Shop · Workers
TCG Card Shop Simulator Workers
Every employee in the shop, in the order they become available: unlock level, one-time hiring fee, daily wage and their starting checkout and restocking ability. Starting ability is only a baseline - workers improve with experience, so a trained employee can beat a fresh hire with a stronger label.
- 9 workers
- Unlock Lv. 10–45
- Daily $50–$700
Optional. Your level stays in this browser and only marks which workers your shop level already allows.
Shift roster
- Zackery ColeBalancedLv. 10
- Terence FayBalancedLv. 15
- Dennis BrandonRestock-leaningLv. 20
- Clark CashCheckout-leaningLv. 25
- Angus MickRestock-leaningLv. 30
- Benji OttoBalancedLv. 35
- Alexander ColeBalancedLv. 38
- Lauren PosieBalancedLv. 40
- Axel CharletonBalancedLv. 45
Names, hiring fees and wages come from the published 1.0 data. The bands only describe starting ability.
What do you need help with?
Pick the bottleneck you are trying to fix, then narrow the list. The page shows who fits the role; which one is worth hiring is a comparison, not a ranking.
I need checkout help
Workers whose starting checkout ability is stronger than their restocking.
I need restocking help
Workers whose starting restocking ability is stronger than their checkout.
I want to compare workers
Put two to four workers side by side on unlock level, fees and starting abilities.
Worker browser
Search a name, filter by role, unlock level or starting ability, then sort by the cost you care about. A hiring fee and a daily wage stay two separate numbers.
Set your shop level to see who is available and who comes next.
9 workers
- Zackery ColeBalanced
Unlock
Lv. 10
Hire
$500one-time
Daily
$50per day
Starting checkout
Slow
Starting restock
Slow
- Terence FayBalanced
Unlock
Lv. 15
Hire
$1,000one-time
Daily
$150per day
Starting checkout
Slow
Starting restock
Slow
- Dennis BrandonRestock-leaning
Unlock
Lv. 20
Hire
$2,000one-time
Daily
$300per day
Starting checkout
Normal
Starting restock
Fast
- Clark CashCheckout-leaning
Unlock
Lv. 25
Hire
$2,400one-time
Daily
$400per day
Starting checkout
Very Fast
Starting restock
Slow
- Angus MickRestock-leaning
Unlock
Lv. 30
Hire
$3,000one-time
Daily
$400per day
Starting checkout
Slow
Starting restock
Very Fast
- Benji OttoBalanced
Unlock
Lv. 35
Hire
$5,000one-time
Daily
$500per day
Starting checkout
Fast
Starting restock
Fast
- Alexander ColeBalanced
Unlock
Lv. 38
Hire
$8,000one-time
Daily
$400per day
Starting checkout
Fast
Starting restock
Fast
- Lauren PosieBalanced
Unlock
Lv. 40
Hire
$7,500one-time
Daily
$500per day
Starting checkout
Fast
Starting restock
Fast
- Axel CharletonBalanced
Unlock
Lv. 45
Hire
$10,000one-time
Daily
$700per day
Starting checkout
Very Fast
Starting restock
Very Fast
A band compares a worker with the rest of this roster at the moment they are hired. It is not a speed in seconds, and not a final ranking.
Unlock
Workers by shop level
The roster unlocks one worker at a time, from the first hire at level 10 to the last one at level 45.
Level 10
Zackery ColeLevel 15
Terence FayLevel 20
Dennis BrandonLevel 25
Clark CashLevel 30
Angus MickLevel 35
Benji OttoLevel 38
Alexander ColeLevel 40
Lauren PosieLevel 45
Axel Charleton
Set your shop level to see who is available and who comes next.
How workers differ
Two starting abilities, two costs, and training. That is the whole comparison - there is no tier list, because a starting band is not a final ranking.
Checkout-leaning
Starting checkoutStarting restockA stronger starting checkout than restocking. The usual pick when the queue at the till is the bottleneck.
Restock-leaning
Starting checkoutStarting restockA stronger starting restocking than checkout. The usual pick when shelves empty faster than the till backs up.
Balanced
Starting checkoutStarting restockThe same starting band in both jobs, which keeps task assignment flexible.
Direction only. A balanced worker is not automatically weaker than a specialised one, and training changes the picture either way.
Workers improve with experience
Starting ability is only the baseline. Employees improve as they gain task experience, so a trained worker may outperform a newly hired worker with a stronger starting label.
01
Hire
Pay the one-time hiring fee. The daily wage runs while the worker stays hired.
02
Assign a task
A new employee does not start working on their own: give them checkout, restocking, or one of them as a secondary task.
03
Checkout or restock
The assigned task is what they actually do during the day.
04
Gain experience
Skill grows while they work the task, and the 1.0 fix keeps that skill level when the save is loaded again.
No skill curve is published, so this page never turns experience into customers per minute. The comparison tool only compares starting values.
Not sure who to hire?
Compare workers by the role you need help with, then decide with your own payroll in front of you.
This hub shortlists. The comparison tool decides.
Workers FAQ
- How many workers are there?
- The current 1.0 data publishes 9 workers, each with a different hiring fee, daily wage and starting profile.
- What shop level unlocks the first worker?
- The first worker becomes available at shop level 10, and the last one needs level 45.
- Does hiring a worker make them start working automatically?
- No. A hired worker still needs a task, and the task is what they actually work on during the day.
- Do workers get faster?
- Yes. Workers improve as they gain experience on their tasks, so a starting band is not final performance. Shop level unlocks
- Which worker should I hire?
- That depends on your bottleneck and your payroll, so this page does not rank them. Compare the workers that fit the role you need help with. Compare workers
Worker data comes from the verified TCG Card Shop Simulator 1.0 database. Ability bands describe starting ability; a hiring fee is paid once and a wage is paid per in-game day.