Over the course of last year, cards that were boosted above the top base level ruled the app. Although things have changed significantly in 2016, boost cards have returned as an integral part of being a top points player in the contests. Because value and trading can be so hard to navigate, I think its time to have a longer discussion on boosts and how they can be used in your daily interactions.
Boost Definitions
For reference, standard scoring is available in common white cards. This is 1x for all points, which can be referenced in the point scoring tip sheet located in the article feed (microphone icon on the far left). Gold cards, which are the top scoring readily available cards in the game, score at 2x. Boosts go in excess of that 2x limitation.
There are three types of boosts.
Permanent Boosts – these are the cards that retain their boost level for the entire season, and are usually represented with the base card design in a different color. So far this year we have purple which score at 2.2x and neon green, which score at 2.4x. These are available at specific times in specific packs in the store.
Game Only Boosts – these are temporarily boosted cards, which are made available every Thursday, Sunday, and Monday. They only retain their boost for the week they are released, and reset to 1x after that. These are only available for a specific time in specific packs. The value is maximized before the game for trading purposes.
Insert Boosts – these are permanently boosted cards, but are part of sets released during the week, or given out as awards for completing sets. The highest permanent boosts available in the game are 2.5x, at the moment. These cards are usually reserved for sets that are highly limited and take a lot to complete.
Although not currently confirmed, higher boosts will likely be made available in packs in the near future. Thanksgiving and Black friday are a good target for the release of these cards, as this was something that took place last year.
Using Boosted Cards
The reason that boosted cards have so much value is because of the points they score in contests, in addition to the limited nature of their release. Even at 2.2x, which is only a boost of 20% of a common card above gold, they can score quite a few more points.
Example (25 yard receiving TD):
Gold 2x –
- 5 points reception
- 25 x 6 points per yard = 150 points
- 200 points per TD
Equals 355 points, multipled by 2 = 710 points.
If you multiple by 2.2, its 781. If you multiply by 2.5 its 888 points. Over the course of a whole game, each boost card played adds up to thousands of points above that of a gold. Playing multiple boost cards at once only compounds this. Many of the top point players in any given contests will have multiple boosts at their disposal. To be a point player that finishes in the money at this point in the season, you will need some but not many. Eventually, that could change.
Boosted Card Values
Currently, the community values boosts as an extension of the gold cards. I have seen many people willing to trade multiple boosts for multiple golds, and I will advise this is a poor decision. Remember, Gold cards have UNLIMITED card counts for the entire year. There is a high propensity that they will become flooded, especially if Huddle decides to run special packs or promotions. Boosts will RARELY IF EVER be like this.
Boosts occupy two spaces in the game, first as a points tool, and second as a collection piece. Rare count boosts will be sought after by points players and team collectors alike, which means that they will always have more value than just their gold counterparts. If the boosted card is an insert itself, like the Todd Gurley future stars award card (boosted at 2.5x), it becomes one of the more sought after points cards in the game.
When looking at the game only boosts, these cards can be tricky. The better players can be traded for inserts or other nice cards during the time the game is still in play, but as soon as the game is in progress or complete, the value will plummet. Be aware that if you pull a game only boost and dont plan on using it, its in your best interest to trade it BEFORE the game starts to get the best trade value.
Position of the player on the boost card also makes a difference, but this is where you can make some nice trades and prey on people’s lack of understanding around the point systems. The community values QBs as the top position available. This is only the case if you are not going to make any changes to your lineup during the live games, or if you dont have enough cards of receivers to fill out the rest of the lineup.
Here is the secret: On just about every passing play, the player who receives the ball will score more points than the QB.
Example from before (25 yard passing touchdown):
WR (355 points)
- 5 points reception
- 25 x 6 points per yard = 150 points
- 200 points per TD
QB (233 points)
- 3 points attempt
- 5 points completion
- 25 x 3 points per yard = 75 points
- 150 points per TD
As you can see, the point differential is more than 100. Now, QBs complete more plays per game than a WR, which means the TOTAL points scored during the game will usually be higher. However, if you are switching players out on every play, the receiving player is always better.
Lets take it a step further:
WR (355 points)
- 1x: 355
- 1.2x: 426
- 1.5x: 532
- 1.7x: 604
- 2x: 710
- 2.2x: 781
- 2.4x: 852
QB (233 points)
- 1x: 233
- 1.2x: 280
- 1.5x: 350
- 1.7x: 396
- 2x: 466
- 2.2x: 513
- 2.4x: 559
As you can see, it is better to play the 1.5x red WR than a 2x QB. Pretty significant in the way the point system works. Additionally, its better to play a Gold WR than any boosted QB currently available. When you consider how much people will give for a 2.4x boost of a good QB, to see that it isnt even worth what a gold WR will generate, kind of adds a bit of a sting to that trade. That doesnt mean I would go out and unload all my QBs, but I would definitely adjust the way I look for boosted cards.
