top of page

Opening a Pack of Trading Cards Is Not the Same as Placing a Bet

As trading cards receive greater mainstream attention, comparisons between collecting and gambling are becoming increasingly common. The industry should take concerns about responsible participation seriously—without losing sight of what makes collecting fundamentally different.


Walk into a card shop on release day and you'll see something that has existed for generations. Someone picks up a pack. They turn it over in their hands. Maybe they already know the checklist. Maybe they're chasing a rookie, an autograph, a parallel or simply a player from their favorite team. Then comes the moment every collector recognizes. The wrapper opens. The cards slowly reveal themselves. Sometimes the collector hits exactly what they hoped for. Most of the time, they don't. But in every case, they leave with something tangible:


Trading cards.


That distinction matters. As the trading card industry grows and receives greater attention from mainstream media, regulators and the general public, comparisons between certain forms of collecting and gambling have become increasingly common.

Those comparisons deserve thoughtful discussion. There are legitimate questions surrounding responsible spending, product design, marketing, youth participation and certain emerging business models. The industry shouldn't dismiss those concerns.

But neither should we accept an oversimplified narrative that treats every activity involving uncertainty as gambling.


Collecting and gambling are not synonymous.


Understanding the difference matters for the future of the hobby.


Uncertainty Alone Does Not Make Something Gambling


Much of the comparison begins with one characteristic:


You don't know exactly what will be inside a sealed pack. That's true. But uncertainty exists throughout ordinary commerce.


  • A mystery box contains uncertainty.

  • A blind-box collectible contains uncertainty.

  • A promotional sweepstakes contains uncertainty.


Even purchasing an assortment of products can involve uncertainty about which individual item a consumer receives. The existence of chance by itself does not automatically settle the question of whether an activity constitutes gambling. The structure of the transaction matters. Its purpose matters. What the consumer receives matters. And the applicable law matters.


With a traditional trading card pack, the consumer is purchasing a physical collectible product and receives cards from that product. They may prefer some cards to others. The secondary market may assign dramatically different values to them. But the transaction still results in the consumer receiving the collectible product they purchased. That is meaningfully different from a traditional wager in which money is risked on an uncertain event with the possibility of receiving a prize or losing the stake.

That distinction should not be casually erased.


Secondary-Market Value Complicates the Conversation


There is, however, a reason this debate has become more complicated. Trading cards can be valuable. Sometimes extraordinarily valuable. A collector may open a relatively inexpensive product and discover a card worth hundreds, thousands or, in rare circumstances, substantially more. That creates an economic component to the experience that cannot simply be ignored. But secondary-market value doesn't transform every collectible purchase into a financial wager.


  • Consider art.

  • Sneakers.

  • Watches.

  • Comic books.

  • Coins.

  • Wine.

  • Vintage toys.


Many physical goods have secondary markets where individual items can appreciate or depreciate significantly. Consumers may consider potential resale value when purchasing them. Yet the existence of a secondary market does not automatically redefine the underlying product. Trading cards occupy an unusual space because they combine several things simultaneously:


Collectibility. Entertainment. Fandom. Scarcity. Commerce. Community. And, sometimes, significant financial value.


Trying to reduce all of that to a single comparison misses much of what collecting actually is.


But the Industry Shouldn't Hide Behind Definitions


Defending collecting doesn't mean pretending there are no legitimate concerns. There are. Any activity involving money, excitement, scarcity and variable outcomes can produce unhealthy behavior for some participants. Someone can spend beyond their means collecting cards. Someone can chase increasingly expensive products trying to recover money from previous purchases. Someone can become overly focused on financial outcomes. Someone can make purchasing decisions emotionally rather than responsibly. Those behaviors deserve attention regardless of what terminology we use.


The industry's response should not simply be:


"It's not gambling, so there is nothing to discuss."


That's inadequate.


A stronger position is:


Collecting is distinct from gambling, and we still have a responsibility to encourage healthy participation.


Both ideas can be true.


Responsible Collecting Should Be Part of the Culture


The trading card industry has an opportunity to establish something important before someone else establishes it for us. A culture of responsible participation. That doesn't require removing excitement from collecting. It doesn't require telling adults what they can and cannot purchase. And it certainly doesn't require portraying the hobby as inherently dangerous.


It means promoting some very simple principles.


  • Set a budget.

  • Understand what you're purchasing.

  • Don't spend money needed for necessities.

  • Don't chase losses.

  • Know when to stop.


Parents should understand the products their children are purchasing. Businesses should market responsibly. Participants should understand that the value of collectibles can rise or fall. And collecting should ultimately remain something that adds enjoyment to people's lives. Those aren't anti-hobby principles.


They're pro-hobby principles.


An industry confident enough to promote responsible participation demonstrates maturity, not weakness.


Children Require Special Consideration


This conversation becomes particularly important when young collectors are involved. Children have been part of trading cards for generations. They should continue to be.

Some of the industry's most powerful stories begin with childhood collecting.


  • A first pack.

  • A favorite player.

  • Trading cards at school.

  • Going to a card show with a parent.

  • Building a set.


