INDIE GAME / PC・Steam
TCG Card Shop Simulator From opening day to first-week stock planning: 32-unit orders and checkout
Order products, prepare shelves and price tags, and finish a business day. Calculate restocking boxes from leftovers while preserving cash for bills.
Source materials checked: 2026-10-16
Research covering full release 1.0 and 1.01/1.02. Daily quantities are an unmeasured practice plan. No hands-on gameplay verification. Use this guide within its stated objective and scope.
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Starting conditions and objective
PC/Steam, without mods. Start after advancing the tutorial until Stock Order and the register are available.
- Count 32-unit boxes together with existing stock
- Complete the price-tag, opening, and checkout cycle
- Check remaining stock and bills before ordering for tomorrow
From the first order to advancing the day
This section does not guarantee level 10 in seven days. It is a practice plan for managing stock, cash, and bills during the first week. Daily quantities are editorial suggestions, not measured optima.
- Follow the tutorial and open Stock Order on the phone. Choose the 32-unit Basic Card Pack option; no initial license is required. An order quantity of 1 means one box containing 32 packs, not one pack.
- Initially aim for two boxes, totaling 64 packs, as operating stock. Include tutorial packs and shelf stock in that 64 to avoid buying twice. If funds are insufficient, start with one 32-unit box.
- Check quantity, product cost, shipping, and total before confirming. Bring delivered cartons inside and fill the shelves. Open the shipping carton, not the booster packs you intend to sell.
- Select the shelf price tag, check current Market Price and order cost, and enter your sale price. Start near market price. Check the label on the shelf holding that product rather than pricing all 64 items separately.
- Switch the entrance sign to Open and scan products at the register. For cash, return the difference from the total; for cards, enter the correct total in the terminal and confirm. Do not start opening packs while customers wait at checkout.
- Refill shelf sales from boxes and remove empty cartons from aisles. Even at closing time, wait for the last customer to pay and leave. After new arrivals stop at 21:00, use the displayed end-of-day action to advance. Open Bills to check amounts and deadlines too.
Control source: GameTruth. Follow the displayed controls if you have changed bindings.
Understanding costs
Several tables agree on Basic's 32/64 quantities and the free level 1 option/$50 level 2 license. Unofficial 1.0 data lists base unit costs of Basic $1.50 and Rare $2.20, but these are not asserted to be that day's order costs . Past hands-on reports also differ between $52.80 and $57.60 for 32 Basic packs. Use product subtotal divided by quantity as that day's unit purchase cost, and the total including shipping as the amount actually paid.
For illustration only, at a $1.50 base cost, 32 Basic packs cost $48 and 64 cost $96; 32 Rare packs cost $70.40. Licenses and shipping are separate. If 64 Basic packs cost $96 plus $8 shipping and all sold for $2.50 each, $160 revenue minus $104 purchasing leaves $56. The $8/$2.50 figures are calculation assumptions, not current charges or recommended prices, and exclude rent, electricity, and wages.
One-week action table
| Day | Suggested orders and stock to retain | Concrete objective for the day | Conditions limiting spending |
|---|---|---|---|
| 1 | Aim for 64 Basic total. If you have zero, buy two 32-unit boxes; if you have 32, buy one | Complete order → shelves → price tags → open → checkout → end day | Keep the Bills amount after product and shipping costs. Start with 32 if needed |
| 2 | Count opening stock and replenish Basic toward 64. With 20 left, two 32-unit boxes give 84 | Record when stockouts occur and end-of-day stock | Do not rush the $50 64-unit license even at level 2; keep ordering 32-unit boxes |
| 3 | Aim for 64 Basic. At level 3 with spare funds, try just one four-unit Basic Card Box order | Separate box-product shelves and labels from individual packs | Box license $150 + actual cost of four products + shipping; do not use tomorrow's Basic funds |
| 4 | If sold out yesterday, raise Basic's target to 96; otherwise keep 64. Consider replacing only Box units sold | Stop adding stock of unsold products | 96 is an editorial suggestion; shelf additions and expansion are not mandatory in week one |
| 5 | Add one 32-unit Rare box only at level 5 with funds left | Separate the Rare license from payment for 32 products and set the sale price | Rare license $300. Keep selling Basic if below the level or unable to afford it |
| 6 | Basic 64 or 96; replenish Rare in multiples of 32 after checking leftovers. Reserve packs for opening separately | Cover bills on time, tomorrow's order, and Cleanser for cleaning | Buy the level 7 Workbench for $1,000 from surplus funds; inability to buy it is not failure |
| 7 | Adjust quantities to actual sales. Do not raise targets if you had no stockouts | Pay Bills and check cash for another order tomorrow | At level 10, reserve Zackery's $500 hiring fee + at least the next $50 daily wage + restocking separately |
Calculate restocking boxes by dividing target stock minus current stock by box size, rounding up. If negative, order zero. The 20 → 84 example shows that boxes cannot make exactly 64, not a forecast guaranteeing 84 sales. Counting and adding as needed handles leftovers better than a fixed two-box daily rule.
Unlocked items you need not buy immediately
The eight-unit Cleanser option requires level 2 and a $150 license; Play Table requires level 2 and costs $200; Card Table requires level 3 and costs $400. Play Table is for games, Card Table for selling singles. If Active Task names furniture, match that exact name instead of assuming another table substitutes. Without current measurements of cost, revenue, and XP, this guide provides no guaranteed first-week net-profit or level table.
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