pokemon tcg card display Pokemon Vending Machine: Slim Pack Tower 2.0
SKU: 49367126919
pokemon tcg card display

pokemon tcg card display Pokemon Vending Machine: Slim Pack Tower 2.0

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Description

pokemon tcg card display Pokemon Vending Machine: Slim Pack Tower 2.0Half the price of competing kiosks. Bigger touchscreen. Same Gem Mint delivery. Pokemon vending machines from other manufacturers cost $10,000$15,000+ saddled with expensive robotic elevator arms that "catch" each pack as it falls. VTM engineered the elevator out. The Slim Pack Tower 2. 0 uses a custom 22mm precision coil sized to the exact width of a Pokemon booster pack, paired with a clear acrylic top loader case that absorbs the drop. No elevator

Half the price of competing kiosks. Bigger touchscreen. Same Gem Mint delivery.

Pokemon vending machines from other manufacturers cost $10,000–$15,000+ — saddled with expensive robotic elevator arms that "catch" each pack as it falls. VTM engineered the elevator out.

The Slim Pack Tower 2.0 uses a custom 22mm precision coil sized to the exact width of a Pokemon booster pack, paired with a clear acrylic top-loader case that absorbs the drop. No elevator arm. No $5K mechanical workaround. No service downtime. Same Gem Mint pack delivery, fraction of the cost — and a bigger 43" touchscreen than the $10K legacy kiosks ship with.

And the placement story is the real unlock. Pokemon vending isn't age-gated, licensed, or zone-restricted. It's kid-friendly, has good optics for the host location, and is easy to place. Locations chase operators, not the other way around.

SchoolsMallsFECsGymsHotelsLibrariesHospitalsHobby ShopsTCG Events


22mm Coil Vending · Pokemon Ready

The flagship high-capacity Pokemon vending machine, shipped to operators across the USA and Canada. Engineered around 22mm precision coils plus top-loader cases. Same Gem Mint pack delivery as $10K to $15K elevator kiosks, half the cost.

456
Pokemon Packs
24
Aisles
43"
HD Touchscreen
22mm
Coil Spirals
Built For TCG Operators

Key features.

  • High-Capacity Layout 24 aisles by 19 slots. Up to 456 Pokemon booster packs with 22mm coils. Optional 50mm coils available for ETBs and tin sets.
  • Rugged Security 1.8mm thick steel casing with triple barrel locking mechanism.
  • 43" Interactive Display High-brightness LCD touchscreen with adjustable settings for maximum impact.
  • Smart Connectivity Built-in Android board with high-gain antenna, WiFi, and 4G cellular.
  • Cashless Payments Nayax VPOS Touch credit card reader with cellular SIM included.
  • Remote Management Full integration with the VTM Vending web and mobile app.
  • Warranty + Software 1-year warranty and 1-year VTM Vending software subscription. $29 per month after.
Which VTM Machine Fits You?

Compare the lineup.

Pokemon booster pack capacity shown with 22mm coils. The Slim Pack Tower 2.0 is built for high-traffic locations where maximum capacity matters most.

Mini TCG Slim Wall TCG Mega Wall 2.0 Slim Pack Tower 2.0
Pokemon packs 120 160 240 456
Aisles 8 10 15 24
Touchscreen 21.5" 32" 32" 43"
Weight 66 lbs 121 lbs 149 lbs 220 lbs
Footprint (W×H×D) 21.6"×33.3"×8.7" 23.6"×40.5"×10.2" 23.6"×40.2"×14.0" 33.5"×72.8"×23.2"
Mount Wall Wall Wall Free-standing
Best for Test markets, small footprint Hobby shops, single locations Mid-traffic, multi-product High-traffic, max capacity
Starting price $2,850 $3,450 $4,150 $5,000

