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Research5 October 2026Novora holds CARS

Rip Cars: The Hot Wheels Gacha Thesis

Hot Wheels has the largest collector base without a venue. Rip Cars' founders, David and Ioseb, are building one. We backed them, and we're building alongside them.


The Rip Cars thesis

Gacha is the oldest business model in collecting. Booster packs, blind boxes, capsule toys and loot boxes all run on it.

Crypto fixes gacha's two structural problems, trust and liquidity. Vaulted inventory, an instant bid and published odds turn a black box into a market. Pokémon proved the model onchain.

Hot Wheels is the largest collector base without a venue. It is the world's best-selling toy, and Mattel reported about $1.75B of Hot Wheels gross billings in 2025, its eighth consecutive record year. Adult collectors drive about a third of that. Yet until Rip Cars launched in September, Hot Wheels had no gacha marketplace at all: no published odds, no standing bid and no insured vault. That leaves the category open.

In gacha, whoever owns the vault and the bid owns the category. Rip Cars is building the world's first Hot Wheels gacha marketplace, with authenticated cars in an insured vault, odds published before every pull and an instant bid on every car. Being first matters here: the first venue collectors trust in a category tends to become its default. We believe Rip Cars is positioned to become a true n-of-1 business in this fast-growing market.

The oldest mechanic in collecting

Gacha takes its name from gachapon, the capsule-toy machines that have lined Japanese train stations and shopping streets for decades. You put in a coin and turn the crank (gacha), and a capsule drops out (pon). You know the set. You don't know which piece you'll get.

Strip away the capsule and gacha is a simple contract: pay a fixed price, receive one item drawn at random from a known set. Once you see it that way, you see it everywhere in collecting. A booster pack of Pokémon cards is a gacha. A Labubu blind box is a gacha. A loot box in a video game is a gacha. And a case of Hot Wheels shipped to a big-box store, with a Treasure Hunt hidden somewhere in the assortment, is a gacha that Mattel has been running at retail since 1995.

Gacha is having its moment. Japan's capsule-toy market grew 39% in 2025 to roughly $1.3 billion, about triple its size four years earlier. Pop Mart, the company that turned blind boxes into a global category, grew revenue 185% last year to about $5.2 billion, with Labubu's line alone bringing in about $2.0 billion. The Pokémon Company printed about 10 billion trading cards in the year to March.

It works because it combines three primary drivers:

  1. Value dispersion: A fixed ticket opens onto a distribution with a long right tail. On Rip Cars, a $20 pull can be a $1,111 car.
  2. Affinity: Collectors care about the object, not just its price. A pull that loses money can still be the car you wanted as a kid.
  3. A low entry point: When the ticket is small, the pull becomes entertainment, and entertainment gets repeated.

Multicoin gave the broader pattern a name in their 2026 thesis: entertainment finance. When long-term goals feel out of reach, people take bigger swings, and crypto is where they can take them with the fewest intermediaries in the way. We wrote about it in the context of trading earlier this year. Gacha is the same idea for people who love things. The rip is the entertainment. The object is the asset.

Offline, though, gacha has always carried two structural problems.

The first is trust. Odds are rarely published, and when they are, the buyer has no way to check them. Collectors have learned to be suspicious of resealed packs, searched boxes and cases that were picked over before they ever reached the shelf.

The second is liquidity. The moment you open a pack, what you pulled is usually worth less than you paid, and turning it back into money is slow and expensive: photos, listings, marketplace fees, shipping and a week of waiting. Most pulls end their lives in a drawer.

Those two problems have capped the size of the market. Crypto removes both.

What crypto fixes

Onchain gacha rests on three pieces of infrastructure. Each one removes a tax that physical collecting has always paid.

The vault: Items are bought, authenticated and stored in an insured vault before anyone pulls. Ownership changes onchain, instantly, without the object moving. Holding is free and shipping is optional.

The bid: The platform stands behind every pull with an instant buyback. On Rip Cars, any car can be sold back at 90% of market value in its first week. That turns a disappointing common into cash for the next pull, and it turns every pull into a position with a floor.

The wall of odds: Odds and value bands are published before anyone pays. Settlement and the treasury are onchain. The buyer doesn't have to take the dealer's word for anything.

Together, these change the math of a pull. Its expected value is visible before you buy, and its downside is bounded by a standing bid. Gacha stops being a black box and starts behaving like a market.

Pokémon proved the model first. Collector Crypt built the Solana-native version, with packs, a buyback and a token; Bitquery traced more than $600M of stablecoins into its gacha between December and July. By Bitquery's count, onchain gacha as a category set a record of $324M in a single month this June.

