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We are not stepping into a mature market.
We are helping build one.
When people look at singles prices during the launch of a brand new collectible game, the first instinct is usually to compare them to how singles pricing works in an established game.
That instinct makes sense. It is also where the misunderstanding usually begins.
In an established game, secondary market pricing is much simpler by comparison. There are existing listings, real sales data, broad public visibility, competitor pricing, and enough supply moving around that the market more or less teaches you what cards are worth. Good judgment still matters, but there is already a map.
That is not what happens when a market does not exist yet.
Sometimes there are no meaningful listings. No real volume. No historical sales. No stable public baseline. At that point, nobody is reading a market. Someone has to help create the first version of one.
That is the work we are doing.
We now approach this as one publisher support service: Secondary Market Services.
The service itself is the same. We help create real singles access, active listings, pricing structure, sell through management, and early market support around a game.
What changes from title to title is how the economics and risk are structured.
In some cases, we may choose to buy product directly and assume the upfront product risk ourselves.
In other cases, a publisher may provide product and we structure the relationship so we can still do the same market-building work without taking on all of that risk upfront.
From the outside, the goal is the same either way:
Create a healthy, usable, responsible secondary market where no real market previously existed so players can get the game pieces they need.
We do not publicly identify which commercial structure is in place for a given title.
This is the part that matters most.
In a normal singles business, the goal is obvious. Buy, sell, and trade cards profitably.
In a launch environment like this, that is not the primary objective.
The primary objective is to help create a market that is stable enough to function for other people.
That means trying not to price so low that the set gets devalued immediately. It also means not pricing so high that the result feels exploitative or inaccessible. It means trying to create a system where players can find what they need, collectors can chase what they want, inventory does not disappear into strange pockets immediately, and enough engagement remains healthy overall to support the game responsibly.
In other words, the goal is not simply to sell cards.
The goal is to help create a market that feels real, active, and usable.
That is a very different job.
At a practical level, this work can include:
Not every engagement looks identical, but the purpose is the same in every case: make the game easier to buy into, easier to collect, easier to build around, and easier to trust.
We are not publishing our formulas, and we are not going to disclose protected data points that are part of the work. But we do want to be transparent about the process at a meaningful level.
At launch, we begin with publisher provided information and assets where applicable. That may include rarity structure, collation, print details, card data, images, and other materials needed to create accurate listings and a workable starting point.
From there, we use math based aggregate models to create a baseline value structure. Then we apply game specific judgment, including input from people we consider knowledgeable about the game, the audience, and the likely behavior of the player base.
That gives us a best judgment starting point for individual cards.
It is not perfect. It cannot be perfect. At that stage, nobody has enough real market data for perfection.
What it is meant to be is informed, defensible, and efficient enough to actually launch a market at scale.
Because early launch pricing is not the end state. It is the beginning of price discovery.
Once cards go live, we begin adjusting based on sell through behavior. If a card is moving faster than expected, that tells us something. If a card is not moving at all, that tells us something too.
Some prices may rise quickly. Some may fall steadily. Those movements are not random, and they are not simply about squeezing as much as possible out of each card. They are part of balancing inventory, demand, and long term sustainability in a market that does not yet have mature data.
This early period is labor intensive. Especially at the start, there is a great deal of active judgment involved. As the process develops, pricing should increasingly reflect what actual sell through is teaching us.
Sometimes it will be.
There are a few common reasons for that:
• We may be intentionally cautious because there is not enough data yet.
• There may be supply details the public does not have.
• A card may have availability factors that materially change what it should cost.
• There may be a misunderstanding about rarity, printings, or where else a card appears.
• Sometimes we make a mistake.
That is part of doing difficult work in public. We accept that.
On the other hand, if you think a card is priced too low, that is not a problem for us philosophically. A healthy market should allow room for people to buy, sell, trade, undercut, compete, and participate. We are not trying to create a monopoly. We are trying to create a foundation.
If we do this well, other sellers should be able to step in and function sensibly too.
Patience, perspective, and respectful feedback.
This work is complicated. It is front-loaded with labor. It is full of imperfect information. And the people doing it are not trying to exploit a vacuum. They are trying to build something useful inside one.
Gamers Guild cares about:
• The health of the game
• The publisher
• The players and collectors who need the market to actually work
• Leaving room for a broader ecosystem to grow around it
If you have thoughtful concerns, we are open to hearing them.
If you have useful criticism, even better.
What we are not interested in is pretending this process is simple when it is not, or acting like “just price lower” is a serious answer to the problem of building a secondary market from zero.
This work only matters if it is done responsibly.
That is what we are trying to do.