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PUBLISHER: Inkwood Research | PRODUCT CODE: 1771428

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PUBLISHER: Inkwood Research | PRODUCT CODE: 1771428

Europe Trading Card Game (Tcg) Market Forecast 2025-2032

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KEY FINDINGS

The Europe trading card game (TCG) market is anticipated to rise with a CAGR of 6.30% over the forecasting years of 2025 to 2032, reaching a revenue of $2216.19 million by 2032.

MARKET INSIGHTS

The European trading card game (TCG) market is experiencing growth, fueled by the rising appeal of collectibles as alternative investments, increased availability in local languages, and strong ties to popular media franchises. Iconic properties such as Pokemon, Yu-Gi-Oh!, Magic: The Gathering (MTG), and One Piece are the highest in demand, with nostalgia and the pursuit of high-value chase cards attracting both seasoned collectors and younger fans.

REGIONAL ANALYSIS

The Europe trading card game (TCG) market assessment entails a detailed analysis of the United Kingdom, Germany, France, Italy, and Spain.

In the UK, the rise of high-profile events like the London Card Show has mirrored growing national enthusiasm for the TCG hobby. First launched in 2021 with just 40 attendees, the show now attracts over 8,000 visitors and more than 1,000 vendor tables, signaling a massive surge in community engagement. Collectors increasingly view trading cards as tangible investment assets, often likened to "modern-day art," particularly in the face of economic volatility. Popular franchises such as Pokemon, Yu-Gi-Oh!, and MTG dominate the space, with anime's growing presence amplified by streaming platforms further boosting demand. The combination of nostalgia, investment appeal, and the social impact of in-person events continues to fuel consistent market demand.

France has emerged as a major collector's hub, with events like the Paris Card Show drawing over 2,200 paying attendees to its latest edition at Espace Champerret. Auction houses such as Aguttes have also drawn attention, notably with a PSA-certified Pikachu Illustrator card fetching €192,400 in October 2024, setting a European record for a TCG single. Demand for French-language Pokemon sealed products consistently exceeds supply, creating local premiums for French versions compared to English versions. Domestic collectors prize linguistic authenticity, while investors often flip rare French cards internationally, especially in the U.S. and Asia, where scarcity premiums are common. Despite the strong availability of English stock via platforms like Cardmarket, French-language cards remain an important part of the local collector's identity.

SEGMENTATION ANALYSIS

The Europe trading card game (TCG) market segmentation includes product type, TCG theme, and retail channel. The TCG theme segment is further classified into fantasy, sci-fi, TV, film & comic IPs, and video game-based.

The fantasy segment holds a prominent share in the Europe trading card game (TCG) market, driven by the long-standing popularity of iconic franchises such as Magic: The Gathering, Dungeons & Dragons, and Yu-Gi-Oh!. These games, rooted in rich lore, immersive world-building, and strategic gameplay, appeal to both competitive players and collectors. Fantasy-themed TCGs often feature mythical creatures, magic systems, and medieval aesthetics, making them especially attractive to a broad demographic, from teenagers to adult hobbyists. The genre's cross-generational appeal and deep narrative engagement have helped it maintain consistent demand across both physical and digital platforms in Europe.

In addition to legacy titles, the fantasy TCG segment is being bolstered by new entrants and indie publishers capitalizing on niche fantasy subgenres and crowdfunding platforms. Platforms like Kickstarter have enabled the launch of several successful fantasy card games that cater to specific fanbases, such as dark fantasy or high-fantasy enthusiasts. Moreover, fantasy TCGs benefit from active tournament scenes, local game store support, and robust secondary markets, particularly in countries like Germany, France, and the UK. As interest in fantasy entertainment continues to grow across books, TV, and gaming, the fantasy segment of the TCG market is expected to expand further, supported by storytelling depth, collectible appeal, and strong community engagement.

COMPETITIVE INSIGHTS

Some of the major players operating in the Europe trading card game (TCG) market are Bandai Namco Holdings Inc, Bushiroad Inc, Kayou Inc, Konami Group Corporation, The Pokemon Company, Ravensburger AG, etc.