The lesson from cards is that when you remove the trust tax and the liquidity tax, a lot of latent demand shows up. The question is where it shows up next.

Hot Wheels: the biggest collector base without a venue

If you set out to design the ideal market for onchain gacha, you'd want four things: an enormous base of collectors, deep nostalgia, wide dispersion between the common and the rare, and a low unit price so the entry point can stay small. Hot Wheels has all four, arguably more than any collectible outside of trading cards.

Start with scale. Hot Wheels is Mattel's largest brand. Mattel reported $1.75B of Hot Wheels gross billings in 2025, up 11% and well ahead of Barbie's $1.20B, and called it the brand's eighth consecutive record year. That's roughly 40% growth in three years for a toy that turns 58 this year. The growth hasn't slowed. In April, Mattel's first-quarter sales beat estimates on Hot Wheels demand, Bloomberg reported: $862M against the $805.8M analysts expected, with the cars helping offset weaker sales of Barbie and Fisher-Price. By midyear, Hot Wheels billings were up 16%, to $723M, and management said the brand is approaching $2 billion a year.

It is also the world's best-selling toy. Circana has ranked Hot Wheels' basic 1:64 cars the top-selling toy globally three years running. Mattel says it makes and sells about 22.5 Hot Wheels every second, roughly 709 million a year, and its latest annual report says consumer interest in the brand "remains at historic highs."

The growth is increasingly coming from adults. Mattel's head of Hot Wheels told The Washington Post in 2024 that adult collectors drive about a third of the brand's revenue, and Mattel now calls them the brand's fastest-growing audience. Across the US toy industry, Circana reports that sales to adults rose 25% in the first half of 2026 and were the biggest contributor to the industry's best first half in six years.

Exhibit 1Hot Wheels gross billings: eight record years in a row, and more than double 2017'sWorldwide, billions of US dollars
2016201720182019202020212022202320242025

Worldwide gross billings, from Mattel's annual reports (Form 10-K) and results releases, as compiled by Statista: $797.0M in 2016, $777.3M in 2017 and $1,749.7M in 2025. Barbie billed $1,204.1M in 2025. Mattel described 2025 as Hot Wheels' eighth consecutive record year.

The dispersion is built into the product. A mainline car costs a dollar or so. Since 1995, Mattel has hidden Treasure Hunts in its retail assortments, and since 2007, rarer Super Treasure Hunts with Spectraflame paint and rubber tires. It doesn't publish the odds. A Super Treasure Hunt sells for the same dollar or so as any mainline car, then trades for roughly $20 to $300.

At the collector end, supply is the constraint. Mattel's Red Line Club sells members-only cars in drops of about 10,000 to 50,000, and they sell out within minutes. Its $250 Super Treasure Hunt sets, made in runs of 1,500 to 2,500, resell for two to three times that, and demand runs so far ahead of supply that Mattel sold its 2025 set by draw. At the top end, a collector paid about $70,000 for a pink 1969 rear-loading Beach Bomb prototype in 1999, three times any earlier Hot Wheels sale. It has since been valued at about $150,000. The same 1:64 car can be worth a dollar or six figures, depending on which one it is.

Exhibit 2What a Hot Wheels car can be worth, from a dollar to six figures
CarPrice
Mainline carRetail priceAbout $1
Typical sealed car4,500 sold as one lot on Bring a Trailer for $19,211About $4
Super Treasure HuntSold at the mainline price; resale range for the 2025 set$20 to $300
Red Line Club Super Treasure Hunt set$250 from Mattel in runs of 1,500 to 2,500; last StockX sales of the 2022 to 2024 sets$550 to $777
Pink 1969 Beach Bomb prototypeValuation; a collector paid about $70,000 in 1999About $150,000

Sources: NPR (retail price); Bring a Trailer, via Hagerty; autoevolution (2025 Super Treasure Hunt values); Mattel Creations and StockX (last sales as of October 2026); The Hustle (Beach Bomb purchase). The Beach Bomb figure is a valuation, not a sale.

So why has nobody built its venue? Multicoin's framework for collectibles marketplaces is a useful lens. It weighs factors like a passionate collector base, a lack of verticalized trading venues, trust problems and a "Goldilocks" price point. Hot Wheels scores as well as anything on the first three. It fails the last one, if you take it literally: most cars are worth a few dollars, far too little to authenticate, store, list and ship one at a time. That's why Hot Wheels never got its StockX. StockX lists a few of Mattel's premium sets, but the dollar cars that make up most of the market are too cheap for it.

