I don’t understand a deck rule
Rules questions have one owner: the Tetramon rules page. Ask it first, then check your deck against the answer.
What to check
- The deck size rule
- The copy limit rule
- The evolution rule
Troubleshooting
Something is not working, but the cause could sit in the shop, the economy, the Tetramon rules or your collection. Describe the problem and this page points you at the page that owns the check.
What isn’t working?
These are the checks the published game data supports. If none of them matches what you see, the cause may sit outside what this site can read — that does not mean your game is broken.
Diagnosis
Rules questions have one owner: the Tetramon rules page. Ask it first, then check your deck against the answer.
What to check
Products, restock offers and workers unlock with Shop Level. Start here when something you expect to buy or hire is not there.
Products and their restock offers unlock with Shop Level. A product that is still locked is usually not a bug — it is a level requirement you have not reached yet.
What to check
Restocking is a second unlock. A product can be sellable while a larger order size, or a licence for it, still waits behind a higher Shop Level.
What to check
A worker appears once their unlock level is reached. Whether you can afford the hire fee is a separate question from whether the worker is available at all.
What to check
A sale hides three separate questions: the price you set, what customers can afford, and why one card is not moving. This group points at the right one.
A price above Market Price becomes a markup. Whether that markup is accepted is a pricing question, and it is separate from what customers can afford.
What to check
Customer buying power moves with Shop Level and expansion. A price that is accepted can still fail when the customers walking in cannot pay it.
What to check
This can involve two separate checks: your listed price against Market Price, and whether the customer can afford that price. They are not the same problem.
What to check
Market Price moves under the game’s market rules. This page can explain how those rules behave; it cannot tell you what your market will do next.
What to check
Shop space and warehouse space are two systems with their own gates. Keep them apart before you buy anything.
Shop expansion is gated by Shop Level and cost. An expansion that is not offered yet is usually waiting on the level, not on your money.
What to check
No warehouse, a base warehouse, and warehouse expansions are three different states. Work out which one you are in before anything else.
What to check
Do you already have the warehouse?
Warehouse expansion is its own system with its own Shop Level gates, separate from shop expansion.
What to check
Deck problems and rule questions belong to the Tetramon rules and the deck checker, not to the shop.
Deck legality is checked against the Tetramon deck rules: deck size, copy limits and evolution stages. The checker reports which of them the deck list breaks.
What to check
Rules questions have one owner: the Tetramon rules page. Ask it first, then check your deck against the answer.
What to check
Entry is gated by requirements the game publishes per event. Read those before assuming the event is broken.
Entry is gated by the requirements the game publishes for that event, which can include a Shop Level and an earlier event. Read the event first.
What to check
Missing cards, card sources and rare pulls are three different questions. This group keeps them apart.
Work from the gaps instead of the full card list. The tracker records what you own and the finder turns that into the list of what is left.
What to check
Do you already know which card is missing?
Every card belongs to a pack or a set. Find the card first, then follow the pack relation and read the odds for that route.
What to check
Rare pulls are probability, not progress. Not seeing one after a number of packs is expected behaviour, not a sign that something is broken.
What to check
What this hub does, and what it deliberately refuses to do.