Slim Pack Tower 2.0 Specs

Tap a section to expand details

Slim Pack Tower 2.0
Physical
Dimensions (W x H x D)
33.5"W × 72.8"H × 23.2"D
Weight (lbs)
220 lbs
Material
1.8mm steel casing, powder-coated finish
Locking Mechanism
Triple barrel, standard keys
Mount
Free-standing
Vending + Tech
Display
43" Touchscreen
Number of Aisles
24 Aisles
Capacity (22mm coils)
456 Pokemon booster packs
Capacity (50mm coils)
Lower, sized for ETBs and tins
Payment Model
Nayax VPOS Touch
Network
WiFi / 2G / 4G (Ethernet port and WiFi receiver)
OS
Android OS
Software Stack
VTM Vending
Power + Environment
Power Consumption
80W
Voltage Supply
110VAC 60Hz
Current Draw (110V)
0.5 to 0.6 A (amps)
Operating Temperature
41°F to 104°F

1-Year Comprehensive Warranty →

Got The Machine? Stock It.

Two things every Slim Pack Tower 2.0 operator needs.

Authentic sealed Pokemon booster packs, plus the top-loader cases that make the 22mm coil work. Restock from the same supplier you trust for the hardware.

🎴 Pokemon Booster Packs
Authentic sealed Pokemon booster packs sized for 22mm coils. Scarlet & Violet, Surging Sparks, Prismatic Evolutions, Mega Evolution, and current sets.
Shop Booster Packs →
🛡️ Top-Loader Cases (30-Pack)
Clear acrylic protective cases that make the 22mm coil work. $39 per 30-pack — standard restock supply for every operator route.
Shop Top-Loader Cases →
Common Questions

Frequently asked.

How many Pokemon booster packs does the Slim Pack Tower 2.0 hold?

The Slim Pack Tower 2.0 holds up to 456 Pokemon booster packs across 24 aisles using the standard 22mm coils. For Elite Trainer Boxes (ETBs) and tin sets, optional 50mm coils are available which adjusts capacity downward to fit the larger product. The same machine also accommodates Magic: The Gathering, Yu-Gi-Oh!, and other sealed TCG products.

Why is the Slim Pack Tower 2.0 cheaper than $10K–$15K Pokemon kiosks?

VTM engineered out the most expensive component of traditional Pokemon vending machines: the robotic elevator arm. Competing kiosks use a complex motorized lift to "catch" each booster pack as it falls — a $5,000+ mechanical workaround for an under-engineered coil. The Slim Pack Tower 2.0 uses a custom 22mm precision coil sized to the exact width of a Pokemon pack, paired with a clear acrylic top-loader case. Same Gem Mint pack delivery, larger 43" touchscreen, fraction of the cost. Read the full breakdown: Why Pokemon Vending Machines Are So Expensive.

Where can I place a Slim Pack Tower 2.0?

Almost anywhere. Pokemon vending isn't age-gated, licensed, or zone-restricted like vape vending. It's kid-friendly with great optics for the host location, so placement venues love hosting these machines. Best fits for the 220-lb floor-standing footprint: family entertainment centers, malls, hotels, hospitals, libraries, gyms, conference venues, hobby shops, comic stores, and TCG event spaces. Requires a 34"×24" floor area and a standard 110V outlet.

How do I install a Slim Pack Tower 2.0?

The machine ships fully assembled from our Cleveland, Ohio warehouse and weighs 220 lbs. LTL freight delivers to all 50 U.S. states and every Canadian province. Installation requires a standard 110V outlet and a flat surface approximately 34 inches wide by 24 inches deep. Most operators have it operational within 30 minutes: connect power, configure pricing through the VTM Vending mobile app, and load product. Cellular signal works out of the box with the included 4G data plan, or connect to local WiFi.

What else do I need besides the machine?

Three things: (1) a 30-pack of top-loader vending cases ($39, restock supply that makes the 22mm coil work), (2) Pokemon booster pack inventory sourced wholesale, and (3) a placement location. The machine arrives fully assembled — plug into a standard 110V outlet and you're vending.

What kind of support comes with the Slim Pack Tower 2.0?

