Trade-ins
Trade-ins at the counter, priced from market data
Buying is half the business in a game store, and the slowest part of most counters. Here it's the same screen as selling.
Offers in seconds
Scan or search the item, pick its condition, and the offer appears in cash and in store credit. Offers come from market values for that condition and your own price bands, so a common loose cartridge and a rare boxed copy aren't bought at the same percentage.
Cash, credit or both
Customers can take part cash, part credit. Credit goes straight onto their account and is spendable at the till and online. Points can be earned on trade-ins too.
Test before it hits the shelf
Items that need checking go to a testing queue. Passed items are stocked and tagged; failed ones are recorded and kept off the shelf.
Records for second-hand dealer by-laws
Each trade-in records the seller, their ID type and the last four characters of the ID number (the full number is encrypted), what was bought, the payout and a hold-until date. Items under hold can't be sold until the date passes.
Questions
Where do offer prices come from?
From market values for the item's condition, converted to Canadian dollars at the day's Bank of Canada rate, then your price bands set the cash and credit percentages.
Do big trade-ins need approval?
Payouts above your threshold ask for a manager's PIN at the counter.
Does it keep the records my city requires for second-hand dealers?
It records the seller's ID type and the last four characters of the number, the items bought, the payout and a hold-before-resale date, and lets you export the register. Check your city's by-law for what it requires.
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