Break info

Break Rules

The rule hub for team breaks, randoms, multi-player cards, shipping, and edge cases.

Official policy

Group Break Rules

Group breaks are live trading card box, pack, and case opening events. Collectors purchase spots in a break to participate with other collectors, and receive all cards from their assigned spot and/or team.

All cards ship Breaks are typically packaged for shipment on Mondays and Fridays.
Domestic shipping included International shipping varies by location, package weight, and remote-area fees.
No hit? Still ships You will always receive a package for your order, even if your spot receives no cards.
Listing rules apply By buying a spot, you agree to the terms and rules in that specific listing.
Payment required Break spots must be paid before the break starts or they may be canceled or forfeited.
General rules, shipping, and streams
  • All cards ship always.
  • Breaks are typically packaged for shipment on Mondays and Fridays.
  • Domestic shipping is included in the price of the breaks.
  • International shipping varies by location. Additional shipping fees may incur to remote areas or for heavy packages.
  • Live breaks and replays can be found on YouTube.com/Rungoodlife and on the RunGood Breaks channel.
  • JML EXPERIENCE breaks can be found on The JML Experience YouTube channel.
  • Buying multiple spots? A $2.50 per spot automatic discount is applied at checkout.
  • There are no guarantees that you will receive a specific team, player, or card. Trading card products in group breaks are blind package models beyond the control of the breaker.
  • New 7/1/23: Cards from complete sets are ineligible for any and all promotions and rewards.
Manual payments

When sending manual payments, use the following official accounts:

  • Zelle: Rungoodcards@gmail.com
  • Venmo: @RunGoodLifeLLC
  • Cash App: $RunGoodLife

Failure to pay for breaks before the start of the break will result in cancellation or forfeiture of your spots.

Replay timing
  • Full stream RunGoodLife replays can be found on YouTube.com/Rungoodlife within 2 hours of the stream ending.
  • RunGoodLife individual break replays can be found on YouTube through RunGood Break Replays within 24-48 hours of the stream ending.
  • Full stream JML EXPERIENCE replays can be found on The JML Experience YouTube channel within 2 hours of the stream ending.
Bounty rules and clarifications

RunGoodLife may offer bounties and promotions with group breaks. Bounties can be paid in store credit, PayPal, Venmo, Cash App, Zelle, cash, or a combination. Up to $9,900 can be paid in cash for any one bounty hit, and any remainder will be paid in store credit.

Minor Bounty Left-side serial bounty with a random number from 1-99. It grows $100 per break until hit, then a new number is chosen.
Major Bounty Left-side serial bounty with a random number from 100-299. It grows $50 per break until hit, then a new number is chosen.
Mega Bounty Left-side serial bounty with a random number from 300-499. It grows $10 per break until hit, then a new number is chosen.

Topps Superfractor, Padparadscha, and Foilfractor 1-of-1 Bounty

Any Topps or Topps-brand (i.e. Bowman) Superfractor 1/1, Sapphire Padparadscha 1/1, or Foilfractor 1/1, qualifies for this bounty. The bounty grows $10 for every Topps or Topps-related box opened until hit.

Panini Base 1/1 Bounty

The Panini Base 1/1 Bounty applies to non-printing plate base set one-of-ones. It grows $10 per Panini box opened until hit.

  • Must be from the base set.
  • No inserts, autographs, or case hits.
  • No printing plates.
  • Other restrictions may apply. Products with an abundance of one-of-ones may not qualify at the discretion of the breaker.
Multi-player cards, teams, points, and redemptions
  • A card is awarded to the team listed on the front or back of the card, not the jersey being worn. If no team name appears, it goes to the team of the jersey being worn.
  • Non-numbered two-player or two-team cards go to the top/left team for odd numbered breaks and the bottom/right team for even numbered breaks.
  • Numbered cards, SP, SSP, and case-hit cards with multiple players are randomized through random.org. Each owner gets as many random spots as players they own on the card.
  • Cards with three or more players or teams are randomized through random.org.
  • Points or redemptions not associated with a particular player or team are randomized to all spots in the break.
Retired, college, USA, and moved teams
  • College or USA players go to the team the player played their most recent preseason, regular season, or playoff game with. If they are a rookie, they go to their current team.
  • Retired players go to the team listed on the card. If no team is listed, they go to the team they played the most games with.
  • If a player played for a team that no longer exists, the card goes to the team that franchise became.
  • If all else fails, the breaker, RunGoodLife or JML, will make a final ruling based on fairness at their discretion.
Examples Seattle Supersonics go to Oklahoma City Thunder unless a new Seattle Supersonics team exists. Houston Oilers go to Tennessee Titans. Charlotte Hornets and Bobcats rules follow the current/rebranded franchise context.
Fillers

Fillers may be used to help close and fill a group break. They are generally offered at 10%, 25%, and 50% chances to obtain a full spot while paying a fraction of the full spot cost.

  • Purchasing one filler gives you one chance to receive one full spot into the break.
  • Fillers are run all at once before the start of the break.
  • Every filler sold is represented by the buyer's name.
  • The listed percentage of names at the top after random.org randomization receives full spots into the break.
  • Filler spots can be added or removed at the discretion of the team depending on demand for full spots or fillers.
  • The filler remains the stated percentage regardless of spots added or removed.

If you disagree with how fillers are run, their contingency structure, or how demand can change expected value, please do not purchase fillers.

How fillers work

Fillers may be used to help close out and fill a group break. Fillers are a paid promotional opportunity to get a full spot in a break. Fillers typically run at a 10%, 25%, or 50% chance to obtain a full spot while paying a fraction of the break cost correlating to the filler percentage opportunity.

Filler draws are run via Random.org prior to the start of the break.

The top X names on the list after the final randomization, where X is determined by the number of fillers sold corresponding to the filler percentage, will receive a full spot in the break. All other fillers below that cutoff line will not receive a full spot in the break and will be considered unsuccessful.

All unsuccessful fillers from the break night will be entered into a giveaway drawing for free prizes and other promotional opportunities at the end of each break night.

Fillers are not refundable under any circumstances once a filler draw has been completed.

Example If a break costs $100, we may sell fillers at $25 (25%). For every four fillers sold, a full spot will be offered entry into the break, as each filler represents 25% of a full spot. Typically, most full breaks will offer up to 6-8 full spots available via filler, although filler totals can fluctuate and depend on our team's assessment of customer buying tendencies.
Left-side serial number break format

In left-side serial number breaks, cards are awarded by number and letter instead of by teams.

Updated 11/15/25 Numbers and letter groupings are randomized at the start of the break. This adds a second element of randomization to the format and can create larger variance. Some spots may become very strong, while others may have very few desirable chases.
  1. Serial number takes priority for all cards except one-of-ones. Example: 5/99 goes to the 5 spot.
  2. One-of-ones and redemptions are awarded by player first name via letters.
  3. Non-serial numbered hits, including parallels, inserts, autos, and mem cards, are awarded by card number.
  4. Cards with no serial or set number are awarded by player name using letters.
  5. Base set cards are awarded by player names using letters.
  6. Bounties are split 50% to the spot that hit and 50% via duck race at the end of the break.

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