The demand is there. Hot Wheels was one of eBay's ten most-searched collectibles of 2025, at about 150 searches a minute. But the long tail barely clears: when a 4,500-car collection sold on Bring a Trailer, it went for $19,211, about $4 a car.

Gacha turns that weakness into the entry point. The unit of trade stops being the car and becomes the pull. The vault absorbs the per-item friction, the bid gives a ten-dollar car instant liquidity and the chase cars carry the upside. The low price point that made Hot Wheels a bad fit for a marketplace is what makes it a great fit for a machine.

Rip Cars' pitch on MetaDAO makes the Pokémon comparison directly. Pokémon built a $10B secondary market and a $2B gacha market on a primary market of only $2B to $4B. Hot Wheels is the world's second-biggest toy property after Pokémon, by Circana's ranking, and a primary market of about $1.75B a year, growing double digits, with none of that infrastructure. Until September 14, it had no gacha at all.

The launch

Rip Cars' initial ICO sold tokens through MetaDAO in July. The sale was capped at $250,000 at a $645,000 fully diluted valuation. Buyers committed $31.97M, 128x what was accepted. Commitments above the cap were refunded, and CARS began trading on July 25 at its $0.025 token-sale price.

Then came the unglamorous part. On August 13, a decision market approved $50,000 of launch capital. Cars were bought, authenticated and vaulted. Three machines were built: Starter at $5, Garage at $20 and Collector at $50, each drawing from its own pool of cars. The app's tagline says the rest in seven words: "Rip the pack. Reveal your dream car."

On September 14, the product launched. Every pack was gone within two hours.

Exhibit 3From token sale to sell-out in eight weeks
DateEventFigure
JulyMetaDAO token sale: $31.97M committed against a $250K cap at a $645K valuation; commitments above the cap refunded128x
Jul 25CARS begins trading at the token-sale price$0.025
Aug 13Decision market approves launch capital$50K
Sep 1Decision market sets founder liquidity termsSales capped
Sep 14, 10:09Machines open: Starter, Garage and Collector$5 to $50 a pack
Sep 14, 11:58Every pack sold out, with no paid acquisition1h 49m
Sep 15Packs reappear as sold-back cars restock the pools; CARS at 3.4x its token-sale price$0.085
Sep 27CARS at roughly five times its token-sale priceAbout $0.13

Sources: MetaDAO (Rip Cars page and decisions), ripcars.io and app.ripcars.io, CoinGecko. Launch timing per Rip Cars and MetaDAO.

Two things about launch day are worth dwelling on.

The first is where the demand came from. The sell-out came before any paid acquisition, so it came from the community Rip Cars already had: CARS holders, the MetaDAO ecosystem and whoever they told. That is an unusually cheap way to fill a funnel, and a preview of the ownership argument below.

The second is how the machines restock. A machine can only sell packs while it can honor its odds, so when a tier runs dry, the machine closes. On September 15, Starter was closed because its commons, 75% of pulls, were down to 88 cars. Garage had 633 cars left, 60 of them epics. Collector had 265, with 20 epics. Sold-back cars return to the pools, which is why packs reappear intermittently. That loop, where one collector's sell-back becomes the next collector's pull, is the heart of the business.

The house doesn't need to win the pull

Here's the part of the model we find most interesting. Rip Cars prices its packs at or below their expected value.

Exhibit 4A hundred pulls from the Garage machine
Common75% of pulls$8 to $25
Uncommon20% of pulls$25 to $38
Rare4% of pulls$38 to $110
Epic1% of pulls$110 to $1,300

Garage machine, $20 a pack. Published odds and value bands, ripcars.io, September 15, 2026. The top car in the Garage pool was worth $1,111.

Exhibit 5Every machine is priced at or below its expected value
MachinePack priceExpected value at marketEV to priceValue at the 90% bid
Starter$5$5.25105%$4.73
Garage$20$20.41102%$18.37
Collector$50$52.46105%$47.21

Expected value from published odds and displayed market values, ripcars.io, September 15, 2026. Value at the 90% bid is the expected value if every pull is sold straight back in its first week (Novora calculation). The team's floor is a 5% gross margin per pull, earned from buying below market and from the buyback spread, not from the odds.

Measured at displayed market value, the average pack returns 102% to 105% of its price. Measured at the 90% buyback bid, it returns about 92% to 95%. A collector who sells every pull straight back pays roughly 5% to 8% on average for the entertainment and the liquidity. A collector who keeps the car gets it at or below market.

So where does the margin come from? Not from the odds. It comes from buying inventory below market and from the 10% spread on the buyback. The team's floor is a 5% gross margin per pull.

