How we grade cards

Card conditions, explained.

Every single we sell is listed as Near Mint, Lightly Played, Moderately Played, Heavily Played or Damaged. This is the standard behind those labels: what each one means, what we look for, and the measurements that keep us honest. It's the same standard we use when we look through cards you bring in.

Why we grade to a written standard

There's no rulebook for card conditions that the whole hobby agrees on. Every store and every grader draws the lines a little differently, and a lot of that gets waved off as "subjective". We'd rather not. If you buy a Lightly Played card from us online, or bring us a binder to look through at the counter, you should know what the label means before you walk in.

So we grade against a written standard with real definitions and real measurements, not by feel. It's the one TCGplayer published for its own authentication center, built from their experience, industry practice, seller feedback and the definitions most people already use. It's as close to a common language as the hobby has, and it's what every single on this site is listed against. Clear standards are what make two people at two different counters land on the same answer, and that's what makes a condition label worth anything.

"Conditioning" is not "grading"

Different people use different words for working out what shape a card is in. On this page, conditioning means sorting a card into one of the five named conditions above. Grading we save for the numbered scores (a PSA 9, a BGS 9.5) that a professional grading service gives a card in a slab.

Conditioning is a judgment of whether a card falls inside a range. There are millimetres and percentages further down this page, but nobody at our counter is putting a ruler on your cards. The numbers are there so the standard can be taught and repeated, and so "minor" means the same thing on a Tuesday as it does on a Saturday.

Every card, every game, every printing, the same way

Some standards treat foils, old cards or certain manufacturers more gently. There are fair reasons for that, but it means the same label ends up meaning different things on different cards. We want one label to mean one thing.

The way we square that: anything that happened to a card after it left the factory (wear, grime, bends, damage) is judged by the same criteria for every card, from every game and every manufacturer. Anything that is part of how the card was made (ink quality, centering, foil texture, the natural fading an old card picks up) is judged against what's normal for that manufacturer and that print run, because it's a characteristic of the card itself.

Oversized cards are 1.4 times bigger than a standard card, so every measurement on this page is allowed to be 1.4 times bigger on them.

The five conditions

Each condition allows a certain number of points of imperfections (how points work is just below), and only certain kinds. Edgewear turns up at every level, for instance, while a fault only exists on a Moderately Played card or worse.

NMNear MintNM

A card that's barely been handled or played.

Up to 3 points of imperfections, of these kinds only:

  • Slight edgewear
  • Slight scuffing
  • Slight indentation
  • Minor scratches
  • Slight defect

Never on a Near Mint card: surface wear, grime, bends, faults, damage.

LPLightly PlayedLP

Shows it's been handled or played, but nothing that jumps out at you.

Up to 6 points of imperfections, of these kinds only:

  • Minor edgewear
  • Minor scratches
  • Minor scuffing
  • Minor indent
  • Minor bend
  • Slight surface wear
  • Slight grime
  • Minor defect

Never on a Lightly Played card: faults, damage.

MPModerately PlayedMP

Plainly played, used or worn.

Up to 12 points of imperfections, of these kinds only:

  • Moderate edgewear
  • Moderate scratches
  • Moderate scuffing
  • Moderate indent
  • Minor surface wear
  • Minor bends
  • Minor grime
  • Minor fault
  • Minor defect

Never on a Moderately Played card: damage.

HPHeavily PlayedHP

Heavy wear and plenty of imperfections, but still a whole card.

Up to 24 points of imperfections, of these kinds only:

  • Major edgewear
  • Major scratches
  • Major scuffing
  • Moderate surface wear
  • Moderate indentations
  • Major grime
  • Moderate bends
  • Minor fault
  • Moderate defect

Never on a Heavily Played card: damage.

DMGDamagedDMG

Wear or imperfections past what any other condition allows.

