Deal Sniper

Bowman parallels

The same card, printed in different colours, textures and print runs. The ladder is where most of the price spread inside one player lives — and where most of the pricing mistakes happen.

The ladder at a glance

Colours and runs vary by year and product, and the number stamped on the card is always the authority. What stays constant is the shape: scarcer rungs cost more, sell less often, and are priced relative to the base card.

RungTypical runMarket behaviour
Base / base RefractorUnnumberedThe liquid reference every other rung is quoted against
Refractor colours/499First real scarcity, modest premium
Speckle and mid colours/299 – /250Premiums start to matter
Blue / Green tiers/150 – /99Genuinely scarce, thinner buyer pools
Gold / Orange/50 – /25Small markets; one sale moves the price
Red and lower/5 and underTrophy cards; sales are events
Superfractor1/1No comp pool — negotiated, not discovered

What scarcity is conventionally worth

These are the multiples our own valuation falls back on when a numbered parallel has no sales of its own. They are documented assumptions, not market data — any valuation leaning on one is forced to display as low confidence.

Print run up toMultiple over base
/253.00×
/502.40×
/752.00×
/991.80×
/1501.50×
/1991.35×
/2501.30×
/2991.25×
/4991.15×
above /4991.05×

Put your own numbers through the scarcity calculator to compare a print run against the premium actually being asked.

Where parallels get confusing

A page here exists only where a family behaves differently enough to need one — textures, colour collisions, one-of-ones and separate product lines. The rest of the ladder is the table above.

For the underlying vocabulary see the glossary; for how parallels feed a card's valuation, the methodology page. To see real ladders with live asks per rung, open any player page.