September 24, 2026 · Hand of Legends Team
Balancing the summon economy with Monte Carlo simulation
Gacha economies are easy to get wrong. Set the rates too stingy and free players bounce; too generous and there's nothing to chase. Price a bundle badly and you either leave money on the table or, worse, open an arbitrage that lets the most dedicated players trivialise the whole system.
So we don't guess. We simulate.
Numbers from playthroughs, not vibes
Every balance decision starts from observed data. We run thousands of Monte Carlo playthroughs that model how real players earn and spend currency across the campaign, then read the results back: how long to a first Super-Super Rare, how a free player's collection grows versus a spender's, where the economy sags.
That's how we landed on the current three-disc structure — Basic, Advanced and Premium — each with its own odds, pity timer and ten-summon guarantee. You can see the exact published rates any time on the summon odds page.
Closing the Gold arbitrage
One thing simulation caught early: an uncapped Gold-to-disc exchange let a player pile up Gold and dump it into premium summons far more efficiently than intended. We tried fixing it with price alone, but the real structural fix was a daily conversion cap — so an engaged player still turns a genuine surplus into a steady trickle of extra pulls, while nobody can convert a mountain of Gold in one sitting.
Fair for everyone
The goal is simple: the full campaign is beatable free, spending saves time rather than buying wins, and the published odds are the real odds. We'll keep tuning as more people play — and we'll keep showing our work here.