Every Slim Pack Tower 2.0 includes a 1-year comprehensive warranty covering all hardware, electronics, and software. The US-based VTM support team is available via live chat, phone, and email from our Cleveland, Ohio office during business hours. The machine also includes a 1-year subscription to the VTM Vending platform for inventory management, pricing, and remote monitoring. After year one, the platform subscription is $29 per month.

What is covered under the 1-year warranty?

The warranty covers the touchscreen, payment system (Nayax VPOS Touch), coil mechanisms, lock hardware, electronics, and software. Defective parts are replaced at no cost and shipped from Cleveland. Wear-and-tear consumables like lights and fuses are covered for the first 90 days. The Slim Pack Tower 2.0 is also backed by a 30-day money-back guarantee. Return the machine in original condition for a full refund if it is not the right fit for your retail location.

How much profit can I make with a Slim Pack Tower 2.0?

Net profit averages $5 to $10 per pack sold depending on the booster set and your retail price. Most operators move 5 to 20 packs per day based on location traffic. At an average of 10 packs per day at $7 net profit per pack, the Slim Pack Tower 2.0 generates roughly $2,100 per month per location. With 24 aisles and capacity for 456 packs, the machine is engineered for high-volume environments where sell-through justifies the larger footprint. Use the VTM profit calculator to model your specific location.

Helpful Resources

Before you buy.

★ Real Operator Reviews

Excellent on Trustpilot

Trademark notice. Pokémon and all related names, characters, logos, and trademarks are property of Nintendo, Game Freak, Creatures Inc., and The Pokémon Company International. VapeTM (operating as VTM Vending) is not affiliated with, sponsored by, authorized by, or endorsed by any of these entities. Magic: The Gathering, Yu-Gi-Oh!, One Piece TCG, and Lorcana are trademarks of their respective owners. VapeTM manufactures and sells vending hardware and accessories only; we do not distribute, license, or resell trading cards. Operators are solely responsible for sourcing authentic, properly licensed inventory and complying with all applicable trademark and resale laws.

Shipping Notes
  • Free Standard Shipping on $100+ Orders to the USA.
  • Except Preorder products are shipped in 48 hours.
  • Delivery to the USA:
  1. Standard Shipping : 3-10 business days
  • If time is of the essence, please consider selecting expedited delivery for faster service.
Exchange/Return Notes
  • We offer a 30-day return/exchange service after receiving.
  • Final sale items are not eligible for returns or exchanges.
  • To process your return/exchange, please contact us at [email protected]
  • Please click here for more details>>> Return & Exchange Policy
SKU: 49367126919