That is a retailer's margin structure, not a casino's. Most gacha makes its money on the odds. Rip Cars makes its money on sourcing and liquidity. The house doesn't need to win the pull. It needs to buy well and keep the cars moving.

That matters for everything that follows, because it points the platform's incentives in the same direction as the collector's. The better Rip Cars gets at sourcing, the more value it can hand back per pull, and the harder it becomes for anyone else to compete.

How Rip Cars builds a monopoly

The businesses worth owning are monopolies: companies so much better at one thing that nothing else is a close substitute. In Zero to One, Peter Thiel lists four traits these businesses tend to share (proprietary technology, network effects, economies of scale and branding) and one way to build them: start with a small market, dominate it, then expand.

Here's how we see Rip Cars on each.

1. Start small, then take the category

Hot Wheels is a market small enough to own and big enough to matter. The Pokémon platforms are busy competing with each other over cards, and nobody had built the venue for die-cast. The playbook is to own Hot Wheels first, then extend across die-cast (Matchbox, Mini GT, Tomica, Majorette and the larger scales), and then into adjacent physical collectibles where the same machinery works. Each step reuses the vault, the pricing and the community.

2. Network effects: the vault loop

Onchain gacha has a network effect that offline collecting doesn't: inventory recirculates. When a collector sells a car back, it returns to a pool and becomes someone else's pull. More collectors means faster turns. Faster turns mean each dollar of inventory produces more pack sales. More pack sales fund more inventory, and a deeper, more varied vault makes every machine more attractive, which brings in more collectors. eBay moves a car once. Rip Cars can move the same car again and again without it ever leaving the vault.

Exhibit 6The loop: one collector's sell-back is the next collector's pull
A loop of five steps around the vault: rip, reveal, hold or sell back, restock, price. 1 2 3 4 5 Rip Reveal Hold or sell back Restock Price The vault cars recirculate
  1. Rip: Pick a machine at $5, $20 or $50. Odds are on the wall before you pay.
  2. Reveal: One pull, one car. Grade, series and market value show the moment the pack opens.
  3. Hold or sell back: Keep it in the insured vault for free, take the 90% instant bid in the first week, or ship it (listed as coming soon).
  4. Restock: Sold-back cars return to the pools and become the next pull. New inventory, bought below market, tops the pools up.
  5. Price: Every pull, hold and sell-back marks the market. Better data means better sourcing and sharper expected value, which brings in the next collector.

Product mechanics per ripcars.io, September 2026.

3. Proprietary data: the bid becomes the index

Die-cast pricing is thin and scattered. Guides and databases exist, but values mostly live in sold listings and forum threads, and nobody posts a standing bid. A venue that posts a standing bid on every car it holds, and records every pull, hold and sell-back, accumulates the best pricing data in the category. Over time that makes it the reference price for Hot Wheels, and the reference price is a powerful position. It sharpens sourcing, because you know what to pay. It protects margin, because you know what to bid. And it attracts sellers, because they know where the bid is.

The pack mechanics themselves are not proprietary. Anyone can build a machine. What can't be copied quickly is the combination: a vault full of the right cars, pricing trained on the category's best data and a community that owns the venue it uses.

4. Economies of scale in sourcing

Because the margin comes from buying below market rather than from the odds, scale is a direct advantage. Larger buyers get better prices on collections, cases and dealer lots, and the fixed costs of vaulting, authentication, insurance and pricing spread across more cars. A bigger Rip Cars can offer better expected value at the same margin than a smaller rival can at a thinner one. It's the Costco dynamic: scale lowers costs, lower costs go back to the customer, and the customer rewards it with volume.

5. Branding: trust, and ownership

In gacha, trust is the product. Published odds, an insured vault and an onchain treasury are the brand. Rip Cars also has something its offline predecessors never had: its customers can own it. In a category where acquisition is expensive, ownership is the cheapest channel there is.

The ownership coin

Rip Cars is a MetaDAO ownership coin, and the structure is part of the thesis rather than a footnote to it.

The treasury is onchain and governed by markets. Spending beyond a $40,000 monthly inventory allowance needs a proposal that passes a decision market. Two had passed by mid-September: $50,000 of launch capital in August, and founder liquidity in September, which removed an 18-month cliff but capped team sales at $100,000 or 5% of the package per rolling 30 days for 18 months.

The allocation favored owners. Half of the token-sale allocation was decided by MetaDAO's Ownership Score, which is designed to favor aligned holders over capital that sells on launch.

Holders oversee the business. CARS is not equity. The IP sits in a Futarchy Governance SPC, with CARS as the oversight instrument. There is no current claim on revenues, dividends or distributions.