Ravensburger AG is a historic German family-owned company founded in 1883 and headquartered in Ravensburg, Germany. The company is renowned as one of the global leaders in puzzles, board games, children's books, and arts & crafts kits. Ravensburger operates across multiple divisions, including puzzle manufacturing in Germany and the Czech Republic, the game publishing arm responsible for award-winning titles, and the publishing division producing educational children's literature. Notable brands under its umbrella include BRIO, ThinkFun, Alea, F.X. Schmid, and Wonder Forge.

TABLE OF CONTENTS

1. RESEARCH SCOPE & METHODOLOGY

  • 1.1. STUDY OBJECTIVES
  • 1.2. METHODOLOGY
  • 1.3. ASSUMPTIONS & LIMITATIONS

2. EXECUTIVE SUMMARY

  • 2.1. MARKET SIZE & ESTIMATES
  • 2.2. MARKET OVERVIEW
  • 2.3. SCOPE OF STUDY
  • 2.4. CRISIS SCENARIO ANALYSIS
  • 2.5. MAJOR MARKET FINDINGS
    • 2.5.1. POKEMON, YU-GI-OH!, MTG, AND ONE PIECE DOMINATE SALES
    • 2.5.2. ADULT COLLECTORS AND NOSTALGIA-DRIVEN BUYERS DRIVE A SIGNIFICANT PORTION OF GROWTH IN THE MARKET

3. MARKET DYNAMICS

  • 3.1. KEY DRIVERS
    • 3.1.1. AVAILABILITY OF TRADING CARD GAME SETS IN LOCAL LANGUAGES
    • 3.1.2. INCREASED INTEREST IN TRADING CARD GAMES AS AN INVESTMENT
    • 3.1.3. HIGH-VALUE CHASE CARDS INCREASE DEMAND
    • 3.1.4. ANIME AND COMIC IP TIE-INS ARE ATTRACTING A WIDER AUDIENCE FOR TRADING CARDS
  • 3.2. KEY RESTRAINTS
    • 3.2.1. OVERSATURATION OF NEW RELEASES IN SOME IPS
    • 3.2.2. COUNTERFEIT CARDS DAMAGING CONSUMER CONFIDENCE
    • 3.2.3. UNCERTAIN RARITY DUE TO REPRINTS DETERS INTEREST FROM COLLECTORS

4. KEY ANALYTICS

  • 4.1. KEY MARKET TRENDS
    • 4.1.1. INVESTMENT SURGE IN RARE AND GRADED CARDS
    • 4.1.2. INCREASING NUMBER OF ANIME/FANTASY BRANDS ENTERING THE TCG SPACE
    • 4.1.3. GROWTH OF COLLECTOR COMMUNITIES AND PLATFORMS
  • 4.2. PORTER'S FIVE FORCES ANALYSIS
    • 4.2.1. BUYERS POWER
    • 4.2.2. SUPPLIERS POWER
    • 4.2.3. SUBSTITUTION
    • 4.2.4. NEW ENTRANTS
    • 4.2.5. INDUSTRY RIVALRY
  • 4.3. GROWTH PROSPECT MAPPING
    • 4.3.1. GROWTH PROSPECT MAPPING FOR EUROPE
  • 4.4. MARKET MATURITY ANALYSIS
  • 4.5. MARKET CONCENTRATION ANALYSIS
  • 4.6. VALUE CHAIN ANALYSIS
    • 4.6.1. GAME DEVELOPMENT & DESIGN
    • 4.6.2. PRODUCTION & MANUFACTURING
    • 4.6.3. BRAND MANAGEMENT & MARKETING
    • 4.6.4. RETAIL & DISTRIBUTION CHANNELS
    • 4.6.5. END-USERS: PLAYERS, COLLECTORS & INVESTORS
  • 4.7. KEY BUYING CRITERIA
    • 4.7.1. GAMEPLAY
    • 4.7.2. COLLECTABILITY
    • 4.7.3. FRANCHISE APPEAL & ARTWORK
    • 4.7.4. COMMUNITY
    • 4.7.5. PRICE & ACCESSIBILITY
    • 4.7.6. RETAIL AVAILABILITY
  • 4.8. REGULATORY FRAMEWORK