More than 24 points, or any one of these:

  • Foreign substances, or ink that didn't come from the printer
  • Badly off-centre or miscut
  • Tears, punctures, splitting, folding
  • Card information missing or unreadable
  • Authentication marks (holo stamps and the like) missing or unreadable
  • Moderate or major faults, including anything that's been wet

How the points work

Every imperfection on a card has a severity, and every severity is worth points. Add them up, and the total tells you the best condition the card can be in. A card with two minor scratches and some slight edgewear is at 5 points, so it can't be Near Mint, but it can be Lightly Played, as long as nothing on it is a kind Lightly Played doesn't allow.

What each severity is worth

Slight
1 point
Minor
2 points
Moderate
4 points
Major
8 points
Damage
No points: the card is Damaged

How many points each condition allows

Near Mint
3
Lightly Played
6
Moderately Played
12
Heavily Played
24
Damaged
More than 24

The four severities

Each kind of imperfection can be present to a different degree. The exact measurements for each kind are in the table at the bottom of the page. In plain terms:

  • SlightTouches a minimal area of the card.
  • MinorTouches a noticeable area of the card.
  • ModerateTouches a significant area of the card.
  • MajorBigger than the moderate measure for that kind of imperfection.

What we're actually looking at

A card's condition comes down to how many imperfections it has and how bad each one is. An imperfection is either a printing or manufacturing flaw that isn't normal for that card, or any wear or damage it picked up after it was printed. Every imperfection has a type (the ten below) and a severity (the four above).

Before any of that, there's a bigger question: is the card still whole? We call that its integrity, and there are three sides to it.

Structure. Is it still the shape it should be?

Anything that affects how structurally sound the card is.

Playability. Can it be played?

Anything that stops it working as a game piece: the wrong size, information missing or covered up, or an imperfection that would get it ruled illegal at a tournament.

Authentication. Can you tell it's real?

Anything that gets in the way of verifying it, such as an authentication mark that's out of place, incomplete or covered up.

The ten kinds of imperfection

Each one goes by a few names. We've listed the ones you're likely to hear, so you can match what we say to what you've read elsewhere.

  • Edgewear

    Colour, sheen or material lost along the edges, borders or corners.

    Also called: border wear, fraying, nicks, flaking, rough or roughed edges, flap.

  • Scratch

    A score across the surface that takes material off.

    Also called: score, gouge.

  • Scuffing

    A cluster of scratches or abrasions.

    Also called: scratch groups, clouding, binder gloss, sleeve gloss, buffing.

  • Surface wear

    Material lost from the face of the card so the layers underneath show through the picture or colour.

    Also called: eye appeal (a sports card term), whitening, wear dots.

  • Grime

    Something on the surface from handling, play or bad storage.

    Also called: dirt, play dirt, smudge.

  • Indentation

    A notch or groove in the edge or surface that pushes material out of place.

    Also called: ding, indent, dent, impression, pockmarks.

  • Bend

    A line or ridge from the card being folded or pressed.

    Also called: crease, fold.

  • Fault

    The surface or the material itself expanding or splitting.

    Also called: split, tags, rippling, drips or drops, peeling, delamination, fraying.

  • Damage

    A severe imperfection that compromises the card's integrity.

    Also called: tear, hole, flimsiness, sun damage, bleaching, foreign substance, peel.

  • Defect

    A mistake in printing or manufacturing.

    Also called: blurred or missing ink, crimping, miscut, centering, shifted, roller line or roller mark, foil bubbling, speckled foil, extra gloss.

Defects: when the printer did it

Some imperfections are just how a card came off the press. These are judged by how common they are for that manufacturer and that print run. Some manufacturers print so consistently that there's hardly any variation to allow for. Others vary a lot in ink, blur or centering from one run to the next, and we read a card from one of those runs in that context.

Defects fall into two groups.

Defects that affect the card's integrity. Crimps, miscuts, missing holofoil gems and anything else that compromises the card count as damage. We photograph a card like that and say so in the listing, and it's listed at the condition it would have earned without the defect.

Defects that don't affect integrity. Print errors, ink errors, missing ink and the like are judged by their severity. A slight one is ignored. A minor or moderate one drops the card one condition. A major one gets photographed and noted in the listing, at the condition the card would have earned without it.

Two defects come up often enough to have their own rules:

Curling. A card can lift up to 5 mm off a flat surface from curl without it counting against the condition. Any more than that and the card is Damaged.