Exhibit 7Half of the original CARS supply only unlocks on price
LiquidTeam package, locked until price targets are met
AllocationTokensShareStatus
Token sale at $0.02510.0M38.8%Liquid
AMM liquidity2.9M11.2%Liquid, in the MetaDAO AMM and Meteora pools
Team package12.9M50.0%Locked: five tranches of 2.58M at 2x to 32x the token-sale price, three-month TWAP
Total25.8M100%12.9M circulating

Sources: MetaDAO (Rip Cars page and decisions), 01Resolved. Team sales are capped at $100K or 5% of the package per rolling 30 days for 18 months, per the September 1 decision. Live total supply may now exceed the 25.8M token-sale cap table.

We've written before about why ownership coins are the first serious answer to the negative drift in most token launches. Rip Cars is what the model looks like applied to a consumer business: a small sale, a team paid on performance, a treasury governed by markets and a community with a stake in the venue it uses.

Inventory is the constraint

Launch day suggests demand isn't the constraint. If that holds, the business is a function of the shelf, and the math is simple enough to sketch.

Assume two inventory turns a month (launch cleared the shelf in under two hours, so turns are limited by restocking, not by pulls) and a gross margin between the team's 5% floor and the 10% buyback spread.

Exhibit 8The business scales with the shelf
Inventory on the shelfPack GMVGross profitOpexOperating resultA year of GMV
$75K (launch)$150K$7.5K to $15K$20K−$12.5K to −$5K$1.8M
$500K$1.0M$50K to $100K$40K+$10K to +$60K$12M
$1.5M$3.0M$150K to $300K$80K+$70K to +$220K$36M

Monthly figures unless noted. Illustrative scenarios, not a company forecast. Assumes two inventory turns a month and a gross margin of 5% (the team's floor) to 10% (the buyback spread). Pack figures are GMV (pack sales through the machines), not profit and not revenue after buybacks. Operating cost starts from the team's guidance of under $20K a month and scales with marketing. Not yet reflected: launch-day sales, the repeat rate, the vault's cost basis, or any later inventory-capital proposal.

At launch scale, about $75,000 of cars, the business runs at a small operating loss. At $500,000 of inventory, it is profitable on this sketch. At $1.5M of inventory, illustrative pack GMV is about $36M a year (two turns a month × $1.5M × 12). That is sales through the machines, not profit. Each $100,000 of inventory supports roughly $200,000 of monthly pack GMV and $10,000 to $20,000 of monthly gross profit.

Rip Cars is an inventory-backed retailer with a gacha front end, and it grows with the capital on its shelf.

The shelf is the business

Every big collector category eventually gets its venue. Sneakers got StockX. Cards got grading, vaults and buyback platforms. Onchain, Pokémon got its gacha machines first.

Hot Wheels is the world's best-selling toy, with nearly sixty years of nostalgia, more than 22 cars sold every second, eight consecutive record years and an adult collector base that drives about a third of its revenue. It has never had a venue with published odds, a standing bid and an insured vault.

It has one now. On launch day, collectors emptied every machine in under two hours without a dollar of paid acquisition. The question for Rip Cars isn't whether people want to rip Hot Wheels. It's how fast it can fill the shelf, and how much of the category it owns by the time anyone else shows up.

The constraint is inventory, not demand. That is the best problem a marketplace can have.

Rip CarsGachaCollectiblesOwnership coinsThesis

Disclosure: Novora Holdings LLC ("Novora") is invested in Rip Cars and holds CARS. This piece represents the views of Novora. It is published for information only and is not investment advice, or an offer or solicitation to buy or sell CARS or any other asset. Readers should do their own diligence. Scenarios are illustrative, not forecasts. Company-reported figures have not been independently audited.

Sources: Rip Cars (ripcars.io, app.ripcars.io) and its MetaDAO project page and decisions; 01Resolved; CoinGecko (rip-cars, 30 September 2026); MetaDAO company page (30 September 2026: $3.9M valuation, $250K token sale, $212.9K treasury); Mattel annual reports, results releases and Mattel Creations; Statista; Bloomberg; The Washington Post; Circana; the Japan Capsule Toy Association; Pop Mart; The Pokémon Company; Bitquery; eBay; StockX; Bring a Trailer and Hagerty; autoevolution; The Hustle; NPR. Launch timing and pool data per Rip Cars and MetaDAO, September 14 and 15, 2026. Market path through 27 September 2026 as shown in Exhibit 3. Live tape as of 30 September 2026. StockX prices as of October 2026.

Hot Wheels and Matchbox are trademarks of Mattel, Inc. Mattel is not affiliated with Rip Cars or Novora.