PackDraw BattlesUnofficial mode guide

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Reference

PackDraw battle modes

PackDraw has ten official battle modes. Four are scored on prize value (Normal and its Upside Down and Last Chance versions), three use a weighted spinner (the Jackpot modes), one is scored on points, one is co-operative and one is a knockout. Each is set out below with its documented rule.

The example battle used on this page

Every mode below is shown with the same invented battle, so the only thing that changes from one section to the next is the rule. Three players each open three packs. The values are made up. They are not taken from a real PackDraw pack and say nothing about real odds.

Made-up example Invented values, not a real pack
The invented example battle: three players, three packs each
PlayerPack 1Pack 2Pack 3Total
Player A$50$4$6$60
Player B$8$12$20$40
Player C$3$9$8$20
Total value pulled in the battle: $120. In the tables below, the pulls that count towards the result are underlined and the ones that do not are dimmed.

Mode 01 of 10

Normal

Who wins
Highest total prize value across all packs
What they win
All prizes pulled in the battle
The twist
No twist. This is the baseline the other nine modes bend.

The rule

Every player opens the same packs. PackDraw adds up the value of everything each player pulled, and the highest total wins.

Each pack counts equally towards the total, so the order of your pulls makes no difference.

Example outcome

Made-up example Invented values, not a real pack
Made-up example of a Normal battle
Player Pack 1Pack 2Pack 3 Total Result
Player A $50$4$6 $60 Wins
Player B $8$12$20 $40 Loses
Player C $3$9$8 $20 Loses
Player A has the highest total ($60) and takes all $120 of prizes.

How it swings

One large pull can outweigh several small ones, so a single pack often settles the whole battle.

Not documented

  • What happens when two players finish on the same total.

PackDraw's published description doesn't cover this; check the battle lobby.

Mode 02 of 10

Upside Down Normal

Who wins
Lowest total prize value across all packs
What they win
All prizes pulled in the battle
The twist
The scoreboard is flipped. The smallest haul takes everything, including the big pulls other players made.

The rule

Same packs, same adding up, opposite result: the player (or team, in PackDraw's wording) with the lowest total value wins.

The winner still collects every prize in the battle. Pulling low is what wins; what you win is whatever everyone else pulled high.

Example outcome

Made-up example Invented values, not a real pack
Made-up example of a Upside Down Normal battle
Player Pack 1Pack 2Pack 3 Total Result
Player A $50$4$6 $60 Loses
Player B $8$12$20 $40 Loses
Player C $3$9$8 $20 Wins
Player C has the lowest total ($20) and takes all $120 of prizes, including Player A's $50 pull.

How it swings

A big pull knocks you out of contention instead of putting you ahead. The prize the winner collects is mostly made of other players' pulls.

Not documented

  • What happens when two players finish on the same total.

PackDraw's published description doesn't cover this; check the battle lobby.

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Mode 03 of 10

Last Chance Normal

Who wins
Highest prize from the final pack only
What they win
All prizes pulled in the battle
The twist
Only each player's final pack counts towards the result. Earlier packs do not affect who wins.

The rule

Players open every pack in the battle, but only each player's final pack is compared. The highest final prize wins.

Nobody can be out of the running before the last pack, because nothing before it is scored.

Example outcome

Made-up example Invented values, not a real pack
Made-up example of a Last Chance Normal battle
Player Pack 1Pack 2Pack 3 Final pack Result
Player A $50$4$6 $6 Loses
Player B $8$12$20 $20 Wins
Player C $3$9$8 $8 Loses
Player B pulled the highest final prize ($20) and wins, even though Player A pulled $50 in the first pack.

How it swings

The result rests on a single opening per player, so it swings harder than a battle scored on totals. A lead built in early packs is worth nothing.

Not documented

  • What happens when two final packs are worth the same.

PackDraw's published description doesn't cover this; check the battle lobby.

