When
Pokémon
TCG
Pocket
was
first
teased
a
few
months
back,
it
looked
like
yet
another
mobile
app
meant
to
capitalize
on
the
physical
card
game’s
recent
wave
of
unexpected
popularity.
With
Pokémon
TCG
Live
already
on
the
market,
it
was
hard
to
suss
out
how
The
Pokémon
Company
envisioned
Pocket
fitting
into
the
larger
franchise.
And
while
titles
like
Marvel
Snap
and
Hearthstone
have
proven
to
be
big
hits,
it
wasn’t
clear
that
Pocket
would
be
able
to
appeal
to
newcomers
and
hardcore
Pokémon
fans
alike.
We’re
still
a
few
weeks
out
from
Pokémon
TCG
Pocket’s
general
release.
But
during
the
hands-on
time
I
recently
spent
testing
the
game
out,
it
felt
like
a
promising
—
if
slightly
daunting
—
attempt
at
reinventing
the
classic
card
collecting
experience
for
a
new
generation
of
budding
pokemaniacs.
The
battles
are
quicker,
flashier,
and
clearly
designed
to
be
picked
up
with
relative
ease
as
you
fill
up
digital
binders
with
immaterial
cards
that
look
like
the
real
thing.
At
times,
the
game’s
emphasis
on
making
its
virtual
cards
look
and
feel
real
makes
it
seem
like
The
Pokémon
Company’s
foray
into
the
NFT
space.
The
big
difference
here,
though,
is
that
you
can
actually
do
stuff
with
Pokémon
TCG
Pocket’s
collectibles
besides
staring
at
them
on
your
phone.
At
its
core,
Pokémon
TCG
Pocket
is
a
game
focused
on
giving
people
a
new
way
of
collecting
cards,
showing
them
off,
and
using
them
to
battle
other
players
in
fast-paced
matches.
For
free,
players
can
log
on
every
day
to
receive
two
booster
packs
containing
five
cards
apiece
and
then
show
them
off
in
customizable
digital
binders
or
specialized
display
boards.
Like
the
physical
card
game,
Pokémon
TCG
Pocket’s
cards
differ
in
rarity
(indicated
by
a
new
diamond
and
star
rarity
system)
and
feature
a
range
of
increasingly
elaborate
illustrations
from
a
variety
of
artists.
Rather
than
relying
on
different
physical
textures
or
holographic
foil
to
convey
a
card’s
value,
though,
Pokémon
TCG
introduces
a
number
of
new
3D
effects
to
make
rare
pulls
pop.
Genetic
Apex
—
the
first
expansion
players
will
be
able
to
access
at
launch —
features
over
200
cards,
many
of
which
reuse
art
from
previously
released
physical
sets.
But
the
pulls
most
players
will
likely
be
keen
on
hunting
for
are
the
new
immersive
cards,
which
allow
you
to
essentially
dive
into
their
art
in
order
to
see
details
that
wouldn’t
normally
be
visible.
Because
collecting
(rather
than
battling)
is
what
initially
draws
a
lot
of
people
to
the
physical
card
game,
Creatures
Inc.
and
game
developer
DeNa
wanted
that
to
be
the
game’s
main
selling
point,
particularly
for
folks
who
haven’t
been
tapped
into
the
franchise
for
a
while.
“There’s
a
kind
of
a
wide
audience
out
there
of
people
who,
in
general,
maybe
aren’t
interacting
with
Pokemon
cards
right
now,”
Creatures
creative
director
Ryo
Tsujikawa
explained
during
a
Q&A
session.
“That’s
what
we
were
thinking
about
with
[Pocket]
being
in
a
game
/
app
form
—
that
we
would
be
able
to
reach
a
wider
audience
including
people
who
might
have
played
when
they
were
younger.”
Though
Pocket
shares
a
number
of
similarities
with
Pokémon
TCG
Live
—
another
mobile
game
where
users
can
redeem
codes
from
physical
packs
to
receive
digital
copies
—
the
idea
for
an
app
focused
entirely
on
digital
cards
began
coming
into
focus
right
around
the
time
Pokémon
Go
was
first
released.
