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TCG Card Shop

Run your shop

Run Your Shop in TCG Card Shop Simulator

Stocking, licences, pricing, workers and expansion all feed the same loop. Tell the page what is wrong and it routes you to the answer - the numbers come from the current 1.0 game data, not from a tip thread.

Try “Basic Card Box”, “Zackery Cole”, “level 35”, “checkout slow” or “my card won’t sell”.

Open · Shop counter

130 products
  • Basic Card PackBasic Card Pack$1.50
  • Ascension Card PackAscension Card Pack$12.00
  • Ghost PackGhost Pack$5,000

Checkout

9 workers on the rota, wages from $50 per day.

What's wrong with your shop?

Six situations cover almost every shop question. Pick the one you are in - each route ends at real data, not at a longer article.

Shop only

What should I do next?

Two inputs, one answer. This is the shop-side router: it reads your level and your bottleneck and sends you to the next action.

Main problem

Enter your shop level to get an answer that is specific to your save.

Your shop level

Enter your level once and the shop answers become specific: what is available now, what is new at your level, and what the next levels unlock. The database publishes unlocks between Level 1 and Level 85.

Personalise the shop world

Not set
Save on this device

Enter your level once and the shop answers become specific: what is available now, what is new at your level, and what the next levels unlock. The database publishes unlocks between Level 1 and Level 85.

Set your shop level to personalise products, workers and unlocks.

Nothing on this page assumes Level 1. Until you enter a level, the shop world stays public: browse everything, and only the level answers wait for you.

130

products

135

restock offers

9

workers

What can I sell?

Every product the shop can stock, grouped the way the game groups it. Start from a category and the product database shows the licence, the stock cost and the market range.

  • Card packs & boxes

    42 products · 42 restock offers

    Basic Card Pack · Basic Card Box · Rare Card Pack

    Earliest licence Level 1Stock cost from $1.50
  • Card protection

    12 products · 12 restock offers

    Card Sleeves (Clear) · Card Sleeves (Tetramon) · Card Sleeves (Fire)

    Earliest licence Level 2Stock cost from $0.50
  • Shop supplies

    9 products · 10 restock offers

    Cleanser · Collection Book · Premium Collection Book

    Earliest licence Level 2Stock cost from $7.50
  • Dice

    4 products · 4 restock offers

    D20 Dice Red · D20 Dice Blue · D20 Dice Black

    Earliest licence Level 3Stock cost from $10.00
  • Tabletop games

    5 products · 5 restock offers

    Necromansters · Claim! · Mafia Works

    Earliest licence Level 5Stock cost from $8.00
  • Deck boxes

    4 products · 8 restock offers

    Deck Box Red · Deck Box Green · Deck Box Blue

    Earliest licence Level 5Stock cost from $12.00
  • Figures & plushies

    21 products · 21 restock offers

    Pigni Plushie · Nanomite Plushie · Minstar Plushie

    Earliest licence Level 6Stock cost from $8.00
  • Playmats

    19 products · 19 restock offers

    Playmat (Clamigo) · Playmat (Duel) · Playmat (Drilceros)

    Earliest licence Level 7Stock cost from $10.00
  • Comics

    14 products · 14 restock offers

    Comic Vol 1 · Comic Vol 2 · Comic Vol 3

    Earliest licence Level 13Stock cost from $5.00
Browse Products

113 of 130 products publish a licence level. The rest exist in the game data without one, so they are shown without a level instead of being guessed into a tier.

Selling packs and opening packs are different jobs.

Which worker do you need?

Pick the job that is failing and see the workers available at your level. Parameters are shown as published; this page does not rank workers, because the game publishes the numbers but not the direction of every one.

WorkerUnlockHirePer dayCheckoutRestockMovement
Zackery Cole10$500$502.852.45-0.10
Terence Fay15$1,000$1502.302.550.05
Dennis Brandon20$2,000$3001.951.250.10
Clark Cash25$2,400$4000.902.500.00
Angus Mick30$3,000$4002.550.400.05
Benji Otto35$5,000$5001.301.200.30
Alexander Cole38$8,000$4001.421.230.50
Lauren Posie40$7,500$5001.401.000.15
Axel Charleton45$10,000$7000.990.500.50
Browse WorkersCompare Workers

Wages run from $50 to $700 per day, and hiring costs $500 to $10,000. The wage is paid every day, so hire against a bottleneck you can name.