5. MARKET BY PRODUCT TYPE

  • 5.1. BOOSTER BOXES AND PACKS
    • 5.1.1. MARKET FORECAST FIGURE
    • 5.1.2. SEGMENT ANALYSIS
  • 5.2. TINS AND SPECIAL BOXES
    • 5.2.1. MARKET FORECAST FIGURE
    • 5.2.2. SEGMENT ANALYSIS
  • 5.3. PRE-CONSTRUCTED DECKS
    • 5.3.1. MARKET FORECAST FIGURE
    • 5.3.2. SEGMENT ANALYSIS

6. MARKET BY TCG THEME

  • 6.1. FANTASY
    • 6.1.1. MARKET FORECAST FIGURE
    • 6.1.2. SEGMENT ANALYSIS
  • 6.2. SCI-FI
    • 6.2.1. MARKET FORECAST FIGURE
    • 6.2.2. SEGMENT ANALYSIS
  • 6.3. TV, FILM & COMIC IPS
    • 6.3.1. MARKET FORECAST FIGURE
    • 6.3.2. SEGMENT ANALYSIS
  • 6.4. VIDEO GAME-BASED
    • 6.4.1. MARKET FORECAST FIGURE
    • 6.4.2. SEGMENT ANALYSIS

7. MARKET BY RETAIL CHANNEL

  • 7.1. SPECIALTY AND HOBBY STORES
    • 7.1.1. MARKET FORECAST FIGURE
    • 7.1.2. SEGMENT ANALYSIS
  • 7.2. SUPERSTORES
    • 7.2.1. MARKET FORECAST FIGURE
    • 7.2.2. SEGMENT ANALYSIS
  • 7.3. ONLINE
    • 7.3.1. MARKET FORECAST FIGURE
    • 7.3.2. SEGMENT ANALYSIS

8. GEOGRAPHICAL ANALYSIS

  • 8.1. EUROPE
    • 8.1.1. MARKET SIZE & ESTIMATES
    • 8.1.2. EUROPE TRADING CARD GAME (TCG) MARKET DRIVERS
    • 8.1.3. EUROPE TRADING CARD GAME (TCG) MARKET CHALLENGES
    • 8.1.4. KEY PLAYERS IN EUROPE TRADING CARD GAME (TCG) MARKET
    • 8.1.5. COUNTRY ANALYSIS
      • 8.1.5.1. GERMANY
        • 8.1.5.1.1. GERMANY TRADING CARD GAME (TCG) MARKET SIZE & OPPORTUNITIES
      • 8.1.5.2. UNITED KINGDOM
        • 8.1.5.2.1. UNITED KINGDOM TRADING CARD GAME (TCG) MARKET SIZE & OPPORTUNITIES
      • 8.1.5.3. FRANCE
        • 8.1.5.3.1. FRANCE TRADING CARD GAME (TCG) MARKET SIZE & OPPORTUNITIES
      • 8.1.5.4. ITALY
        • 8.1.5.4.1. ITALY TRADING CARD GAME (TCG) MARKET SIZE & OPPORTUNITIES
      • 8.1.5.5. SPAIN
        • 8.1.5.5.1. SPAIN TRADING CARD GAME (TCG) MARKET SIZE & OPPORTUNITIES