Centering. Centering as far off as 70/30 doesn't count against a card. Anything past that gets photographed and noted in the listing, at the condition the card would otherwise have earned.

The fine print: the actual measurements

This is the part that makes the standard repeatable. Each kind of imperfection has a maximum size for each condition, as a measurement and as a share of the card. The percentages all refer to a standard Magic or Pokémon card.

Magic: The Gathering and Pokémon cards

MeasureMetricImperial
Length88 mm3 7/16 in
Width63 mm2 15/32 in
Area5,544 mm²about 8 1/2 in²
Total edge length302 mm11 27/32 in

Yu-Gi-Oh! cards

MeasureMetricImperial
Length86 mm3 5/16 in
Width59 mm2 5/16 in
Area5,074 mm²about 7 1/2 in²
Total edge length286 mm11 1/4 in

The area is the full rectangle; it doesn't subtract the rounded corners.

Every percentage of a card's length, width, edge or area on this page is a percentage of the Magic and Pokémon measurements.

The most each condition allows, by kind of imperfection

Read across a row: the severity, then the biggest it can be, then what that is as a share of the card. "None" means that kind isn't allowed at all in that condition. "Any" means there's no limit.

Imperfection Near MintLightly PlayedModerately PlayedHeavily PlayedDamaged
Bendlength, as % of card length None Minor10 mm11.4% Moderate20 mm22.7% Majorover 20 mmover 22.7% Any
Curlinglift off a flat surface¹ Slight5 mm Slight5 mm Slight5 mm Slight5 mm Majorover 5 mm
Damagearea, as % of card area NoneNoneNoneNone Any
Defectarea, as % of card area Slight2.5 mm²0.05% Minor5 mm²0.1% Minor5 mm²0.1% Moderate10 mm²0.2% Majorover 10 mm²over 0.2%
Edgewearlength, as % of total edge Slight20 mm6.6% Minor80 mm26.5% Minor160 mm53.0% Moderateover 160 mmover 53.0% Any
Faultarea, as % of card area None None Slight2.5 mm²0.05% Minor10 mm²0.2% Moderate40 mm²0.7%
Grimearea, as % of card area None Slight2.5 mm²0.05% Moderate27.5 mm²5% Any Any
Indentationarea, as % of card area² Slight1 pinpoint0.001% Minor4 mm²0.07% Moderate25 mm²0.5% Majorover 25 mm²over 0.5% Any
Scratchlength, as % of card length Minor40 mm45.5% Minor40 mm45.5% Moderateover 40 mmover 45.5% Any Any
Scuffingarea, as % of card area Slight315 mm²6% Minor2,772 mm²50% Moderate³5,544 mm²100% Major³ ⁴11,088 mm²200% Any
Surface weararea, as % of card area None Slight2.5 mm²0.05% Minor10 mm²0.2% Moderate40 mm²0.7% Majorover 40 mm²over 0.7%

¹ How far the card lifts from a flat surface when it's laid down.

² On a Near Mint or Lightly Played card, an indentation can't show through to the other side.

³ Scuffing over the whole card: no 5 mm square anywhere is free of it. If the scuffing isn't total, count it as two instances of minor scuffing instead.

⁴ The front and the back of the card together.

Turning an area into something you can picture

An area in square millimetres is hard to eyeball. This is the same area as a square, with the length of its sides.

ImperfectionAreaA square with sides of
Defect2.5 mm²1.58 mm
5 mm²2.24 mm
10 mm²3.16 mm
Grime25 mm²5.00 mm
137.5 mm²11.73 mm
275 mm²16.58 mm
Indentation40 mm²6.32 mm
250 mm²15.81 mm
Scuffing20 mm²4.47 mm
277.2 mm²16.65 mm
554.4 mm²23.55 mm
Surface wear and fault2.5 mm²1.58 mm
10 mm²3.16 mm
40 mm²6.32 mm
160 mm²12.65 mm

This standard follows TCGplayer's Card Conditioning Standards, updated October 2026. If a card you bought from us doesn't look like its listed condition, let us know.