Those experiences can create lifelong collectors. We should protect them. That means the industry should think carefully about how products are marketed to younger audiences and how increasingly sophisticated purchasing experiences are presented. Children do not understand probability, money and risk the same way adults do. Parents also need tools to understand an industry that has changed dramatically from the one they may remember.


The goal shouldn't be to push children away from collecting. It should be exactly the opposite.


We should create environments where families feel confident introducing children to the hobby.


That is how collecting grows across generations.


Not Every Product or Experience Is the Same


Another mistake in this debate is treating the entire trading card ecosystem as though every product operates identically. It doesn't.


  • A traditional sealed pack is one experience.

  • A hobby box is another.

  • A group break has a different structure.

  • A repack product has another.

  • A randomized online experience may operate differently again.


Each should be evaluated based on how it actually works.


  • How is the product marketed?

  • What does the purchaser receive?

  • How is randomness used?

  • Are the rules transparent?

  • Are odds or expected contents represented accurately?

  • Can consumers understand what they're buying?

  • Are minors involved?

  • Are claims about potential value misleading?


These are reasonable questions. The industry should be willing to ask them. Because defending the hobby does not require defending every conceivable business model someone might attach to trading cards.


Good policy requires distinctions.


So does good industry leadership.


Language Matters


The words used to describe the hobby influence how the public understands it.

When every pack opening becomes a "bet," every chase becomes "gambling" and every valuable pull becomes a "jackpot," an entire culture of collecting can quickly be reduced to language borrowed from casinos. That framing has consequences.


  • It affects parents.

  • It affects policymakers.

  • It affects media coverage.

  • It affects companies deciding whether to enter the industry.

  • And it affects how future collectors perceive what this hobby represents.


The industry should therefore be thoughtful about its own language as well.

If we constantly describe ourselves using gambling terminology because it generates clicks, we shouldn't be surprised when outsiders begin using the same terminology to define us. Collecting has its own language.


Pulls. Sets. Rookies. Inserts. Parallels. Autographs. Trades. Collections.


We don't need to borrow another industry's identity. We already have one.


Regulation Is Not the Only Possible Outcome


Industries often wait until public concern becomes regulatory concern before addressing difficult issues. That's rarely the best approach.


  • Self-governance can be powerful when it is credible.

  • Industry standards can improve transparency.

  • Education can help consumers make better decisions.

  • Responsible-participation programs can address unhealthy behavior.

  • Codes of conduct can establish expectations.

  • Certification can recognize responsible operators.

  • Research can help replace assumptions with evidence.

  • And industry coordination can identify emerging problems before they become crises.


That is one of the reasons independent trade associations exist. Not to argue that an industry is perfect. But to help an industry improve itself.


We Can Defend Collecting and Improve It at the Same Time


There is a temptation whenever the hobby receives criticism to choose one of two extremes. Either everything is fine and critics simply don't understand collecting. Or the entire modern hobby has become gambling disguised as cardboard. Neither position adequately describes reality. Trading cards are collectibles.


  • They carry cultural, emotional and historical significance.

  • They connect people to athletes, teams, characters, entertainment properties and memories.

  • They create communities.

  • They connect generations.

  • They can also carry financial value, involve randomness and create purchasing experiences that deserve thoughtful consumer safeguards.


Recognizing the second reality does not invalidate the first. In fact, acknowledging both is how the industry earns credibility.


Cards Are Collecting


The trading card hobby should never be afraid to explain what it is. Collecting is one of humanity's oldest behaviors.


  • People collect art.

  • Coins.

  • Stamps.

  • Books.

  • Watches.

  • Sneakers.

  • Memorabilia.

  • And cards.


Sometimes those objects are valuable. Sometimes they're worth almost nothing. Yet collectors treasure them anyway. Because value isn't always measured in dollars. Sometimes the most important card in someone's collection is worth five dollars. It might be the player they watched with their father. The first card their daughter gave them. The final card needed to complete a childhood set. The autograph they waited hours to receive. Or simply a card that reminds them of a particular moment in their life.


That is something a gambling comparison can never adequately explain. The industry should continue examining its practices.


  • We should encourage responsible participation.

  • We should protect young collectors.

  • We should embrace transparency.

  • We should address problematic behavior when it occurs.

  • And we should continuously work to make the hobby safer.


But we should do those things while confidently defending something equally important:


Opening a pack of trading cards is part of a collecting experience.


The possibility of finding something rare may add excitement. The secondary market may assign different values to what we find. But at the heart of the experience is something much older and much simpler.


Someone opens a pack.


They discover what's inside.


And they add another card to their collection.


Cards are collecting.


And that's worth protecting.

 
 
 

Recent Posts

See All
The Five Trends Shaping the Future of Collecting

The trading card hobby is changing faster than at almost any point in its history. These five forces could define what collecting looks like for the next generation. If you could transport a collector

 
 
 
Trust Is Becoming the Hobby’s Most Valuable Asset

As trading cards become a larger, faster and more sophisticated industry, the companies that earn trust may ultimately have the greatest competitive advantage. For years, the trading card industry has

 
 
 

Comments


bottom of page