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QA

Pack generation quality assurance

Since February 27, 2026

Pack Generation Reference

Complete technical documentation of how booster packs are generated in Star Wars: Unlimited. This covers universal rules that apply to all sets. For set-specific statistics, see the individual set tabs.

Pack Structure (16 Cards Total)

Every booster pack contains exactly 16 cards in specific slots:

SlotCountDescription
Leader1One leader card from the leader pool. Can upgrade to Hyperspace or Showcase.
Base1One base card. Can upgrade to Hyperspace variant.
Commons9Nine common cards drawn from alternating aspect belts (A/B pattern). Guarantees all 6 aspects present.
Uncommons2-3Two guaranteed uncommons. Third uncommon can upgrade to Rare/Legendary (~18% chance).
Rare/Legendary1-2One guaranteed Rare or Legendary. Legendary rate varies by set (see below). Can be 2 if third UC upgrades.
Foil1One foil card of any rarity (weighted by set - see below). Can upgrade to Hyperfoil.

Rarity Distribution

Rare/Legendary Slot (varies by set):

  • Sets 1-3: ~14.3% Legendary (6:1 ratio)
  • Sets 4+: ~16.7% Legendary (5:1 ratio)

Third UC Slot Upgrade:

  • Sets 1-3: ~18% upgrade rate (1 in 5.5)
  • Sets 4+: ~20% upgrade rate (1 in 5)

Leader Distribution

Leaders come in two rarities (Common and Rare), but in the leader slot:

  • All leaders have equal probability (uniform distribution)
  • Rarity is aesthetic/collectibility, not pull rate

Foil Slot Distribution

The foil slot uses weighted random selection (weights vary by set):

RaritySets 1-3Sets 4-6
Common~78%~75%
Uncommon~17%~17%
Rare~5%~4%
Legendary~0.3%~0.3%
Special0%~4%

The Belt System

What are Belts?

Belts are shuffled pools of cards that ensure proper distribution and prevent immediate duplicates. Each belt contains all eligible cards for that slot, shuffled randomly.

How Belts Work:

  1. Cards are organized into belts by slot type (leader, base, common A, common B, uncommon, rare/legendary, foil)
  2. Each belt is shuffled once at the start
  3. Cards are drawn sequentially from the belt
  4. When a belt is exhausted, it's reshuffled and reused
  5. This prevents the same card from appearing in consecutive packs

Common Belts (A & B):

  • Belt A: Vigilance, Command, Heroism aspects
  • Belt B: Aggression, Cunning, Villainy aspects
  • Packs alternate drawing from A and B (positions 0,2,4,6,8 vs 1,3,5,7)
  • Ensures all 6 aspects appear in every pack's 9 commons

Upgrade System

After the base pack is generated, an upgrade pass can replace certain cards with premium versions:

Upgrade TypeProbabilityDescription
Leader → Showcase~0.35%Showcase leaders (all sets, ~1 in 288 packs). Takes priority over Hyperspace.
Leader → Hyperspace~17%Hyperspace variant of the leader (1 in 6 packs)
Base → Hyperspace~25%Hyperspace variant of the base (1 in 4 packs)
Rare → Hyperspace R/L0%Rare slot is always standard (black border), never Hyperspace
3rd UC → R/L~18-20%Third uncommon upgrades to rare/legendary (varies by set)
Foil → Hyperfoil~2%Ultra-rare Hyperfoil variant (1 in 50 packs, ~1 per 2 boxes)
UC 1/2 → Hyperspace UC~12%First or second uncommon becomes Hyperspace (1 in 8.5 packs)
Common → Hyperspace C~33%One random common becomes Hyperspace variant (1 in 3 packs)

Hyperspace Variants

What is Hyperspace?

Hyperspace variants are alternate versions of cards with different art and a blue border. They're mechanically identical but visually distinct.

Hyperspace Sources:

  • Upgrade passes (listed above)
  • Can appear as regular cards or foils
  • Special "Hyperfoil" versions are extremely rare

Special Rarity

Sets 1-3 (Legacy):

  • Special rarity cards exist but don't appear in standard boosters
  • 8 special cards per set
  • Available through other products only

Sets 4-6:

  • Special rarity can appear in the foil slot only
  • Never in regular rare/legendary slot
  • 12-16 special cards per set
  • Same total output rate as Rare (dynamic multiplier scales for card count)

Showcase Cards

What are Showcase Cards?

Showcase cards are premium variants with special borderless alternate art. They exist in all sets from SOR onwards.

Showcase Distribution:

  • Only leaders can be Showcase
  • ~0.35% chance (~1 in 288 packs)
  • Takes priority over Hyperspace leader upgrade
  • Can also appear as foils

Quality Score

The Quality Score is a percentage representing overall pack generation health:

  • Calculation: (metrics within expected / total metrics) × 100
  • Excellent (90-100%): Nearly all metrics pass validation
  • Good (75-89%): Most metrics pass, minor variances acceptable
  • Acceptable (60-74%): Some metrics failing, may need attention
  • Needs Attention (<60%): Significant issues with pack generation

The score combines structural checks (pass/fail) and rate metrics (statistical tolerance).