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Mode 04 of 10

Last Chance + Upside Down Normal

Who wins
Lowest prize from the final pack only
What they win
All prizes pulled in the battle
The twist
Two rule changes stacked: only the final pack counts, and the lowest one wins.

The rule

Only each player's final pack is compared, and the lowest final prize wins.

It is the Last Chance rule and the Upside Down rule applied together to a Normal battle.

Example outcome

Made-up example Invented values, not a real pack
Made-up example of a Last Chance + Upside Down Normal battle
Player Pack 1Pack 2Pack 3 Final pack Result
Player A $50$4$6 $6 Wins
Player B $8$12$20 $20 Loses
Player C $3$9$8 $8 Loses
Player A has the lowest final prize ($6) and wins. Their $50 first pull did not count against them.

How it swings

Still decided by one opening each. Because packs tend to be weighted towards low-value items, low final pulls can land close together.

Not documented

  • What happens when two final packs are worth the same.

PackDraw's published description doesn't cover this; check the battle lobby.

More on this family

Mode 05 of 10

Jackpot

Who wins
Random pick by a weighted spinner
What they win
All prizes pulled in the battle
The twist
Pulling the most does not win outright. It buys the biggest slice of a spinner, and the spinner decides.

The rule

After the packs are opened, a weighted spinner chooses the winner at random. Your odds equal your share of the total value pulled in the battle.

Pull half of the total value and you hold half of the spinner. Pull a tenth and you hold a tenth.

Example outcome

Made-up example Invented values, not a real pack
Made-up example of a Jackpot battle
Player Pack 1Pack 2Pack 3 Spinner share Result
Player A $50$4$6 50% Largest slice
Player B $8$12$20 33.3% Middle slice
Player C $3$9$8 16.7% Smallest slice
Player A pulled $60 of the $120 total, so holds 50% of the spinner. Player B holds 33.3% and Player C 16.7%. Any of the three can win.

How it swings

The player with the lowest total keeps a real chance, and the player with the highest total can still lose. That adds a second layer of chance on top of the pack openings.

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Mode 06 of 10

Upside Down Jackpot

Who wins
Random pick by a weighted spinner that favours low totals
What they win
All prizes pulled in the battle
The twist
The spinner is weighted the other way: the less you pulled, the better your odds.

The rule

A weighted spinner still picks the winner, but the weighting is reversed. The less value you pulled, the better your odds.

Nothing is certain here either. The lowest total gets the biggest slice, not an automatic win.

Example outcome

Made-up example Invented values, not a real pack
Made-up example of a Upside Down Jackpot battle
Player Pack 1Pack 2Pack 3 Spinner slice Result
Player A $50$4$6 Smallest Total $60
Player B $8$12$20 Middle Total $40
Player C $3$9$8 Largest Total $20
Player C pulled the least ($20), so gets the largest slice. Player A pulled the most and gets the smallest. Any of the three can still win.

How it swings

Like Jackpot, the result is random even after the packs are open. The favourite is simply the lowest puller rather than the highest.

Not documented

  • The exact formula that turns a low total into a spinner percentage.

PackDraw's published description doesn't cover this; check the battle lobby.

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Mode 07 of 10

Last Chance Jackpot

Who wins
Random pick by a spinner weighted on final packs only
What they win
All prizes pulled in the battle
The twist
Spinner odds are based only on each player's final pack. Earlier packs do not change the slices.

The rule

A weighted spinner picks the winner, and the odds are based only on each player's final pack.

Earlier packs are opened and their prizes exist, but they have no effect on who the spinner favours.

Example outcome

Made-up example Invented values, not a real pack
Made-up example of a Last Chance Jackpot battle
Player Pack 1Pack 2Pack 3 Spinner slice Result
Player A $50$4$6 Smallest Final $6
Player B $8$12$20 Largest Final $20
Player C $3$9$8 Middle Final $8
Player B pulled the biggest final pack ($20), so gets the largest slice. Player A's $50 first pull adds nothing to their odds.

How it swings

Two sources of swing at once: one opening sets the slices, then a random spin picks the winner.