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Matthew
Lake Worth, US
★★★★★ 1
Poor read
Format: Paperback
Not worth the hype. Was poorly written and had to put it down and not finish it.
WAS THIS REVIEW HELPFUL?YesReportShare
Reviewed in the United States on May 20, 2025
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T
Los Angeles, US
★★★★★ 4
Great story
Format: Paperback
I’m not an avid reader, but this was finished in a few days. Such a good book!
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Reviewed in the United States on June 14, 2025
A
Verified Purchase
AMD
Bozeman, US
★★★★★ 3
Won’t be buying book two.
Format: Paperback
Entertaining enough but poorly written. Lots of typos. Won’t be buying book two.
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Reviewed in the United States on July 8, 2025
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Verified Purchase
Dr.C.J.Singh.Wallia
Los Angeles, US
★★★★★ 5
An Excellent Primer on Novel-Writing
Format: Paperback
WIRED FOR STORY By Lisa Cron Reviewed by C J Singh (Berkeley, California) Excellent Primer on Novel-Writing In Berkeley, California, we happily have access to four independent bookstores that display literary novels and creative-writing craft books. Browsing, I picked up two books by Lisa Cron on using "Brain Science" for writing fiction. The jacket quote by Caroline Leavitt rivetted my attention: "I'd never consider writing a novel without Lisa's input, and neither should you." As a longtime fan of Leavitt's novels "Is This Tomorrow," " Pictures of You, " "Girls in Trouble," I looked up Stanford Continuing Education where Leavitt regularly teaches online courses. As a Stanford Alumnus (Psychology PhD), I've taken several on-campus and online workshops on fiction-writing. While still at the bookstore, I promptly signed up for Leavitt's soon-to-begin course that uses two coaching books: Cron's Wired For Story and John Truby's The Anatomy of Story. I'm familiar with Truby's book and its nine excellent exercises. See my detailed review on amazon: https://www.amazon.com/review/R29NU7U6LAHGBV/ Here's my review of Lisa Cron's "Wired For Story" "WIRED FOR STORY' presents a unique, distinguishing feature among fiction-writing primers: throughout its text, the author includes excerpts from the published works of leading contemporary brain-scientists that validate the principles of narrative craft. Cron explains the principles of narrative craft in twelve well-organized chapters that focus on theme, the protagonist's issue, characters' bios, points of view, rising conflicts, subplots, suspense, reveals, and the arc from setup to payoff. At the beginning of each chapter, she presents sentences in italics that illuminate the cognitive-science underpinnings of narrative craft. Examples follow. "Cognitive Secret: When the brain focuses its full attention on something, it filters out all unnecessary information. Story Secret: To hold the brain's attention, everything in a story must be there on a need-to-know basis" (page 23). . "Cognitive Secret: Everything we do is goal directed and our biggest goal is figuring out everyone else's agenda, the better to figure out our own. Story Secret: A protagonist without a clear goal has nothing to figure out and nowhere to go" (p 65) . "Cognitive Secret: It takes long-term, conscious effort to hone a skill before the brain assigns it to the cognitive unconscious. "Story Secret: There's no writing; there's only rewriting" (p 219). Also remarkable are sentences in bold that challenge advice offered in some writing-craft workshops and books. Examples follow. "Myth: Write What You Know. "Reality: Write What You Know EMOTIONALLY" (p 62). . "Myth: Sensory Details Bring a Story to Life." "Reality: Unless They Convey Necessary Information, Sensory Details Clog a Story's Arteries" (p 118). . "Myth: `Show, Don't Tell' Is Literal - Don't Tell Me John Is Sad, Show Him Crying. "Reality: `Show, Don't Tell Is Figurative - Don't Tell Me John Is Sad, Show Me WHY He's Sad" (p 152). Has the author introduced a Myth of her own? I am afraid so. On page 57, "No matter whose point of view you're writing in, you may be in only one head per scene." In my opinion, the Reality is: No matter whose point of view you're writing in, you may be in only one head per PARAGRAPH. This is the new reality -- virtually every fiction-readers' perception has been reshaped by watching films and TV dramas that imply the camera engaged in frequent head-hopping in a scene. At the end of each chapter, Cron presents a concise series of checkpoints to remind the readers while they develop their work-in-progress. Throughout, she includes many examples from literary works and films. Literary works like Gabriel Marquez's "Love in the Time of Cholera," Margaret Mitchell's "Gone with the Wind," and Caroline Leavitt's "Girls in Trouble." Films like "It's a Wonderful Life," "Vertigo," and "American Graffiti." An inspiring citation for writers: " `Recent breakthroughs in neuroscience reveal that our brain is hardwired to respond to story.... It turns that a powerful story can have a hand in rewiring the reader's brain -- helping empathy, for instance - `which is why writers are, and always have been among the most powerful people in the world'. " (On p 239 of Endnotes is the specific citation of three scientists' 2009 article "On Being Moved by Art: How Reading Fiction Transforms the Self" in the Creativity Research Journal vol. 21, no.1 ) WIRED FOR STORY fully earns its title with its numerous citations of recent contributions of neuroscience that validate narrative craft. Examples of cited works included are: V. S. Ramachandran's "The Tell-Tale Brain: A Neuroscientist's Quest for What Makes Us Human"; Michael Gazzaniga's "Human: The Science Behind What Makes Your Brain Unique; and Steven Pinker's "How the Mind Works." These stellar books illuminate the nexus between art and science; their shining light reflects on Lisa Cron's book as a five-star primer for novel-writing.