Here are my positional rankings:
- WR
- RB
- TE
- QB
- DEF
Here is where the community usually values positions:
- QB
- WR
- RB
- TE
- DEF
Its worth discussing the fact that defensive players, especially linebackers can rack up a ton of points. However, the availability of in game coverage on the Red Zone channel during the 10 game slates on Sunday is unlikely. Its better to just play along with the offense and realize that defense will never get the love it probably deserves.
Maximizing Your Boosts
There is no more polarizing topic in Huddle right now than Boosted cards, which is only exacerbated every time more are released. Some people hate boosts, other people like me, love them. They make the game more interesting and add more strategy to the overall playing experience.
If you want to play along with the live games, Boosts should be your bread and butter. Take advantage of guaranteed boost per pack releases, and save your coins to really spend what you can when the good boosts hit the store. Focus in on where your lineup is weak and go nuts in the contests trying to win. Its a ton of fun and I cannot wait to see what is still to come.
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New User Tips is a running series on Digital Card Central – If there are any other questions you have about the nuance of the game, please do not hesitate to tweet me @SCUncensored or through a same card trade with a message in the game.
If you have ideas for future New User Tips – please let me know!







2015 Bunt: Closing Thoughts and Looking to the Future
Now that 2015 is over, I remember when the world series ended last year and I felt like so much had gone on in Bunt. It was like walking around in wet clothes after jumping in a pool, carrying around all that extra weight of the experience from the whole year. To be completely honest, I feel like that all over again, but the volume feels 100% different. Just for the record, that is a good thing and a bad thing, as I feel like this was a year of Bunt that was unique from any other over the course of the many I have played. Ill try my best to detail my thoughts, and tie as best a bow as possible on the 2015 Season.
Things to Look Back On With Love
When you consider everything that has happened since late March, there is a lot to love about 2015 Bunt. Even though the general interface of the game was relatively the same, the app had a fresh feel and some great adjustments coming into the season. There were a lot of reasons why the app was going to be great, and for the most part, Bunt lived up.
First, the design team did an absolutely amazing job this year. Better than any other year of Bunt. Not only were there some great crossover sets from the physical side, but the original content was TOP NOTCH. As recent as a few weeks ago, Neil, Dan and the team were cranking out some of the best looking cards of the year, which were echoed by the collectors who clamored for each new release.
Sets like Stubs, World Series Rings, Legendary Stubs, Future of the Franchise, the All Star relics and MVP cards, Post Season Heroes, Pennant Chase and Skylines were just stunning looking, and that’s just the stuff off the top of my head. There were so many more that I could sit here and write thousands of words on, and likely will chronicle in an upcoming post. They went above and beyond in many cases.
Like the quality of designs, the events that happened during 2015 were well beyond my expectations. I cant remember another year where I was so involved with the All Star Game, and I credit the content from Bunt for that run. The sets were fun to collect, the per pack guaranteed All Star inserts were so much better, and I wanted every one of them.
In terms of programs, the crossover cards from Topps Baseball Series 2 is something that I would love to see again next year. Although Im sure the codes were a hassle, and the program was a beast to manage, it provided a huge opportunity for digital card collectors to dive deep into physical cards again, or in many cases for the first time. I would hope that a growing partnership between digital and physical will result in some amazing things, and I cannot put into words how curious I am to see what they come up with.
The 1990 draft pick box setup was easily the most fun I had ripping packs this year. Although there were some glitches in the initial release, the results speak for themselves. Not only were the cards AWESOME with the rare signature variants, but people literally clawed and fought trying to get the ones they wanted. It wouldnt work with every type of set, but it worked in a crazy wonderful way with the one they chose.
I also think that the app team did quite the job keeping people up to date, and staying active on social media when things went south. There were a few times during 2014 where they boarded up the windows and shut down for a while, but that didnt happen at all this year. ToppsMike stood his ground in partnership with ToppsHanford, and on twitter, you could see that people responded well. They may have been lightning rods when an issue popped up, but its clear that everyone appreciated the back and forth when it was civil on the part of the users.