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Mode 08 of 10

Upside Down Point Rush

Who wins
Most points, with 1 point per round to the lowest prize
What they win
All prizes pulled in the battle
The twist
Scored round by round instead of on totals. Prize size only matters inside its own round.

The rule

Each round, the player with the lowest prize scores 1 point. If players tie for lowest, all of them score. After the last round, the most points wins.

Totals are never compared. One huge pull costs you a single round, not the battle.

Example outcome

Made-up example Invented values, not a real pack
Made-up example of a Upside Down Point Rush battle
Player Pack 1Pack 2Pack 3 Points Result
Player A $50$4$6 2 Wins
Player B $8$12$20 0 Loses
Player C $3$9$8 1 Loses
Player C is lowest in round 1, Player A is lowest in rounds 2 and 3. Player A wins 2 points to 1, despite having the highest total in the battle.

How it swings

Because every round is worth the same single point, one extreme pull has less influence than in a totals mode. More rounds means more separate chances to score.

Not documented

  • What happens if players finish level on points.
  • How a standard Point Rush (not upside down) is scored. The name is implied by this mode, but PackDraw has no article for it.

PackDraw's published description doesn't cover this; check the battle lobby.

Mode 09 of 10

Shared

Who wins
Nobody. It is co-operative
What they win
An equal split of the pooled prizes
The twist
No opponent. Every prize goes into one pool and the pool is divided equally.

The rule

Shared is co-operative. All prizes from all players are pooled and split equally.

Shared cannot be combined with other formats. The only option that can be added to it is Fast Mode.

Example outcome

Made-up example Invented values, not a real pack
Made-up example of a Shared battle
Player Pack 1Pack 2Pack 3 Total pulled Result
Player A $50$4$6 $60 Gets $40
Player B $8$12$20 $40 Gets $40
Player C $3$9$8 $20 Gets $40
The pool is $120. Split three ways, each player ends with $40 of value, whatever they pulled themselves.

How it swings

Your result is the average of everyone's pulls, so it moves less than in any winner-takes-all mode. You cannot take the whole pool, and you cannot leave with nothing while someone else pulls well.

Not documented

  • What Fast Mode changes. PackDraw names it but has no article describing it.

PackDraw's published description doesn't cover this; check the battle lobby.

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Mode 10 of 10

Elimination

Who wins
Last player standing
What they win
The whole prize pool
The twist
A knockout. Each round removes one player until one is left. An Upside Down version removes the highest instead.

The rule

Each round, the player with the lowest pack value is knocked out. Ties are decided by a random tie-breaker. The last player standing wins the pool.

In Upside Down Elimination the rule flips: the highest pack value is knocked out each round.

Example outcome

Made-up example Invented values, not a real pack
Made-up example of a Elimination battle
Player Round 1Round 2 Status Result
Player A $50$4 Out in round 2 Loses
Player B $8$12 Last standing Wins
Player C $3out Out in round 1 Loses
Player C has the lowest pull in round 1 ($3) and is out. In round 2 Player A pulls $4 against Player B's $12 and is out. Player B wins the pool. Under Upside Down Elimination, Player A would go first ($50), then Player B ($12 against $9), and Player C would win.

How it swings

You have to survive every round, so one bad opening ends your battle no matter what you pulled before. Earlier pulls do not carry over as a score.

Not documented

  • How the number of packs relates to the number of players.

PackDraw's published description doesn't cover this; check the battle lobby.

More on this family

Names PackDraw mentions but does not describe

Fast Mode. The Shared article says Fast Mode is the only option that can be added to a Shared battle. There is no article explaining what Fast Mode changes.

Point Rush. The existence of an Upside Down Point Rush implies a standard Point Rush. It has no article of its own, so its scoring is not confirmed.

Teams. One article refers to "the customer or team" winning, so teams exist. Sizes and formats are not listed.

PackDraw's published description doesn't cover this; check the battle lobby.

Mode families in more depth

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