Quick price check

Listed price against market price decides whether a customer accepts the sale. The curve is not linear: past a certain markup almost nobody buys at all.

Markup

+20%

Effective markup

+20%

Modelled acceptance

60%

Markup and effective markup differ whenever the cheap-item scale applies.

Acceptance curve

  • Market90%
  • +10%75%
  • +20%60%
  • +30%45%
  • +40%15%
  • +50%5%
  • +60%1%

At market price about 90% of listings are accepted. It drops to 60% at +20% and 15% at +40%, so a fixed “always +20%” rule is not what the game models.

Why won’t this expensive card sell?

A single card has two independent blockers: the price on the tag, and the money in the customer’s pocket. Diagnose both before you discount.

Customer setup

Level and rooms decide how much money customers walk in with. Your saved shop level fills this in; with no level saved the panel uses Level 30 as an example.

+20%

Markup

60%

Modelled acceptance

$3,100

Normal customer ceiling

The price is not the problem

The model accepts this listing about 60% of the time and a normal customer can cover it at around $3,100. If the card still sits, look at footfall, shelf placement and how many customers ever reach it.

The panel calls it a price problem when modelled acceptance falls below half, and an affordability problem when the price sits above the normal customer ceiling.

Rare high spender

A separate progression-gated roll can produce a high spender carrying $50,000 to $1,000,000. That is why an expensive card eventually sells instead of never selling.

Acceptance and affordability are separate models. A card can be perfectly priced and still unsellable, and it can be overpriced and still affordable.

Expansion: what does the next room cost?

Every room has its own price, and the price steps up at fixed points as the shop grows. Enter where you are and where you want to get to.

What are you expanding?

Estimated cost

$1,500

Next room: $400

The cost is the verified room price. Consider whether you still need the cash for stock, licences and wages before you commit: expansion is not automatically the right move.

Room by room

  • Room 1$400
  • Room 2$500
  • Room 3$600

Need the full explanation?

These pages explain the why and finish by handing you the tool that does the job. Everything else stays with the page that owns it.

Shop questions players actually ask

What should I stock in TCG Card Shop Simulator?

There is no single answer product. A good pick has four things: the licence is available at your level, the stock cost fits your cash, the market range leaves room for a markup, and you can actually restock it before the shelves empty. The database lists 130 products across 9 categories, 113 of them with a published licence level.

Browse products
What unlocks at my shop level?

Everything with a level: 135 restock offers between Level 1 and Level 85, plus 9 worker unlocks. Enter your level on this page, or open the unlock finder to search the other way round.

Find my unlocks
When should I hire a worker?

Hire against a bottleneck you can name: a checkout queue that loses sales, or shelves that stay empty while you restock. 9 workers unlock from Level 10, with wages from $50 to $700 per day and hiring costs from $500 to $10,000. The wage is paid every day, so compare the parameters before the price.

See every worker
Why won’t customers buy my item?

Check two things in order. First, acceptance: at market price about 90% of listings are accepted, and it falls as the markup rises. Second, affordability: a customer’s wallet is capped by your shop level and size, so an expensive item can be perfectly priced and still unsold.

Calculate my markup
How much should I mark products up?

There is no universal number, and a fixed rule ignores two modelled effects: the acceptance curve is piecewise, and items below $2.00 market price are scaled before the curve reads them. Watch the modelled acceptance for the actual item instead of copying a percentage.

How pricing works
Why won’t my expensive card sell?

A normal customer at a Level 1 shop with no expansion carries up to about $200. Expensive cards need the rare high-spender roll that the game adds on top of the three normal bands, or a price a normal wallet can reach.

Diagnose the sale
Should I expand my shop?

Price the rooms first: expansion is a sequence, and each room costs more than the last. The first shop room is $400. Beyond the cost, the question is cash flow - a larger shop still has licences, stock and wages to pay, and those come out of the same register.

How expansion works
How do I make more money?

Work the loop in order: stock what is available at your level, price it inside the acceptance curve, keep the shelves full, and add a worker when a bottleneck costs more than the wage. Most “not enough money” saves have one broken step, not a bad strategy.

Pick my problem