TCGTCG Card Shop Wiki
In-game picture of Card Back from TCG Card Shop Simulator, used to illustrate The card object in the world.
Picture taken from the game to identify this item; it remains the property of the developer.

Cards and rarity · TCG Card Shop Simulator · read from a local copy

The card object in the world

A card is a world object with a mesh, a highlight, a collider and a rigid body.

A card in TCG Card Shop Simulator is a physical object before it is a picture: it has a mesh, a highlight, a collider and a rigid body, it can be picked up, boxed and scanned, it can belong to an album and drive a binder's flip, and it carries a small 3D interface and its own up-and-down motion.

What the game establishes

In play

A card is an object in the shop before it is a piece of artwork. The card you handle has a mesh, a highlight, a collider and a rigid body, so it can sit on a shelf, be knocked about and be picked out by the game's own highlighting.

It behaves like the rest of the shop's goods. It can be picked up and moved, boxed up and scanned at the counter, and it follows the same placement rules as anything else, being assignable to the shop or to the warehouse.

It has the same placement machinery. There is a move area, a separate move area for a shelf and a list of colliders behind it, which is why a thin card can still be nudged into place rather than falling through the surface it is on.

Some cards belong to an album. A card carries a flag for whether it is an album card, which is how the game tells a card kept in a collection apart from one on the shelf.

It can turn the page for you. A card can bring the collection binder's flip animation with it, so putting a card into a binder is a page turning rather than an object being dropped into a slot.

It has an interface attached to it. The card carries a group of 3D interface elements of its own, which is how a physical card can show information that belongs to it rather than to a menu.

That interface can follow. There is a flag for whether the card's interface follows it, so the small display can either stay with the card or be left where the card was put.

It can float up and down. A card can be set to move on a vertical lerp, and there is a second, local version of that motion, which is why a displayed card can bob without the same motion applying everywhere it appears.

It can be flipped as well, which is what lets a card be turned from its back to its face without being taken off the shelf and put down again.

The image beside this entry is the game's own: a card icon it prints for the cards handled in the world, one fire face and one water face under the same border.

What this entry does not tell you: how many cards a binder holds, what a card is worth, or how the shop decides which card a slot shows. We have not verified those numbers, so we do not print them.

Related

Version and sources

A local copy of the game, read only. The grounding for each fact is listed on the technical reference pages; nothing here is estimated. Documented build: no version stated by this build.