Stand outside Forbidden Planet in central London at 3am on a new-release Friday and you will see the Pokémon economy in its rawest form: 120-plus people in a queue that snakes past five neighbouring shops, roughly half of them fans, half of them traders identifiable by the multiple shopping bags they're carrying. The £49.99 Delta Reign elite trainer box they're waiting for will be on eBay at a markup before the store closes. This is not a nostalgia bubble. Kai, 25, has loved Pokémon since childhood and arrived at 3am. Anthony, 26, came straight from a waiting shift at 1am and secured third place. Luke, 30, holds second place and carries a binder with placeholders for the cards he still can't find. These are not casual buyers. They're fans who have been forced to treat a hobby like a logistics operation because the secondary market has restructured the primary one. The mechanism driving this is worth naming clearly. Pokémon produces approximately 10 billion cards a year — a number that sounds unlimited until you understand that demand has outrun the machines, as fandom strategist Calvin Innes puts it. When supply is genuinely constrained at the manufacturing level, every intermediary layer — bots, scalpers, resellers cycling through stores in changed clothes or paying cash for strangers' haul allocations — is simply arbitraging that scarcity. The cards aren't rare. The access is. Kai's framing — that people from the crypto space have entered Pokémon — is not just colourful complaint. It describes a structural shift in who the market now serves. Cards are being bid on in gambling-adjacent livestreams. The collector's logic (acquire the set you love, play the game, hold the thing) has been layered over with a speculator's logic (acquire the thing before others can, resell at the clearing price). These two logics are not compatible, and the speculator's logic wins every time because it has more capital and less attachment. Stores are fighting back with the tools available to them: one-per-customer limits, unsealing policies that destroy resale value for sealed product, invite-only online sales, and free kids' clubs like the one Daniel Garnett runs at Hull Pops Gaming Centre in Hessle — where he holds product back for regular players who actually come to learn the game. These are real countermeasures. They're also easily gamed: change your clothes, bring a friend, pay cash. The collateral damage is specific and unglamorous. Frustrated parents trawl Reddit threads and Facebook groups trying to understand a secondary market they didn't know existed. Kids who want to play the game — not flip it — find the entry point hostile. Garnett watched parents show up to his free kids' club purely to buy product with no intention of staying for the session. The experience of actually collecting Pokémon cards has been degraded not by the company that makes them, nor by the fans who love them, but by the market layer that sits between both. Innes's practical advice — buy singles from Cardmarket or top-rated eBay sellers, go to a prerelease event at a local game shop for £25-30, avoid the elite trainer sets that drive the queue — is the most honest thing in this story. The game is still there. The 10 billion cards a year are still being printed. For parents and children who want Pokémon as a game rather than as an investment vehicle, the path exists. It just requires knowing the terrain well enough to route around the extraction layer that now sits on top of it.