Play Tables

Play Tables

TCG Card Shop Simulator play table guide: every event, its daily cost, which card categories it lifts or depresses, and how review score drives table income.

12
Named Events
Review Score
Income Driver

Introduction

Play tables turn empty floor space into hourly income, and they are the only lever in the game that lets you move your own market. Placing a table lets you pick a sanctioned event, charge a fee and let customers play, and every event does two things at once: it lifts one category of product while dragging another one down. That makes event choice a stock question rather than a flavour question. If your shelves are already stacked with common product, an event that lifts commons converts that stock into a spike; run the same event against racks of rares and you have simply made your own inventory cheaper. This hub covers the named events, their daily costs and which categories each one pushes, how table income scales with your average review score, and the stockpile-then-host pattern that turns a scheduled event into a planned payday.

Play Table Events & Market Effects (community data)

EventDaily CostPushes UpPushes Down
StandardFreeOne random rarity bandOne random rarity band
PauperLowCommon productRare, Epic and Legendary product
Fire CupLow to moderateFire cardsThe element Fire beats
Water CupLow to moderateWater cardsThe element Water beats
Vintage CupModerateFirst Edition bordersOne competing print
Golden StarHighGold bordersOther border prints
EX BattleHighEX bordersOther border prints
Holo HeavenHighest in the gameFoil cards across the boardUnfoiled equivalents

Event Planner

B

Standard

Free, random, and a decent default

Daily CostNothing, which makes it the safe event to run while you learn the system
Market EffectSwings one random rarity band of pack or card both up and down
Best ForShops that want table income without committing to a category bet
VerdictThe event to leave running when you have no strong stock position either way
A

Pauper

Cheap to run and lifts common product

Daily CostLow, so it pays for itself at a modest table fee
Market EffectLifts common product while pushing rare, epic and legendary cards down
Best ForShops holding a lot of bulk stock they want to move at a better price
VerdictOne of the best value events because the category it lifts is the one you hold most of
A

Fire Cup

Element event that raises Fire cards

Daily CostLow to moderate, scaling with how strong the effect is
Market EffectRaises Fire cards and cuts the element Fire has the advantage over
Best ForShops whose singles and packs skew heavily toward Fire
VerdictOnly worth running when your shelves actually carry the boosted element
A

Water Cup

Element event that raises Water cards

Daily CostIn the same band as the other element cups
Market EffectLifts Water cards while depressing the element Water beats
Best ForStock positions concentrated in Water product
VerdictPairs naturally with a deck or a singles case built around Water
B

Vintage Cup

Raises First Edition borders

Daily CostModerate, reflecting the narrower category it boosts
Market EffectBoosts First Edition borders at the expense of another print
Best ForShops that have deliberately collected early-print product
VerdictA strong play if you hold First Edition stock, dead weight if you do not
S

Golden Star

Expensive event that lifts Gold borders

Daily CostHigh, so the table needs real traffic to break even
Market EffectRaises Gold borders while pulling other prints down
Best ForShops holding Gold cards they were waiting to sell at the top of the market
VerdictA planned payday rather than a default setting; stockpile before you run it
S

EX Battle

Expensive event that lifts EX borders

Daily CostIn the top band alongside the other premium events
Market EffectLifts EX borders at the cost of other prints
Best ForAnyone sitting on EX pulls they have not yet priced
VerdictWorth the daily fee only when the boosted category is already on your shelves
S

Holo Heaven

The most expensive event, lifting foils

Daily CostThe highest in the game, which makes it a deliberate one-off rather than a routine
Market EffectThe only event that can lift foil cards across the board
Best ForShops with a genuine foil collection ready to move
VerdictA high-stakes event; run it when the stock is in place, not to fill an idle table

Core Mechanics

A play table is a piece of furniture you place on the sales floor, and once it is down you use the event management app to choose which event is running there. Each table charges a fee you set, and customers pay that fee to play, which makes the table an hourly income source that does not consume stock. The pricing logic is similar to product pricing but with a gentler curve: community testing suggests roughly an 83 percent play rate at a 10 percent markup and a steep fall beyond about a 40 percent markup, so tables reward modest fees charged to more players rather than premium fees charged to almost nobody. Each event also has a market effect, lifting one category of card and pushing another down, and this is the part that turns the table into a planning tool. Table income scales with your average review score, so cleanliness and reasonable pricing feed directly into how much a table earns, and the more expensive events unlock progressively as you run more matches at your tables.

