
Basics and answers · TCG Card Shop Simulator · read from a local copy
Questions players ask most
A pack can be opened by a machine the shop owns, and the machine keeps its own save record.
Short, checkable answers to the questions this site is asked most about running the shop, each one pointing at the entry that explains it in full rather than repeating it here.
What the game establishes
- A pack can be opened by a machine the shop owns, and the machine keeps its own save record. (checked against the game's own files)
- There is a bulk donation box with its own screen, and customers arrive wanting to use it. (checked against the game's own files)
- Some customers arrive to trade a card or to buy a specific card, separately from ordinary wants. (checked against the game's own files)
- A price tag is a physical fixture with its own screen and its own picture sheet. (checked against the game's own files)
- The shop tracks more than one currency, and the game names eight of them. (checked against the game's own files)
- A worker can be given a main job and a second job, and some jobs then run on their own. (checked against the game's own files)
- Storage shelves remember what was taken from them rather than only how full they are. (checked against the game's own files)
- The build ships a question-mark icon of its own, which is the picture the game draws for a question. (checked against the game's own files)
In play
These are the questions that come up most, answered in a sentence or two. Every answer is backed by something the game itself defines, and the longer explanation sits in the entry named beside it.
On opening packs: a pack can be opened by hand or by a machine, and the build keeps the machine's save record as its own thing, so an automatic opener is a fixture you own rather than a setting.
On cards you cannot sell: there is a bulk donation box with its own screen, and customers arrive wanting to use it, so unwanted cards have somewhere to go other than the bin.
On customers: some arrive specifically to trade cards or to buy a card, and those wants are named separately from the wants for goods, which is why the customer entries split them apart.
On pricing: a price tag is a physical fixture in the build, with its own screen and its own picture sheet, so prices are changed at the shelf rather than in one master list.
On money: the shop tracks more than one currency, and the game names eight of them, which is why takings and prices carry a currency rather than a bare number.
On your workers: a worker can be given a main job and a second job, and some jobs run on their own once set, which is why staff are described as assigned rather than commanded.
What this list does not do is guess. Where an answer would need a number we have not verified, we say so rather than inventing one.
Related
Shop, shelves and fixturesMachines that work on their ownThe game ships an automatic pack opener.
Pricing and the marketPrices and price tagsPrice tags are their own objects attached to goods.Version and sources
A local copy of the game, read only. Every answer is backed by the identifiers listed on the technical reference pages. Documented build: no version stated by this build.