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Reviewed in the United States on March 7, 2020
M
Verified Purchase
Matt M
Port Orchard, US
★★★★★ 5
Will reading Wired for Story really make you smarter?
Format: Paperback
In my 36th year as a would-be and penniless writer, I found myself exiled to a dark rough and tumble city in the Far West, guns blazing as a steely-eyed wordslinger for hire. But then one day I stumbled upon Lisa Cron's book Wired for Story. The book's title had my curiosity. A few sample pages later grabbed my attention and has held it ever since. But the price wasn't right for a poor, humble English teacher living in China upon a Chinese salary. I had bills to pay, a mistress to please, and habits to feed. It seemed to me that Amazon.com was colluding with other dark powers to suck humanity dry; why else would they charge more for a digital book than its paper copy? But then I heard ghostly voices, the cinematic intonations of Morpheus telling me to choose between the red and blue pill; Obiwan Kenobi, "Use the Force"; Nike commercials, "Just Do It!"; and other such shadows flickering upon the wall of my TV room. Even this very particular retail website seemed to whisper across all the vastness of cyberspace, reminding me of my destiny via a personalized showcase of products, that I was not just born to buy... So I added it to my cart. About a download and two chapters later I found that I was still happy after the post-purchase buzz ran its course. This book should be required reading for all writers - and anybody else seeking an inoculation against the raging pandemic of competing narratives spewed out from marketers, pundits, prophets, and others posing as guardians of the truth - most of whom seem to be more enraptured than enlightened. For writers though, Wired for Story is quite different from other "how to" books, as Lisa Cron approaches the craft of storytelling from a neuroscientific point of view. She makes the case that writers aren't just entertainers: they are some of most powerful shakers and shapers of human perception. So if storytellers are like snake oil salesmen, then what is the difference? Both seem to be highly skilled in crafting story, using imagery, and evoking emotions, memories, desires. The difference is all about marketing. Salesmen claim to have knowledge, skills, and expertise, that they, and they alone have whatever it takes to get the facts right and fix things. They market their brands cloaked in story, as if they have a monopoly on truth, or at least the can-do spirit and problem-solving experience needed to improve the economy, save the world, whatever. It doesn't matter that time and time again reality proves them wrong; they will always have another story to spin. The difference between those who would use the power of story to express themselves versus those who would use it for personal gain is, perhaps, a fine red line marking the shadowy borders of between ethics and morality. Storytellers differ because they use words to hook audiences and manipulate a willing reader's central nervous system. They make no claims to knowledge or expertise. Indeed, fiction writers will be first to emphasize their work is fictional, and not based on any real life events or people. Their best writing leaves readers thinking, questioning, minds opening, empathizing, expanding their worldviews, the list goes on almost ad infinitum. Storytellers speak for themselves and let audiences think for themselves; pundits speak for others and tell audiences what to think. What's more, the art and craft of story, as well as the talent and hard time in solitary confinement required for their honing, is estimated to take an average storyteller at least 1,000,000 words or 10,000 hours - not including all the reading, language arts development, and life experience necessary to get to a point one needs to seriously embark on such a ludicrous and un-economical vocation. This means that fiction writers who risk everything for dubious prospects of financial reward must have something else driving them - and a good day job. A presidential candidate though, who has genuinely done the time, and crafts speeches with the skill of a poet or bard, should hypothetically have the critical thinking background, moral authority, and empathy to be a great leader. But in the final analysis, actions contradict words; their ability to spin tales proves the old universal theme that the pen is mightier than the sword. Now when I finish Wired for Story sometime this week, I will be one step further on this endless quest to actually sell stories for a living (i.e. stories fit for the fiction aisle of an actual bookstore, not a review for an online retailer). Until then, I'm probably just a hypocrite acting as if a single book alone makes a smarter man, when in fact I know little of anything (which is why I became a writer in the first place) -- or maintaining such a humble pretense. But I don't know myself well enough to be certain. That kind of exploration would be a whole other story - but it would be unsafe to say that I lived happily ever after reading this book. The End
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Reviewed in the United States on October 11, 2012

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