Executive
corporate
officer
Keita
Hirobe
said
that
making
the
game
more
approachable
and
keeping
its
barrier
to
entry
low
were
two
of
The
Pokémon
Company’s
biggest
priorities
during
development.
And
for
those
simply
looking
for
a
casual
way
to
dip
a
toe
into
the
Pokémon
waters,
it
can
be
as
simple
as
opening
the
app
and
seeing
what
the
RNG
has
in
store.
Ripping
into
a
pack
by
sliding
your
finger
across
its
top
edge
is
actually
a
pretty
satisfying
experience,
accompanied
by
a
soft
rumble
intended
to
replicate
the
feel
of
tearing
into
a
packet
of
foil
stuffed
with
shiny
bits
of
cardboard.
The
packs
themselves
(which
aren’t
guaranteed
to
contain
rare
cards
like
their
physical
counterparts)
can
be
flipped
over
before
you
open
them,
giving
you
the
choice
of
revealing
the
last
(rarest)
card
first.
And
while
you
can
reveal
the
cards
one
by
one
to
build
suspense,
the
game
also
allows
you
to
tilt
them
while
they’re
still
stacked
in
order
to
sneak
a
peek
at
their
borders,
which
are
one
of
the
indicators
of
a
card’s
rarity.
Even
though
Pocket
will
give
players
two
packs
a
day
(one
every
12
hours)
for
free,
folks
coming
from
the
physical
card
game
where
booster
packs
contain
10
randomized
cards
may
balk
at
the
mobile
pack’s
five
—
a
number
that
may
change
in
the
future.
But
for
those
looking
to
fill
out
their
card-dexes
more
quickly,
the
game
will
also
offer
players
the
option
to
purchase
Poké
Gold
—
an
in-game
currency
that
can
be
used
to
buy
more
packs
or
reduce
the
countdown
timer
between
receiving
your
free
packs
for
the
day.
Bundles
of
Poké
Gold
start
at
99
cents.
Additionally,
there
will
be
an
optional
monthly
Premium
Pass
$9.99
subscription
that
grants
players
a
free
third
daily
pack
and
access
to
promotional
cards.
Though
Poké
Gold
and
subscription
sales
sound
like
key
components
to
The
Pokémon
Company’s
plan
for
Pocket’s
profitability,
from
what
I’ve
seen,
there’s
still
quite
a
bit
available
to
players
who
don’t
spend.
You
can
start
learning
the
basics
of
the
game’s
new
streamlined
battle
system
using
premade
Rental
Decks
and
fighting
against
computer
opponents.
And
once
you
have
enough
cards
of
your
own,
you
can
start
building
customized
decks
to
use
against
other
players
in
the
game’s
online
mode.
Whereas
the
traditional
Pokémon
TCG
involves
two
people
facing
off
with
decks
consisting
of
60
cards
each,
Pocket
streamlines
things
by
making
decks
much
smaller
and
simplifying
battle
mechanics
in
order
to
keep
things
moving
at
a
brisk
pace.
Damage
is
now
automatically
calculated
by
the
game’s
computer,
and
the
first
player
to
earn
three
points
by
knocking
out
their
opponent’s
pokémon
(regular
pokémon
count
for
one
point
while
EX
monsters
count
for
two)
wins.
Though
Tsujikawa
stressed
that
Pocket’s
development
team
is
mainly
focusing
on
the
game’s
collection
aspect
at
launch,
they
understand
that
more
competitive
play
is
something
users
may
be
interested
in
as
new
expansions
are
introduced.
There
are
no
concrete
plans
just
yet
for
Pocket
to
become
a
new
fixture
at
the
Pokémon
World
Championships,
but
it’s
not
hard
to
imagine
the
app
fitting
in
right
alongside
Pokémon
Go
and
the
physical
card
game.
That
could
be
necessary
for
giving
the
game
some
longevity
once
the
initial
lure
of
pure
collecting
wears
off.
And
when
Pokémon
TCG
Pocket
launches
on
October
30th,
that
might
be
enough
to
make
the
app
a
hit.
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