Then there was the Post Season Challenge. I want to dedicate its own paragraph to this contest, because it was a beast unlike anything Topps Digital has ever done. EVER. The prizes were amazing, the setup for the contests was amazing, and everything about the way the post season went down was nothing short of amazing. As many moving parts as there were each day, the level of fun and excitement was palpable. They did an absolutely tremendous job, and from what I saw, people were more into the gameplay than I have seen at any point in any year. Even if you werent a fan of the teams still alive, the way Bunt came alive during the playoffs was something to behold.
There are a million more things I could talk about now, and probably will sometime, but we can all probably still remember the times during this year that we loved coming to the app each day.
Things to Look Back on With Disgust
Not everything in Bunt this year was rainbows and unicorns, unfortunately, and for some this section will ring much more true than anything in the previous section. We all have our gripes, and we all have our things that we wish could have gone better.
The biggest thing that I believe should have gone WAY better was the contest setup from the get go. There were so many reasons why contests should have ushered in a new era of gameplay with the app, but it never caught on. Nothing about contests really worked the way it should have, from the points fiasco all the way down to the prizes. The fact that they basically forced everyone to play along with the 10k challenge, just to get a daily bonus, reeked of desperation. It wasnt pretty.
When the scoring data provider changed their setup, everything went haywire, and something that was already bad got exponentially worse. Thankfully it was fixed (mostly) by the start of the playoffs, but during that period, it was bad. When Topps Digital needs to go into damage control, it usually doesnt work out well, but they somehow made it through and still had a great run to close out the year. I think that playoff run would have been THAT much more of a winning note without the downtime on the record, but we can only speculate there.
Contests as a whole needed prizes that reflected the effort that was expounded to win them, and we just never saw that work on any level. We were promised all sorts of fun setups and quirky rule sets, and instead we were left with bland slates day after day for almost six months. I dont think there was anything so disappointing, and I would guess the Topps team feels exactly the same way we do.
The contest situation was such a dark mark on a bright year, that the rest of the complaints that I have seem quite minor. Pack odds were a lot tougher in a lot of cases than they should have been, but the argument could be made that it was to offset the lack of interest in points play. Without people building their collections around points play the way they did in 2014, the 50% usually dedicated to collecting became something like 80%. Not a good situation. Although more guaranteed insert per pack sets were released than ever, that wasnt always enough. Many sets took millions of coins to complete, and didnt really deliver value that would reflect the cost to collect. For every set like Stubs, there were others that people gave up on because they were just too tough to complete.
Looking to the Future
The offseason is a funny place in any Topps Digital app. This is a time where the producers use the people who stick around as guinea pigs to see what works for the next year, and I get pretty pumped for that. Weird is a great adjective to describe some of the sets, and just because the season is over, doesnt mean content is done.
We should get a lot of great cards for the Royals, as we did this year with the Giants. Once that is done, its all about moving onto next year, where Bunt will need to determine the best way to keep us going for another year. It used to be that Bunt’s setup and build would dictate the setup for the other sports apps, but im not sure that will be the case anymore. Now that Topps Digital has grown considerably, this could be the first time where a new Bunt in 2016 is its own thing.
That’s not saying it will go the direction of Kick, but it could have features that are 100% unique to it. We saw the Smuggler’s Den take hold in SWCT, and I could see them test some new dedicated features like that in Bunt as well. Now that Huddle is also NFL licensed, it could be that we have a portfolio of apps that all have common threads, but unique formats that play to the strengths of each community.
Bunt was also the first app to have a dual producer setup, and from what we saw, it worked exactly as it should. ToppsMike became the mouthpiece, and ToppsHanford stayed behind the scenes, which prevented a lot of confusion and dilution of the company message. Its pretty clear that Mike and Hanford work well together, and I would be interested to see how things play out in 2016. Now that a dual producer setup is par for the course, and redundancy is available, im sure there may be consideration for how that could be presented to the community in a way that furthers the engagement people have with each app.
Overall, I had a blast with 2015, and right now, im still trying to process how I want to remember the experience. I feel that despite the situations on the negative side of the ledger, it was a successful year as a whole. The exclamation point provided by the Post Season Challenge helped a lot, and I expect further fireworks as we move into 2016. To say that I expect things to change is an understatement, and I am just hoping that its for the better.
Ill have content coming up that will detail some strategy for the long winter, so stay tuned. Bunt content on Digital Card Central is far from done.
Lastly, a HUGE thanks to Mike, Hanford, Dan and the rest of the Bunt team. The access and feedback they have provided to me on behalf of the readers was nothing short of incredible. They knew you guys were thirsty for a look behind the curtain, and were always happy to give DCC a peak. Congrats on a strong finish, everyone.