Quality Metrics Explained

The Quality subtab in each set shows automated validation of pack generation. Here's what each metric measures:

Structural Validation:

  • Pack has exactly 16 cards: Every pack must contain exactly 16 cards
  • Pack has 1 leader: Exactly one leader card per pack
  • Pack has 1 base: Exactly one base card per pack
  • Pack has 9 commons: Nine common cards (from A/B belts)
  • Pack has 1 foil: Exactly one foil card of any rarity
  • All 6 aspects in commons: The 9 commons must cover all 6 aspects
  • No same-treatment duplicates: No card appears twice with the same treatment

Rate Validation:

  • Legendary Rate: Sets 1-3: ~14.3% (6:1), Sets 4+: ~16.7% (5:1)
  • Hyperspace Leader: ~17% of leaders should be Hyperspace (1 in 6 packs)
  • Hyperspace Base: ~25% of bases should be Hyperspace (1 in 4 packs)
  • Hyperspace Common: ~33% of packs should have a Hyperspace common (1 in 3)
  • Hyperfoil: ~2% of foils should be Hyperspace Foil variants (1 in 50)
  • Showcase Leader: ~0.35% of leaders should be Showcase (~1 in 288 packs)

Foil Distribution (Sets 1-3 / Sets 4+):

  • Common foils: Expected ~78% / ~75%
  • Uncommon foils: Expected ~17% / ~17%
  • Rare foils: Expected ~5% / ~4%
  • Legendary foils: Expected ~0.3% / ~0.3%
  • Special foils: Expected 0% / ~4% (Sets 4+ only, same rate as Rare)

Statistical Methods

Z-Score (Standard Score):

Measures how many standard deviations an observed value is from the expected value.

  • Formula: Z = (observed - expected) / standard_error
  • |Z| < 1.96: Within 95% confidence (normal)
  • 1.96 < |Z| < 2.58: Between 95-99% confidence (outlier)
  • |Z| > 2.58: Beyond 99% confidence (extreme outlier)

Wilson Score Confidence Interval:

Used for binomial proportions (rate metrics). More accurate than simple intervals for small samples or extreme probabilities.

  • Provides upper and lower bounds for the true rate
  • If expected rate falls within the confidence interval, the metric passes
  • Handles edge cases (0% or 100% observed) better than simpler methods

Chi-Squared Goodness-of-Fit Test:

Tests whether an observed distribution matches an expected distribution.

  • Used for foil rarity distribution (multiple categories)
  • p-value > 0.05: Distribution matches expected (pass)
  • p-value < 0.05: Significant deviation from expected (fail)
  • Reports degrees of freedom (df) = number of categories - 1

Status Color Coding

All rate metrics use Z-tests to compare actual vs expected generation rates:

Green (Within Expected)

Within 95% confidence interval (|Z| < 1.96). Normal statistical variation. No action needed.

Yellow (Slight Variance)

95-99% confidence interval (1.96 < |Z| < 2.58). Statistically unusual but could be random chance. Worth monitoring.

Red (Outlier)

Beyond 99% confidence interval (|Z| > 2.58). Very unlikely to occur by chance. May indicate a bug in pack generation.

Gray (Insufficient Data)

Not enough samples for reliable statistics. Generate more packs for accurate results.

Expected Pack Opening Results

In a typical booster box (24 packs):

  • Legendaries: ~3-4 non-foil + ~0.5 foil = ~4 total (Sets 1-3), ~4-5 total (Sets 4+)
  • Rares: ~20-21 non-foil + ~2 foil = ~22 total
  • Hyperfoils: ~0.5 (about 1 per 2 boxes)
  • Showcase Leaders: ~0.08 per box (~1 per 12 boxes, all sets)
  • UC Upgrades: ~4-5 packs will have 2 rare/legendary

In a sealed pool (6 packs):

  • Legendaries: ~1 total (0-2 range is normal)
  • Rares: ~5-6 total
  • All 6 aspects: Guaranteed in commons of every pack
  • Card+Foil pairs: 95-99% chance of at least one pair

Set-Specific Rules

RuleSets 1-3 (SOR/SHD/TWI)Sets 4-6 (JTL/LOF/SEC)
Special RarityNot in boostersFoil slot only (same rate as Rare)
Showcase Leaders~0.35% (1 in 288)~0.35% (1 in 288)
Legendary Rate~14.3% (6:1 ratio)~16.7% (5:1 ratio)
Hyperfoil Rate~2% (1 in 50)~2% (1 in 50)
UC Upgrade Rate~18% (1 in 5.5)~20% (1 in 5)
Foil Legendary Weight2%3%

Technical Notes

Card Treatments:

  • Base: Normal version of a card (no special treatment)
  • Hyperspace: Blue border alternate art version
  • Foil: Shiny/holographic version (any variant can be foil)
  • Hyperspace Foil: Foil version of Hyperspace variant
  • Showcase: Borderless premium art (leaders only, all sets)

Duplicate Prevention:

  • Same card with same treatment cannot appear twice in one pack
  • Different treatments of same card ARE allowed (e.g., normal + foil version)
  • Belt system prevents immediate duplicates across consecutive packs

Aspect Balance:

  • All 6 aspects (Vigilance, Command, Aggression, Cunning, Heroism, Villainy) guaranteed in every pack
  • Achieved through alternating common belt draws (A/B pattern)
  • Belt A: Vigilance, Command, Heroism (positions 0,2,4,6,8)
  • Belt B: Aggression, Cunning, Villainy (positions 1,3,5,7)
  • 9th common position ensures at least one duplicate aspect for deckbuilding