Pokémon TCG Pocket's in-game trading system fuels a thriving black market for digital cards on platforms like eBay. Sellers are circumventing the game's rules by exchanging friend codes and cards, listing rare Pokémon, such as Starmie ex, for prices ranging from $5 to $10.
This practice, explicitly forbidden by Pokémon TCG Pocket's terms of service, presents a loophole. Sellers exploit the restriction that only cards of the same rarity can be traded; they essentially gain a rare card for a duplicate, then immediately resell it. The buyer receives their desired card without significant loss, effectively paying a premium for a direct trade.
Numerous eBay listings showcase this activity, including offers for highly sought-after ex Pokémon and 1-Star alternate art cards, and even entire accounts containing valuable in-game assets like Pack Hourglasses. While account selling is common in online games, this specific instance highlights a flaw in Pokémon TCG Pocket's trading mechanics.
The trading system itself has faced criticism since its launch. The introduction of Trade Tokens, requiring players to discard five cards to trade one of equal rarity, has been met with significant backlash. Many players feel the cost of acquiring these tokens is excessively high and discourages fair trading.
Even without the Trade Token system, this black market likely would have emerged due to the game's restrictive friend-only trading feature. Players have voiced their desire for a more accessible in-app trading system, eliminating the need for third-party platforms like eBay, Reddit, and Discord. This sentiment is echoed by Reddit user siraquakip, who hoped for a more community-focused trading experience.

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Developer Creatures Inc. has warned against real-money trading and other exploitative behaviors, threatening account suspensions. Ironically, the Trade Token system, designed to prevent such exploitation, has proven ineffective and fueled negative community sentiment. While Creatures Inc. is investigating improvements to the trading feature, concrete solutions remain elusive despite ongoing complaints.
Concerns exist that the trading system's limitations, particularly the inability to trade higher-rarity cards, are designed to incentivize in-app purchases. The game's substantial revenue (estimated at half a billion dollars in under three months) further fuels this suspicion. The high cost of completing card sets, with one player spending approximately $1,500 to complete the first set, supports this theory.