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 Pack$1.50
Ascension Card Pack$12.00
Ghost 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.
I’m not making enough money
Sales are coming in, but my cash isn’t growing.
Money comes from what you stock, what you charge and how many customers you serve. Fix the bottleneck before the markup: an expensive item nobody buys earns nothing, and an empty shelf earns nothing either.
I don’t know what to stock
Which products can I sell, and what can I unlock next?
130 products ship in 9 categories, and 113 of them publish a licence level, so “can I order this yet?” always has an answer.
Customers won’t buy this
I set a markup and the item just sits there.
Two different things block a sale: the buyer does not accept the price, or the buyer cannot afford it. They are separate problems, and they need separate fixes.
My store is too busy
Checkout queues are long, shelves stay empty, and I restock all day.
9 workers are in the database, from Shop Level 10. Each one has a hire cost, a daily wage and published checkout, restock and movement parameters - start from your bottleneck rather than a tier list.
What unlocks next?
I just reached a new shop level - what did it actually give me?
The database holds 135 restock offers with a licence level, from Level 1 to Level 85, plus 9 workers. Enter your level and only the relevant rows come back.
Should I expand?
I need more room, but is it worth spending the cash now?
Expansion is a sequence, not a switch: every room has its own price and the price steps up at fixed points. This page prices the rooms; whether you can spare the cash is your call.
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.
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
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 $1.50Card protection
12 products · 12 restock offers
Card Sleeves (Clear) · Card Sleeves (Tetramon) · Card Sleeves (Fire)
Earliest licence Level 2Stock cost from $0.50Shop supplies
9 products · 10 restock offers
Cleanser · Collection Book · Premium Collection Book
Earliest licence Level 2Stock cost from $7.50Dice
4 products · 4 restock offers
D20 Dice Red · D20 Dice Blue · D20 Dice Black
Earliest licence Level 3Stock cost from $10.00Tabletop games
5 products · 5 restock offers
Necromansters · Claim! · Mafia Works
Earliest licence Level 5Stock cost from $8.00Deck boxes
4 products · 8 restock offers
Deck Box Red · Deck Box Green · Deck Box Blue
Earliest licence Level 5Stock cost from $12.00Figures & plushies
21 products · 21 restock offers
Pigni Plushie · Nanomite Plushie · Minstar Plushie
Earliest licence Level 6Stock cost from $8.00Playmats
19 products · 19 restock offers
Playmat (Clamigo) · Playmat (Duel) · Playmat (Drilceros)
Earliest licence Level 7Stock cost from $10.00Comics
14 products · 14 restock offers
Comic Vol 1 · Comic Vol 2 · Comic Vol 3
Earliest licence Level 13Stock cost from $5.00
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.
Checkout
Queues at the register, customers leaving before they pay.
Compare checkout workersRestocking
Shelves running empty while stock sits in the back.
Compare restock workersMoving through the store
Long walks between the stock room and the shelves.
Compare movementAutomation
You want the shop to keep running while you open packs.
Browse all workers
| Worker | Unlock | Hire | Per day | Checkout | Restock | Movement |
|---|---|---|---|---|---|---|
| Zackery Cole | 10 | $500 | $50 | 2.85 | 2.45 | -0.10 |
| Terence Fay | 15 | $1,000 | $150 | 2.30 | 2.55 | 0.05 |
| Dennis Brandon | 20 | $2,000 | $300 | 1.95 | 1.25 | 0.10 |
| Clark Cash | 25 | $2,400 | $400 | 0.90 | 2.50 | 0.00 |
| Angus Mick | 30 | $3,000 | $400 | 2.55 | 0.40 | 0.05 |
| Benji Otto | 35 | $5,000 | $500 | 1.30 | 1.20 | 0.30 |
| Alexander Cole | 38 | $8,000 | $400 | 1.42 | 1.23 | 0.50 |
| Lauren Posie | 40 | $7,500 | $500 | 1.40 | 1.00 | 0.15 |
| Axel Charleton | 45 | $10,000 | $700 | 0.99 | 0.50 | 0.50 |
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
How the shop loop works
One loop, six steps. Every problem on this page is a break in the chain.
- 01UnlockYour shop level opens licences and workers.
- 02Buy licenceA licence unlocks a product for ordering.
- 03RestockOrder stock in the box size you can afford.
- 04Stock shelvesFilled shelves are what customers buy from.
- 05Set priceMarkup decides whether the sale is accepted.
- 06CustomerTheir wallet decides whether they can pay.
- 07SaleCash in the register, stock off the shelf.
- 08Worker / expansionReinvest in capacity or in size.
…and the next unlock starts again.
Shop tools
Each of these works on this page right now, with the verified model behind it. Dedicated tool pages are linked from the section they belong to.
- Shop Level PersonalisationSave your level and read every unlock against it.
- Unlock SummaryAvailable now, new at your level, next five milestones.
- Quick Price CheckMarket price, your price, modelled acceptance.
- Sale DiagnosticSeparate a price problem from an affordability problem.
- Expansion EstimatorShop and warehouse rooms, priced step by step.
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 productsWhat 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 unlocksWhen 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 workerWhy 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 markupHow 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 worksWhy 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 saleShould 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 worksHow 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