Pokémon TCG Pocket Earns $233.7M in Year Two

The mobile card game's net revenue fell 68% from its first year as newer pack releases failed to sustain earlier spending.

Updated on Nov. 2, 2026 in Board Games

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Pokémon Trading Card Game Pocket earned $233.7 million in net revenue in its second year, down 68% from its first year's $741.4 million. AI Illustration. Upload story photo >

Pokémon Trading Card Game Pocket generated $233.7 million in net revenue in its second year, down 68% from the $741.4 million earned in its first year after its global launch on October 30, 2024. The game has earned approximately $975.2 million over two years.

Why it matters

The decline shows how quickly spending on free-to-play digital card games can fall once early momentum fades, even for a major franchise. It also offers a reference point for publishers weighing how to keep players paying after launch.

The game's daily spending peaked at $6.3m on November 9, 2024 and set a record of $7.5m on February 28, 2025, yet daily earnings in year two did not surpass $3m. The game currently ranks 30th in 2026 top-grossing charts, down from 10th in 2025.

The players

Pokémon Trading Card Game Pocket

A free-to-play mobile digital card game based on the Pokémon Trading Card Game, offering daily free packs and optional paid subscriptions.

The details

Pokémon TCG Pocket offers players two free packs of cards per day, with paying subscribers eligible for a third daily pack. The two highest-earning days accounted for 19% of February 2025 revenue, while newer pack releases consistently spiked monthly revenue without sustaining the earlier level of spending.

Timeline

  1. October 30, 2024: Global launch of Pokémon TCG Pocket.

  2. November 9, 2024: Month-one daily spending peaked at $6.3m.

  3. January 30, 2025: Daily spending reached $6.8m with the Space-Time Smackdown release.

  4. February 28, 2025: Record $7.5m day coinciding with the Triumphant Light launch.

Market Landscape

The game's revenue arc follows a familiar pattern in mobile collectible card games, where early launch spending spikes before newer releases struggle to rebuild momentum. Its slide from 10th to 30th in top-grossing charts places it below rivals that have sustained larger monthly player bases.

Players can continue earning two free packs daily, with paying subscribers receiving a third pack per day. Those interested in new releases will need to weigh whether the game's pack cadence fits their budget as spending has declined.

The takeaway

Free-to-play games can generate large early revenue, but sustained income depends on releases that keep players engaged after launch. Players should track pack schedules and subscription costs before committing money to digital card games.

Further reading

For more on how digital card games compare to physical tabletop titles, explore our Board Games coverage.

Source note: This article includes information reported by Mobile phone games industry, news, opinion and features, Pocket Gamer.biz.