9. COMPETITIVE LANDSCAPE

  • 9.1. KEY STRATEGIC DEVELOPMENTS
    • 9.1.1. MERGERS & ACQUISITIONS
    • 9.1.2. PRODUCT LAUNCHES & DEVELOPMENTS
    • 9.1.3. PARTNERSHIPS & AGREEMENTS
    • 9.1.4. BUSINESS EXPANSIONS & DIVESTITURES
  • 9.2. COMPANY PROFILES
    • 9.2.1. BANDAI NAMCO HOLDINGS INC
      • 9.2.1.1. COMPANY OVERVIEW
      • 9.2.1.2. PRODUCTS
      • 9.2.1.3. STRENGTHS & CHALLENGES
    • 9.2.2. BUSHIROAD INC
      • 9.2.2.1. COMPANY OVERVIEW
      • 9.2.2.2. PRODUCTS
      • 9.2.2.3. STRENGTHS & CHALLENGES
    • 9.2.3. KAYOU INC
      • 9.2.3.1. COMPANY OVERVIEW
      • 9.2.3.2. PRODUCTS
      • 9.2.3.3. STRENGTHS & CHALLENGES
    • 9.2.4. KONAMI GROUP CORPORATION
      • 9.2.4.1. COMPANY OVERVIEW
      • 9.2.4.2. PRODUCTS
      • 9.2.4.3. STRENGTHS & CHALLENGES
    • 9.2.5. TAKARA TOMY CO LTD
      • 9.2.5.1. COMPANY OVERVIEW
      • 9.2.5.2. PRODUCT
      • 9.2.5.3. STRENGTHS & CHALLENGES
    • 9.2.6. HOBBY JAPAN CO LTD
      • 9.2.6.1. COMPANY OVERVIEW
      • 9.2.6.2. PRODUCTS
      • 9.2.6.3. STRENGTHS & CHALLENGES
    • 9.2.7. THE POKEMON COMPANY
      • 9.2.7.1. COMPANY OVERVIEW
      • 9.2.7.2. PRODUCTS
      • 9.2.7.3. STRENGTHS & CHALLENGES
    • 9.2.8. HASBRO INC
      • 9.2.8.1. COMPANY OVERVIEW
      • 9.2.8.2. PRODUCTS
      • 9.2.8.3. STRENGTHS & CHALLENGES
    • 9.2.9. SQUARE ENIX HOLDINGS CO LTD
      • 9.2.9.1. COMPANY OVERVIEW
      • 9.2.9.2. PRODUCTS
      • 9.2.9.3. STRENGTHS & CHALLENGES
    • 9.2.10. RAVENSBURGER AG
      • 9.2.10.1. COMPANY OVERVIEW
      • 9.2.10.2. PRODUCTS
      • 9.2.10.3. STRENGTHS & CHALLENGES
    • 9.2.11. HAPPINET CORPORATION
      • 9.2.11.1. COMPANY OVERVIEW
      • 9.2.11.2. PRODUCTS
    • 9.2.12. LEGEND STORY STUDIOS
      • 9.2.12.1. COMPANY OVERVIEW
      • 9.2.12.2. PRODUCTS
      • 9.2.12.3. STRENGTHS & CHALLENGES

LIST OF TABLES

  • TABLE 1: MARKET SNAPSHOT - TRADING CARD GAME (TCG)
  • TABLE 2: REGULATORY FRAMEWORK
  • TABLE 3: EUROPE TRADING CARD GAME (TCG) MARKET, BY PRODUCT TYPE, HISTORICAL YEARS, 2018-2023 (IN $ MILLION)
  • TABLE 4: EUROPE TRADING CARD GAME (TCG) MARKET, BY PRODUCT TYPE, FORECAST YEARS, 2025-2032 (IN $ MILLION)
  • TABLE 5: EUROPE TRADING CARD GAME (TCG) MARKET, BY TCG THEME, HISTORICAL YEARS, 2018-2023 (IN $ MILLION)
  • TABLE 6: EUROPE TRADING CARD GAME (TCG) MARKET, BY TCG THEME, FORECAST YEARS, 2025-2032 (IN $ MILLION)
  • TABLE 7: EUROPE TRADING CARD GAME (TCG) MARKET, BY RETAIL CHANNEL, HISTORICAL YEARS, 2018-2023 (IN $ MILLION)
  • TABLE 8: EUROPE TRADING CARD GAME (TCG) MARKET, BY RETAIL CHANNEL, FORECAST YEARS, 2025-2032 (IN $ MILLION)
  • TABLE 9: EUROPE TRADING CARD GAME (TCG) MARKET, BY COUNTRY, HISTORICAL YEARS, 2018-2023 (IN $ MILLION)
  • TABLE 10: EUROPE TRADING CARD GAME (TCG) MARKET, BY COUNTRY, FORECAST YEARS, 2025-2032 (IN $ MILLION)
  • TABLE 11: KEY PLAYERS OPERATING IN EUROPE TRADING CARD GAME (TCG) MARKET
  • TABLE 12: LIST OF MERGERS & ACQUISITIONS
  • TABLE 13: LIST OF PRODUCT LAUNCHES & DEVELOPMENTS
  • TABLE 14: LIST OF PARTNERSHIPS & AGREEMENTS
  • TABLE 15: LIST OF BUSINESS EXPANSIONS & DIVESTITURES

