Pokémon TCG Pocket's in-game trading system fuels a thriving black market on platforms like eBay. Players are buying and selling digital cards for prices ranging from $5 to $10, circumventing the game's rules against real-money transactions. The loophole? Sellers exchange friend codes, sending cards in return for another card of equal rarity, effectively profiting without losing any cards themselves.
One example shows a Starmie ex listed for $5.99, requiring the buyer to possess 500 Trade Tokens, Trade Stamina, and an "unwanted Pokémon ex" for the exchange. This violates Pokémon TCG Pocket's terms of service, yet sellers exploit the system's limitations. The buyer essentially trades an unwanted card for a desired one, while the seller replenishes their stock by immediately reselling the acquired card.
Numerous listings for rare ex Pokémon and 1-Star alternate art cards flood eBay, along with entire accounts containing valuable in-game items like Pack Hourglasses. While account selling is common in online games, it further highlights the black market's success.
The trading mechanic itself sparked controversy upon its release. Beyond the existing restrictions on pack openings and Wonder Picking, the introduction of Trade Tokens—requiring the deletion of five cards to trade one of the same rarity—drew heavy criticism for their high cost.
However, the black market's existence isn't solely due to these restrictions. The trading system's simplistic nature, requiring players to be friends before trading, is a key factor. Players like Reddit user siraquakip advocated for a more community-friendly system, suggesting a public in-app trading system to eliminate the need for external platforms.
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Developer Creatures Inc. has warned players against real-money transactions and other exploitative behaviors, threatening account suspensions for violations. Ironically, the Trade Tokens system, intended to prevent such exploits, has backfired, alienating a significant portion of the player base.
Creatures Inc. is investigating improvements to the trading feature but hasn't provided specifics despite ongoing complaints since its launch three weeks ago. Speculation suggests the trading system's limitations, particularly the inability to trade higher-rarity cards, are designed to incentivize in-app purchases. The game's reported half-billion-dollar revenue in under three months fuels this theory. The high cost of completing card sets, potentially reaching $1500 for a single set, further supports this claim.
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