Pricing

How to price singles in a card shop

A pricing policy beats per-card decisions. How to set buy and sell percentages that stay profitable without driving customers away.

Pricing card by card does not scale and produces inconsistent results your regulars will notice.

Have a policy, not opinions

Set a percentage of market that you buy at, and a percentage you sell at, then apply it consistently and vary it only for stated reasons.

  • Buylist percentage — typically 50–70% of market for singles, lower for bulk, higher for cards you know move fast.
  • Sell percentage — at or near market for desirable cards; above market is defensible only for cards that are genuinely hard to find locally.
  • Floors. Below a certain value, individual pricing costs more in labour than the card is worth. Bulk it.

Vary it for reasons you can say out loud

  • Faster-moving games and sets justify a higher buy percentage.
  • Cards you already have deep stock of justify a lower one.
  • Condition below Near Mint should step the price down predictably, not arbitrarily.

What kills margin quietly

  1. 1.Stale prices. Buying at last month's market on a falling card.
  2. 2.Over-grading on intake. Paying Near Mint money for Lightly Played stock.
  3. 3.Untracked bulk. Bulk that is never counted is bulk that walks out of the shop.

How this is handled here

You set a default buylist percentage and a serialize value floor once, in settings, and the buy price is calculated for you against live market data on every card — with per-card overrides when you want them. Premium singles above your floor are tracked individually with a QR label; bulk below it is not, which is the right trade-off for both. The vendor guide covers the settings, and pricing covers what the platform itself costs.

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