Guides

Guides

Beginner and advanced TCG Card Shop Simulator guides covering the opening week, pricing, staffing and the decisions that keep a new shop solvent.

Week 1
Starting Point
5
Core Tracks

Introduction

The guides hub is where every TCG Card Shop Simulator run starts, because the opening week is the part that actually ends saves. A shop that opens with the wrong stock, an over-tight shelf layout or a greedy price tag will bleed money on electricity and counter fees long before the collection starts paying for itself. These guides walk the full arc in order: the first wholesale order, the pricing maths behind a sale, hiring your first worker, and the point where flipping sealed product becomes less profitable than cracking it. Each guide is written around decisions rather than trivia, so you can read one, change one thing in your shop, and see the difference on the next in-game day. Where a number comes from community testing on the Mechanics and Formulas pages we say so, and where it comes from the 1.0 patch notes we say that too, so you always know how much to trust a figure.

Guide Track Quick Reference

TrackWhat It CoversBest ForWhen To Read
Opening WeekFirst wholesale order, shelf placement, initial pricing, covering billsBrand new savesBefore you buy anything
Money & PricingMarkup against the buy-chance curve, TCG Price app reading, single vs sealed marginShops that are open but not growingOnce the first bills land
Workers & AutomationUnlock levels, duty splitting, hiring fees against daily salariesShops where you are always at the tillAround shop level 10
Product & SetsWhich families to stock, sealed vs opened, pack tier trade-offsShops with spare cash to investWhen ordering feels like guesswork
Progress & SystemsPlay tables, events, Tetramon deck building, expansion timingEstablished shopsAfter you stop worrying about bills

Guide Tracks

S

Opening Week Survival

new

The first seven in-game days, in order

FocusBuy stock, place shelves and price near market before spending on anything optional
Why It MattersRuns end early because fixed costs outrun a thin margin, not because the shop is badly laid out
Key HabitStay at the register yourself until you can afford to replace your own time
Exit TestYou can cover the daily bills and still fund a restock on the same day
S

Money & Pricing

Reading the buy-chance curve and the TCG Price app

FocusConvert markup from a feeling into a decision by understanding how buy chance falls
Why It MattersRevenue per shelf per day beats margin per sale once customers start walking out
Key HabitRe-check market value before any significant re-pricing rather than once per session
Exit TestYou know roughly which markup range keeps normal product moving
A

Workers & Automation

Making the shop run while you do something else

FocusSplit the till and restocking duties between two specialists rather than one all-rounder
Why It MattersHiring converts your own attention into a resource that scales with the shop
Key HabitCompare a hire's daily salary against the revenue the role actually adds
Exit TestYou can leave the counter without the queue reaching the door
A

Product & Sets

Choosing which families to stock and how to buy them

FocusDepth in one or two families instead of a thin spread across the whole catalogue
Why It MattersA customer who cannot find the specific card they came for leaves without buying
Key HabitDecide deliberately how much product to open and how much to sell sealed
Exit TestYour shelves match the demand you actually see on the floor
B

Progress & Systems

Play tables, events and the playable card game

FocusLayer income that does not consume stock on top of ordinary retail sales
Why It MattersTables and events are the only levers that let you move your own market
Key HabitPlan stock a couple of days ahead of the events you intend to run
Exit TestAt least one table is earning more than its daily event cost

Core Mechanics

Every run follows the same underlying loop, and the guides are ordered around it. You start with a small amount of cash, a bare shop and an empty sales floor. The Stock Order app is where you buy wholesale: sealed booster boxes and packs are cheapest by the case, and everything you buy has to be carried to a shelf or display before a customer will consider it. Once product is out, you set your own prices, and the buy chance falls as your price rises above the market value reported by the TCG Price app, which is what makes a markup decision rather than a formality. Sales generate experience as well as cash, and shop level gates almost everything else: better furniture, more floor space, worker unlocks and higher-value product lines. Underneath all of it runs a fixed cost layer of electricity per real minute plus a flat daily fee for every checkout counter you own, so a shop that stops selling still loses money. The beginner track deliberately front-loads the survival decisions, and the later tracks assume you can keep the doors open.

