Is opening Pokémon packs gambling?
By Britton Jewell · Last updated
Short answer: buying a sealed pack at a store hasn't been treated as illegal gambling in the US. Card buyers tried that argument in court, Pokémon buyers included, and lost in 2002. It still works a lot like gambling, since you're paying for a random shot at a card that can sell for hundreds of dollars. The legal fights in 2026 are about card breaks, repacks and digital pack sites, and none of them has been decided.
Who wrote this: Britton Jewell, a collectibles reseller who runs BuyHoldCollect. We're not lawyers, and this isn't legal advice. Court records, news reports and company pages are linked where they're used (checked ). More about us.
What makes something gambling
Most US gambling laws come down to three things: you pay, the result is up to chance, and you can win a prize worth something. Rick Trachok, a UC Berkeley law lecturer and former gaming compliance executive, put it as a wager, a chance and a prize when ESPN asked about card breaks in June 2026.
A Pokémon booster pack checks all three boxes. You pay for it ($4.49 a pack at Pokémon Center, and often double that once a set sells out), you can't see what's inside, and the rare cards in it resell for real money. Trachok also told ESPN that if buyers get what they pay for, there's no gambling, and a sealed pack always has cards in it.
What a court said about sealed packs
Card buyers made this exact argument years ago. They sued Fleer/Skybox, Topps, Upper Deck and other card makers, along with Nintendo of America, Wizards of the Coast and 4Kids Entertainment over Pokémon cards, saying the random rare inserts turned every pack into illegal gambling. In 2002 the Ninth Circuit Court of Appeals upheld the dismissal of those cases in Chaset v. Fleer/Skybox. The court said buyers "received value" for what they paid, eight or ten cards, any one of which might be the rare one. It called not finding the rare card a disappointment, not an injury to property.
Two things the court did not do. It didn't rule that packs aren't gambling; it ruled the buyers hadn't lost money the law could give back. And the Pokémon companies had argued their cards were different because people play a game with them. The court left that question open.
Where the fight is now: breaks, repacks and digital packs
A break is when someone opens sealed product on a livestream and buyers pay for a spot, like a team, a Pokémon type or a random slot, and get the cards that land on it. A repack is a pack someone else put together from loose cards, often with a few big hits mixed in. Both are being challenged now.
- Nearly 70 Whatnot customers filed arbitration claims in spring 2026 saying randomized breaks violate California's ban on illegal lotteries, according to ESPN. Whatnot told ESPN that gambling isn't allowed on Whatnot.
- A whistleblower suit filed in July 2025 under California's False Claims Act accuses Whatnot and Fanatics Live over what it calls "unlicensed box-break lotteries." California's Department of Justice declined to join it, and Fanatics declined to comment to ESPN. Neither case has been decided.
- California already has a law that counts a "grab bag" as a lottery when it holds sports cards taken out of the maker's original packaging. A law firm alert from Womble Bond Dickinson (August 2026) notes that it doesn't appear to reach factory-sealed packs. Its definition covers sports cards only.
Digital pack sites are the newer version. On GameStop Power Packs, you pay $25 to $10,000, open a pack on screen, and get a real graded card stored in a vault. You can sell it back on the spot for about 85% of its value and open another. GameStop limits it to adults 18 and older and has a free mail-in entry for each pack level. We haven't found a court or regulator ruling on sites like this.
The closest comparison is video game loot boxes, and there the deciding question has been whether the prize turns into cash. New York's attorney general sued Valve on February 25, 2026, saying its loot box items "can be sold online for money." Britain's Gambling Commission takes a similar line: items that can't be cashed out are unlikely to count as gambling, and items that can be might. Pokémon cards have always been sellable, so that test alone doesn't settle anything. What's new is the speed. Selling a card from a store pack means listing it and shipping it; a buyback pays you in seconds.
What the odds look like
The Pokémon Company doesn't publish pull rates for its packs, as far as we can find, so the numbers come from people opening a lot of them. When TCGplayer opened more than 5,000 Mega Evolution packs, about 1 in 100 had a Special Illustration Rare and about 1 in 1,260 had one of the two gold Mega Hyper Rares, the set's top chase cards. At Pokémon Center's $4.49 a pack, 1,260 packs costs about $5,660; the pricier of those two cards went for $214.69 ungraded on PriceCharting on . We break it down card type by card type, with what an average pack is worth, in should you open Pokémon packs or buy singles?
Keeping it a hobby
Plenty of people open packs because it's fun, and that's a fine reason. A few habits keep it that way:
- Pick a monthly amount for packs before you buy any, and stop when it's gone.
- Open packs for the fun of it, and buy singles for the cards you actually want.
- Watch for the loop of selling your pulls to pay for more packs. Instant buybacks make that loop faster.
- Digital pack sites like Power Packs are for adults 18 and older.
If spending on packs, breaks or anything like them has stopped feeling like a choice, the National Problem Gambling Helpline is free and confidential: call or text 1-800-MY-RESET, or chat through the National Council on Problem Gambling.
Quick answers
Is opening Pokémon packs gambling?
Buying a sealed pack at a store hasn't been treated as illegal gambling in the US. Card buyers, including Pokémon buyers, sued over it, and in 2002 a federal appeals court upheld the dismissal because they got the cards they paid for. It still works like gambling: you pay for a random shot at a rare card with a cash value. We're not lawyers.
Are card breaks gambling?
That's being tested now. In 2026, nearly 70 Whatnot customers filed arbitration claims saying randomized breaks violate California's ban on illegal lotteries, and a whistleblower suit makes similar claims against Whatnot and Fanatics Live. Nothing has been decided, and Whatnot says gambling isn't allowed on its platform.
Are digital pack sites like GameStop Power Packs gambling?
We haven't found a court or regulator ruling on them. They're set up differently from a store pack: Power Packs is for adults 18 and older, has a free mail-in entry for each pack level, and buys cards back on the spot for about 85% of their value. That quick path back to cash is what regulators have focused on with video game loot boxes.
Does The Pokémon Company publish pull rates?
Not for physical packs, as far as we can find. The rates people quote come from counting opened packs, like TCGplayer's 5,000-pack count for Mega Evolution. Pokémon TCG Pocket, the mobile game, does show odds for its digital packs.
New to terms like chase or graded? See our collector and reseller glossary.
Related: Are GameStop Power Packs worth it? · Why is everything sold out? · How to get a chase: singles or case packs? · Free preorder tracker
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Lawsuits, prices and pull rates change. This page is general information, not legal or financial advice.