders once a collector has earned that place in line.

  5. 5

    Size conservatively, especially the first two dominoes

    A requirement only works if enough collectors can clear it. Small lots of 1–10 prizes all filled. A lot sized at 129 per rookie was only 57–67% claimed, already too high for most collectors to reach. Size the climb to the edition in front of you, not to what feels generous on a slide.

    Internal lot-sizing data: 37 upgrade auctions sized at 1–10 prizes all filled; the one lot sized at 129 was 57–67% claimed.

    The same discipline applies to the priority allocation and the priority draw — Chapter 2's first two dominoes. Size them to sell out, not to avoid disappointing anyone. Making one fewer than demand is the lever.

    An old industry maxim for the same discipline: Ferrari's stated rule is to always build one fewer car than the market demands.

  6. 6

    If a tier doesn't sell, repackage it — never discount

    These are Veblen goods: part of their value is that they're scarce and costly, so cutting the price lowers demand rather than raising it, and it makes everything already sold at that price look bad to the collectors who paid it. Leaving unsold supply sitting in the open marketplace undercuts the market the same way. Price never moves within a drop.

    Instead, take the unsold supply off the marketplace and repackage it, into a later chase or spotlight pack, never by minting more. Supply is fixed at the announcement (Chapter 2); repackaging, not a lower price, absorbs what didn't sell.

    Luxury brands run the same rule: public price cuts are rare, and clearance happens through private channels, never a storefront discount.

Courtside Box a handful, to the set's top collector Case fewest Box Pack open to all Trade Ticket store open to all, in bulk Base pulls feed the climb
A display shelf: rare at the top, open at the bottom. Every pull from the base feeds the climb toward the top.

What it looks like

Examples of the move, not plans.

NBA Top Shot

"Four ways in, sized to what you own."

  • Pack: open to all. Lock a Common set or a Starting Five for priority.
  • Box: lock a Rare set, or an Ultimate of a featured player, for priority.
  • Case: lock a Legendary set for priority.
  • Courtside Box: finish #1 on the set's value leaderboard.
  • Case, Box and Pack are also Tier S, A and B: priced so their contents are worth more than what collectors pay, and expected to sell out in that order.
Disney Pinnacle

"The same ladder, in pins."

  • Collectors can always buy into the open layer, no set required.
  • Locking a set moves a collector up toward Pinnacle's rarest drop products.
  • Each rung's supply is published at the announcement and holds.
  • If a tier doesn't sell out, its pins come off the marketplace and return later in a different pack. The price on the original listing never moves.

The ladder, explained to each kind of collector

The rungs stay the same. The reason to care changes with who's hearing it.

CollectorWhat they hearWhere
Grail CollectorHow few Courtside Boxes exist, and who the leaderboard says gets oneA personal email, and the drop page
Completionist"Lock this set, and you qualify for the next rung up."A push or in-app message triggered by their progress
Collector-SpeculatorThe chases: low-odds, big-swing hits in the Chance Hit packsThe drop page, and email
Social FanTheir player or character in a Pack open to everyone, and trading toward the next rungSocial media, and push
NewcomerThe cheapest way in, and every pull counts toward somethingThe home screen, and social media

When it breaks

A rung nobody can reach. Picture a requirement built to look generous on a slide: every rookie needs 100 Rares to climb a rung. The edition doesn't hold enough Rares for that, so clearing it would take more Commons than the edition contains. The rung looks like progress, but nobody can ever stand on it, and collectors stop trusting the rungs below it too.

A scarce tier that doesn't sell, and gets discounted. Picture a Tier A Box priced at [N] that doesn't sell through on day one. The instinct is to cut the price so the rest moves. Collectors who already paid full price now hold something the market just said is worth less, and the supply still sitting at the old price makes the whole tier look stale either way. Trust in the next drop's price goes with it.

The fix: if a requirement turns out too high, lower it in public before any collector has spent against it, not after. If a tier doesn't sell, take it off the marketplace and repackage it — never discount it, and never mint more to replace what didn't move.

Questions for your drop

  1. What is each rung in this drop, from the open pack up to the top prize, and who is each one for?
  2. Do Tier S, A and B carry contents worth more on average than their price, checked across the full range of outcomes, not just a few big pulls?
  3. Are the priority allocation and the priority draw sized conservatively enough that they sell out?
  4. Could most of the collectors this requirement targets actually clear it, with the edition as published?
  5. Do the Chance Hit packs have enough base content under them to keep their odds honest, and does the open pack stay available for anyone not ready to climb?
  6. If a tier doesn't sell out, is the plan to take it off the marketplace and repackage it, not to discount it or mint more?