Advantages

Tables are the best floor-space purchase in the game for one simple reason: they earn without consuming stock. A shelf sells a card once, while a table charges every customer who sits down, and the fee is pure margin once the daily event cost is covered. The pricing curve is also more forgiving than product pricing, so a modest fee produces a high play rate and a steadier income stream than an aggressive fee charged to a handful of players. The market effect is what elevates tables from an income tile to a strategy tool, because you can choose an event that lifts the category already sitting on your shelves and sell into the resulting spike, effectively using the event to raise your own inventory value before you move it. Table income scales with your review score, which rewards the housekeeping and pricing habits you should be keeping anyway, and the event unlocks arrive progressively, so a new table has a clear growth path rather than a single plateau.

Challenges

Tables are strong income but they are not free money. Every named event charges a daily cost, and the events that move the most valuable categories charge the most, so a table running an expensive event at a low fee can lose money every day it operates. Table income also depends on your average review score, which links the most passive income stream in the game to the least passive system, your cleanliness and pricing habits, so neglect in the shop quietly reduces what the tables earn. The market effect cuts both ways. An event lifts one category and depresses another, and if the depressed category is what is sitting on your shelves, you have paid a daily fee to make your own inventory cheaper, which is a worse outcome than not running an event at all. The event list is also the clearest example of thin documentation in the game: the community page describing the twelve events is the only detailed source available, it is community-maintained rather than official, and the unlock thresholds attached to the later events are the kind of numbers a patch can change without notice.

Frequently Asked Questions

How do play tables make money?+
Customers pay the fee you set to sit down and play, so the table earns every time someone uses it without consuming any of your stock. The fee follows a gentler version of the product pricing curve, which rewards a modest fee charged to many players over a high fee charged to almost nobody. On top of the fee, running an event applies a daily cost and shifts the market for one category of card. Table income also scales with your average review score, so keeping the shop clean and reasonably priced raises what the table earns.
Which play table event should I run?+
Run the event that matches the stock already on your shelves. Every event lifts one category and depresses another, so an event boosting a category you have in volume converts that inventory into a higher-value sale, while the same event run against a different inventory can reduce the value of what you own. Free and low-cost events are good defaults for steady income, and the expensive events that lift Gold, EX or Foil cards are worth their daily fee only when you are holding enough of that category to sell into the spike.
Why is my table earning so little?+
The usual cause is the review score multiplier. Table income scales with your average review score, which is driven by cleanliness and by pricing customers consider fair, so a shop with grime on the floor or aggressive prices will see tables underperform even if they look busy. The second common cause is fee pricing: pushing the table fee too high drops the play rate sharply, and because the fee is charged per session, fewer sessions at a modest fee usually beats a handful at a premium one.

Quick Tips

💡

Set the table fee modestly and let volume do the work. The fee curve is gentler than the product pricing curve but it still falls away once you push too far, and because the fee is charged per session rather than per item, a lower fee that fills the table usually beats a premium fee that empties it. Aim for the range where most arriving players sit down, and treat the table as a steady income stream rather than a single high-value sale.

💡

Pick the event that matches the stock already on your shelves. Each event lifts one category and depresses another, so the right question is not which event is strongest in the abstract but which category you are holding in volume. Selling into an event-driven spike you planned for turns inventory you already paid for into a higher-value sale, while running the wrong event simply makes your own stock cheaper while you pay a daily fee for the privilege.

💡

Protect your review score if you care about table income. Earnings scale with your average review score, which is driven by cleanliness and by pricing customers consider fair, so the most passive income stream in the game is actually tethered to your least passive habits. Keeping the floor clean and refusing to over-price everyday product is not just good shop management here, it is directly increasing the hourly return on every table you own.

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