TCG Card Shop Simulator Pricing: Markups That Work

Prices in this game are per save file: the market value of every product and card is rolled when you create the save. That is why no site can publish a price list that matches your shop — what transfers between saves is the markup rule, not the number.

Markup bands

What you are sellingMarkupWhy
Booster packs and boxes≈10% over marketHigh turnover. Volume beats margin because new shoppers only spawn as old ones leave.
Accessories (sleeves, dice, deck boxes)≈10% over marketCheap, restocked constantly, and they pad the target-item list.
Valuable singlesup to ≈20% over marketA shopper who walks in for one card is far less price-sensitive than a shopper browsing packs.
Graded singlesPrice against the grade, not the cardThe price graph screen lets you select a specific grade to read its market price.

Round every price

When things stop selling

If one specific expensive card will not move, the cause is usually the shopper wallet ceiling rather than the price — see the customer wallet formula. If a whole product line has gone quiet, that is demand decay from over-supplying it.

Daily profit milestones

AchievementRequirementShare of owners
Petty Cash$1,000 profit in one day65.1%
I'm Rich!$10,000 profit in one day21.8%
Capitalism HO!$30,000 profit in one day11.6%

Only 11.6% of owners have cleared $30,000 profit in a single day. That number is a useful sanity check on any "make millions per day" video: it is achievable, but it is not where most saves live.

Pricing guidance checked: