Section · 16 live / 16 planned

Foundations

The order-of-operations every collector should read first. The vocabulary of the medium, the three-tier model, and how a print window becomes a price.

01

Getting started — a newcomer's orientation

The vocabulary, the tiers, and the first identification points. Where to begin.

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02

What makes a game 'vintage'?

The cutoff: a game enters the catalogue when its secondary-market value exceeds MSRP.

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03

The three tiers — Sealed, CIB, and Loose

The single most important model in the hobby. Why a game is never one price.

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04

Sealed — shrinkwrap, seal types, and the trophy market

H-seam, V-seam, sticker seals, and why sealed is its own market from €500 to €2M.

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05

CIB — complete-in-box, and what 'complete' means

Box, manual, inserts, dust sleeve, poly bag. The line between CIB and 'mostly there'.

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06

Loose — carts, discs, and the play market

The attainable floor. Label revisions, board variants, and authenticity on bare media.

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07

First prints — why the first run is the whole game

The print-window story the market prices precisely. First print vs reprint, everywhere.

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08

The hangtab — H, J, and Y variants

The cardboard hanging tab on early boxes. The insider tell that dates a print run — and our namesake.

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09

Box and label revisions — reading the print window

Rev codes, oval/round SOQ seals, 'Player's Choice' and 'Nintendo Power' banners.

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10

Regions — NTSC-U, NTSC-J, and PAL

Why region defines a different game, a different box, and a different market.

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11

Cartridges, discs, and PC big-boxes

The physical formats and what each means for condition, completeness, and value.

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12

Manuals, inserts, and the paper that completes a box

Reg cards, posters, maps, sleeves. The ephemera that separates CIB from complete.

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13

How to buy — channels, risks, and discipline

eBay, dealers, auction houses, shows, forums — each channel, its strengths, its landmines.

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14

How to sell — consignment, auction, and direct

The same channels in reverse, plus when to grade first and when not to.

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15

Storage and preservation — keeping a collection mint

UV, humidity, cart contacts, box crush. Protectors, shelving, and long-term archival.

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16

Building a collection — sets, runs, and themes

Full-set, franchise, console-complete, or grail-led. Choosing a thesis and pacing the buy.

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