Launching the Yu-Gi-Oh! Official Card Game: a new axis of IP revenue in paper cards (1999)
Konami’s lightness in carrying IP outside its core business
The core of this decision was that Konami left its main battlefield of video-game software and monetised its IP in an entirely different medium — paper cards. Stepping into the “Carddass” market that Bandai had commercialised first, as an official card game backed by its relationship with Shueisha, the original work’s publisher, showed a lightness that does not cling to the core business of a game maker. Just as with the 1985 move from the arcade to the home console, Konami used this entry to sharpen one more degree its character as a company that carries IP without fixating on any particular medium.
That said, primary sources showing who inside the company drove this decision, and how far, are scarce for 1999, and the decision-making process itself is still not fully documented today. Even so, the path by which a small new business in paper cards grew, over a quarter of a century, into one of the world’s largest trading-card-game brands — digital versions included — is the earliest embodiment of Konami’s management style of monetising a hit IP repeatedly, across the walls between media.
Revenue and net margin, FY1994–FY2004
Revenue in ¥ bn (bars) and net margin in % (line), for the years around the decision. Shaded columns are FY1999 onwards — after it was taken.
Source: securities reports
Read the full dossier in Japanese →
The Japanese edition carries the complete record of this decision — the situation that forced it, the options weighed, what actually followed, and the sources behind every claim.
Other key decisions at Konami Group
Yen amounts are converted at the average rate of each figure’s own year — not today’s rate; the revenue chart is shown in yen. Exchange rates & sources — the full ¥/US$ table →
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