LIST OF FIGURES

  • FIGURE 1: KEY MARKET TRENDS
  • FIGURE 2: PORTER'S FIVE FORCES ANALYSIS
  • FIGURE 3: GROWTH PROSPECT MAPPING FOR EUROPE
  • FIGURE 4: MARKET MATURITY ANALYSIS
  • FIGURE 5: MARKET CONCENTRATION ANALYSIS
  • FIGURE 6: VALUE CHAIN ANALYSIS
  • FIGURE 7: KEY BUYING CRITERIA
  • FIGURE 8: EUROPE TRADING CARD GAME (TCG) MARKET, GROWTH POTENTIAL, BY PRODUCT TYPE, IN 2024
  • FIGURE 9: EUROPE TRADING CARD GAME (TCG) MARKET, BY BOOSTER BOXES AND PACKS, 2025-2032 (IN $ MILLION)
  • FIGURE 10: EUROPE TRADING CARD GAME (TCG) MARKET, BY TINS AND SPECIAL BOXES, 2025-2032 (IN $ MILLION)
  • FIGURE 11: EUROPE TRADING CARD GAME (TCG) MARKET, BY PRE-CONSTRUCTED DECKS, 2025-2032 (IN $ MILLION)
  • FIGURE 12: EUROPE TRADING CARD GAME (TCG) MARKET, GROWTH POTENTIAL, BY TCG THEME, IN 2024
  • FIGURE 13: EUROPE TRADING CARD GAME (TCG) MARKET, BY FANTASY 2025-2032 (IN $ MILLION)
  • FIGURE 14: EUROPE TRADING CARD GAME (TCG) MARKET, BY SCI-FI, 2025-2032 (IN $ MILLION)
  • FIGURE 15: EUROPE TRADING CARD GAME (TCG) MARKET, BY TV, FILM & COMIC IPS, 2025-2032 (IN $ MILLION)
  • FIGURE 16: EUROPE TRADING CARD GAME (TCG) MARKET, BY VIDEO GAME-BASED, 2025-2032 (IN $ MILLION)
  • FIGURE 17: EUROPE TRADING CARD GAME (TCG) MARKET, GROWTH POTENTIAL, BY RETAIL CHANNEL, IN 2024
  • FIGURE 18: EUROPE TRADING CARD GAME (TCG) MARKET, BY SPECIALTY AND HOBBY STORES, 2025-2032 (IN $ MILLION)
  • FIGURE 19: EUROPE TRADING CARD GAME (TCG) MARKET, BY SUPERSTORES, 2025-2032 (IN $ MILLION)
  • FIGURE 20: EUROPE TRADING CARD GAME (TCG) MARKET, BY ONLINE, 2025-2032 (IN $ MILLION)
  • FIGURE 21: EUROPE TRADING CARD GAME (TCG) MARKET, COUNTRY OUTLOOK, 2024 & 2032 (IN %)
  • FIGURE 22: GERMANY TRADING CARD GAME (TCG) MARKET, 2025-2032 (IN $ MILLION)
  • FIGURE 23: UNITED KINGDOM TRADING CARD GAME (TCG) MARKET, 2025-2032 (IN $ MILLION)
  • FIGURE 24: FRANCE TRADING CARD GAME (TCG) MARKET, 2025-2032 (IN $ MILLION)
  • FIGURE 25: ITALY TRADING CARD GAME (TCG) MARKET, 2025-2032 (IN $ MILLION)
  • FIGURE 26: SPAIN TRADING CARD GAME (TCG) MARKET, 2025-2032 (IN $ MILLION)
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