Pokémon’s Base Set, the very first English trading card game expansion released in 1999 by Wizards of the Coast, stopped printing after its fourth run mainly because the company wanted to shift focus to new expansions, control the growing collector market, and avoid flooding the supply of those super valuable early cards. This decision helped keep the original Base Set cards rare and exciting for fans even today, while the game kept growing with fresh sets like Jungle and Fossil.
To understand why this happened, let’s go back to the beginning. When Pokémon TCG hit the English market in January 1999, it exploded in popularity. Kids and adults alike were trading cards of Pikachu, Charizard, and Blastoise at schoolyards and stores. Wizards of the Coast, fresh off making Magic: The Gathering a hit, printed the Base Set in multiple runs to meet demand. The first run was the “1st Edition” with a special stamp on the cards, super limited and now worth a fortune. Then came the “Shadowless” prints from the second run, where cards lacked the shadow around the artwork and rarity symbol, making them cleaner and even more sought after. The third run added those shadows back, and the fourth run, mostly sold in the UK in 1999-2000, fixed some small errors like the Vulpix HP misprint that said “HP 50” instead of “50 HP.”[2]
But after that fourth print, production halted completely for the Base Set. No more unlimited reprints of those original 102 cards. Instead, Wizards rolled out Base Set 2 in February 2000, which mixed Base Set cards with some from Jungle. This was like a reprint but not quite the same—it had a silver “2” border to mark it clearly different.[3] Why stop the originals? One big reason was business strategy. Printing too many Base Sets would cheapen their value. Early cards like the 1st Edition Holo Charizard or Shadowless Mewtwo started fetching huge prices even back then because supply was tight. Fans noticed how rare the first prints were, and Wizards saw the collector boom coming. By stopping after four runs, they created scarcity that drove up demand for vintage cards, turning Pokémon into a hobby with serious investment potential.[1][3]
Think about it like this: if they kept printing Base Set forever, every kid could pull a Charizard from packs easily, and those cards wouldn’t feel special now. Wizards knew the game needed to evolve. The TCG was designed to expand with new Pokémon and mechanics, just like the video games. Jungle came out in June 1999 with fresh faces like Scyther and Vileplume, keeping players buying new packs. Fossil followed in October 1999, adding legendaries like Articuno, Zapdos, and Moltres as chase holos.[3] Continuing Base Set prints would split attention and slow down these new releases. Wizards wanted constant buzz around expansions, not endless reprints of the starter set.
Printing logistics played a role too. Each run had quirks from the factory. Early sheets sometimes had ink issues, like gold border stains on Hitmonlee cards or double-printed backs on some uncommons.[2] The fourth run corrected errors seen in earlier ones, like that Vulpix HP glitch, but it was a smaller batch aimed at the UK market.[2] By then, Wizards had dialed in their process for bigger sets. Test prints, like the Pikachu on a Magic: The Gathering card back, showed they were experimenting with printers before full Jungle runs.[1] Scaling up for unlimited Base Set forever might have caused more errors or quality drops, hurting the brand.
Market saturation was another factor. By late 1999, stores were stocked with Base Set from those four runs. Demand shifted as players mastered the starter decks and craved Jungle’s new strategies. Wizards tracked sales and saw the hype moving forward. Pokémon was a phenomenon—over a million Base Sets sold fast—but the company, owned by Hasbro, eyed long-term profits. Flooding the market risked a crash, like what happened with some other card games. Stopping prints preserved the “vintage” appeal, much like how early Magic cards became treasures.
Fan behavior fueled this too. Collectors quickly prized 1st Edition and Shadowless over later prints. A Shadowless Holo Mewtwo or Chansey from the first or second run sold for thousands even in 2023, with GEM MT 10 grades hitting $15,000 or $55,000 at auctions.[1] The fourth run cards, while unlimited, still carry value because no more came after. Errors from those runs, like no Jungle symbols on some holos or inverted backs, became mini-hunts for dedicated fans.[2] Wizards tapped into this by teasing rarity in print sheets—holos faded as ink ran low on presses, creating natural variations.[2]
The handover to new sets wasn’t abrupt. Base Set 2 bridged the gap, reprinting 75% Base Set cards plus Jungle favorites, but it lacked the raw nostalgia of originals. Reception was solid, a four-star hit for its accessibility.[3] Then came Team Rocket in 2000, with corrected errors like Rocket’s Minefield Gym specifying damage counters late in its unlimited run.[2] This pattern repeated: print enough to play, then move on. Wizards era ended in 2003, shifting to Pokémon USA with modern sets like EX Ruby & Sapphire, but the Base Set cutoff set the tone for scarcity.[3]
Economic pressures loomed large. Pokémon TCG faced lawsuits in 1999 over gambling claims from booster packs, pushing Wizards to refine distribution. Print runs got smarter—unlimited for commons, tight for 1st Editions. Stopping Base Set avoided overproduction amid booming sales. Hasbro, Wizards’ parent, reported massive revenue from Pokémon, but they pivoted to sustain it. New sets like Fossil introduced Snap promo arts, limited to 20 copies each, echoing Base Set’s rarity magic.[1]
Global differences mattered. The UK fourth run was exclusive, fixing local errors, but US prints ended earlier.[2] Japanese sets had their own promos, like Masaki Trade cards from 1997-1998, mail-in evolutions with unique Sugimori art that got damaged in transit, making mints ultra-rare.[5] English Base Set mirrored this by halting to build legacy.
Counterfeits and grading boomed post-stoppage. PSA logged few pristine early cards, spiking values. A 1st Edition Shadowless Holo Chansey GEM MT 10 sold for $55,000 in 2020.[1] Modern sets like Scarlet & Violet 151 nod to this with galaxy holos using Wizards-era paper, but higher print runs keep them affordable.[4] Base Set’s cutoff ensures originals stay king.
Production costs rose with demand. Holo foils were tricky—Hitmonlee stains showed press struggles.[2] Wizards optimized for Jungle’s larger sheet, ditching Base Set to streamline.
Player evolution demanded it. Base Set taught basics: 60-card decks, energy, evolutions. Jungle added grass weakness, Fossil time travel. Sticking to Base Set would’ve stalled meta growth.
Wizards communicated sparingly, but Bul

