The Odds
Each Scout's buy screen lists its rarity odds and its guarantee before you confirm, and the Grand Prix draw has an Odds link. Nothing sold for real money is random: packs, kits, passes and No Ads always contain exactly what their screen shows. The figures on this page are taken straight from the game's settings.
Scouts
A Scout signs one random driver. Scouts are paid for with gems, and gems can be bought with real money; the Scout pulls you win in the game (from prize crates, the Grand Prix draw and other rewards) are Standard Scouts with exactly the same odds. A ten-pull is ten single pulls in a row, each with the odds below.
Standard Scout (10 gems, ten for 90)
| Rarity | Chance |
|---|---|
| Common | 75% |
| Rare | 25% |
Guaranteed Rare: if 9 Standard pulls in a row give no Rare, the next one is a Rare, so there is at least one Rare in every 10 pulls.
Elite Scout (100 gems, ten for 900)
| Rarity | Chance |
|---|---|
| Rare | 78% |
| Epic | 19% |
| Legendary | 3% |
Guaranteed Legendary: if 19 Elite pulls in a row give no Legendary, the next one is a Legendary, so there is at least one Legendary in every 20 Elite pulls. The count starts again after every Legendary, guaranteed or not, and the game shows how far along it is.
Which driver, and repeats
Once the rarity is rolled, the driver is drawn at random from that rarity's drivers you do not yet have at ★5, each equally likely. A driver you already have gains a star (up to ★5). The rarity odds and both guarantees are the same whoever you own.
Only when every driver of the rolled rarity is at ★5 does a pull land on a ★5 driver; it then files scout reports toward the driver you choose as your scout target: Common 1, Rare 2, Epic 5, Legendary 10. A Rare target gains a star for every 10 reports, an Epic target for every 40; switching target keeps your reports.
Once every Common and Rare driver is at ★5, Standard Scouts are no longer sold for gems; Standard pulls you have won still open.
Grand Prix draw
Free. The first time you win each Grand Prix, you pick one of 3 face-down boards and win its prize. Every board is drawn from the same table, so the board you pick does not change the odds. Nothing is bought.
| Prize | Chance |
|---|---|
| Cash: 15 minutes of the winning team's income | 42% |
| Boost: 2× income for 30 minutes | 28% |
| One Standard Scout pull | 15.5% |
| 5 gems | 10% |
| 100 gems (jackpot) | 4.5% |
Prize crates
Free. Now and then a crate drops beside the track (at most 8 a day); tap it to open it. Some are claimed by watching an optional ad. Boosts stack up to 120 minutes. Until Scouting opens (race 12) a crate holds no gems or Scout pulls, so the other prizes share the chances.
| Prize | Chance | Before Scouting opens |
|---|---|---|
| Boost: 2× income for 60 minutes | 50% | 64.9% |
| Cash: 15 minutes of your team's income | 25% | 32.5% |
| 5 to 10 gems, each amount equally likely | 10% | 0% |
| One Standard Scout pull | 8% | 0% |
| A crate key: one Standard Scout pull | 5% | 0% |
| Doubler: your next offline earnings doubled, with no ad | 2% | 2.6% |
Questions
Email support@racechiefgame.com, or read the Terms of Service (section 4) and the Support page.