Advantages

The guides hub is organised around the actual failure points rather than around the order the menus appear in, which means it answers the questions new players search for first. Because every guide is written around a decision, you can apply it immediately: change a markup, move a shelf, delay an expansion, and watch the next in-game day respond. The tracks are also honest about confidence. Numbers taken from the 1.0 patch notes are stated plainly, while figures that come from community testing on the Mechanics and Formulas pages are labelled as community-reported and dated, so you know which ones to re-check after a patch. The beginner track deliberately covers the first week in isolation, because the mistakes that end runs happen early and cheaply if you catch them, and expensively if you do not. Later tracks assume survival and move on to throughput, staffing and the point where cracking packs beats selling them sealed. Between them they cover the full arc of a shop, from a bare floor and a small float to a staffed store with tables turning over income every hour.

Challenges

The main limitation of any written guide for this game is that a meaningful share of the underlying numbers is community-reported rather than confirmed in-game. Pull rates, grading probabilities and the exact buy-chance curve come from the community wiki's Mechanics and Formulas pages, and some of those pages were last edited during Early Access, so a 1.0 patch can invalidate them without anyone updating the source. The other structural caveat is that this game is a simulation with a lot of interacting systems, which means advice is conditional: the best first purchase depends on your shop level, your existing stock and whether a play table is running. Guides that hand you a single optimal sequence are usually describing one player's save. Finally, because version 1.0 is recent, there is very little community documentation of the new systems at all, so anything involving Ascension cards, tournaments or the playable Tetramon format should be verified in your own save rather than trusted from a guide written about an earlier build.

Frequently Asked Questions

What should I do first in TCG Card Shop Simulator?+
Buy stock before you buy anything else. Order a modest amount of sealed product through the Stock Order app, get it onto shelves so customers can actually reach it, and price it close to market value rather than trying to maximise margin on day one. Then stay at the register yourself and keep the queue short, because a customer who leaves without paying costs you more than a thin markup does. Only after you can cover the daily bills comfortably should you think about expansion, better furniture or hiring anyone at all.
How much markup should I put on cards and packs?+
Start near market value, where the chance of a sale is highest, and push upward only on stock you are genuinely happy to keep if nobody buys. Community testing suggests the buy chance falls away steeply once you go past roughly 30 percent above market and becomes close to zero beyond about 60 percent, so an aggressive price usually produces less total revenue than a modest one that actually sells. Check the TCG Price app regularly, because market values move and a price set yesterday can already be stale today.
Why do I keep running out of money even when I am selling?+
Almost always because fixed costs are outrunning throughput. Electricity charges per real minute and every checkout counter adds a flat daily fee, so even a good selling day can end flat if your cost base is too high for your floor space. The usual culprits are expanding before you can stock the new space, adding a second register before the first queue actually backs up, and holding cash in slow-moving inventory instead of reinvesting it in product that turns over. Cover the bills first, then grow.

Quick Tips

💡

Cover the daily bills before you spend a single coin on expansion. Electricity accrues per real minute and every checkout counter charges a flat daily fee regardless of whether it was used, so a shop that cannot clear its fixed costs is losing money even on a day when the shelves emptied. Work out roughly what your shop costs to keep open, then treat that figure as the floor your revenue has to beat before anything counts as profit. Expansion should only follow once you can clear that floor comfortably with room left for restocking.

💡

Keep one slot of cash free for restocking rather than tying everything up in stock or upgrades. Most early shop problems are not margin problems, they are liquidity problems: the shelves are empty, customers are browsing and leaving, and the bank balance is sitting in a warehouse behind the sales floor or in a furniture upgrade that has not paid for itself yet. Holding a restock buffer means a good selling day can be answered immediately with a fresh order instead of being wasted while you wait for income to catch up.

💡

Do not expand your floor space until you can afford both the space and the stock to fill it. A bigger shop raises the customer ceiling, which looks like pure upside, but it also carries a permanently higher electricity rate and it puts more shelf volume in front of you that will sit empty if your ordering budget has not grown with it. The reliable test is whether you are currently turning customers away because of capacity rather than because of stock, and whether you could fund a full restock of the new space on the same day you pay for it.

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