Workers

Workers

Every TCG Card Shop Simulator worker ranked: unlock levels, checkout and restock speeds, hire fees against daily salaries, and how to split duties.

9
Hireable Staff
Lv 10-45
Unlock Window

Introduction

Hiring is the moment your shop starts running while you do something else, and it is also the moment your fixed costs jump. Nine workers unlock between shop level 10 and level 45, each with their own checkout speed, restocking speed, one-off hire fee and daily salary. None of them is simply the best at everything, so the strongest rosters split duties: one fast till operator to keep queues short and one fast restocker to keep shelves full, rather than stacking your most expensive all-rounder in a single role. This hub covers who is worth hiring and when, how the hire fee compares with the salary over a realistic payback window, which workers are genuinely useful early despite poor overall stats, the price adjustment duty that makes one of the cheaper hires worth keeping, and the save-timing quirk that can wipe your duty assignments after closing.

Worker Roster By Tier (community data)

WorkerTierDuty ProfileCost Note
Axel CharletonSBest checkout and best restock in the rosterFive-figure hire fee and a high salary
Clark CashATop-tier specialist in one dutyReported to be able to leave early
Angus MickATop-tier specialist in the other dutyWorth pairing with a till specialist
Benji OttoBFast at both dutiesFlexible mid-game hire
Lauren PosieBFast at both dutiesFlexible mid-game hire
Dennis BrandonCSolid all-rounderBridges the gap while saving
Alexander ColeCSolid all-rounderBridges the gap while saving
Zackery ColeDSlow overall, often kept for price adjustment dutyCheap hire, useful early
Terence FayDSlow overallCheap early help

Staff Roster

S

Axel Charleton

Top of the roster in both duties

Duty ProfileFastest reported checkout speed and fastest reported restocking speed in the game
CostRoughly ten thousand to hire and hundreds per day in salary
When To HireLate, once his wage is small relative to your daily trading revenue
VerdictThe single best worker available, and priced like it; a mid-game shop cannot recover the fee
A

Clark Cash

Specialist at the top of one duty

Duty ProfileBest in the game at one specific duty rather than strong at both
CostExpensive for a specialist, but cheaper than the top-tier all-rounder
When To HireWhen the duty he excels at is your current bottleneck
VerdictExcellent pairing hire, with a community-reported tendency to leave early
A

Angus Mick

Specialist at the top of the other duty

Duty ProfileBest in the game at the duty Clark Cash does not cover
CostIn the same specialist band as the other top-tier single-duty hire
When To HireAlongside a till specialist so both duties are covered by experts
VerdictThe other half of the strongest specialist pairing in the roster
B

Benji Otto

Fast at both duties

Duty ProfileQuick at checkout and at restocking without topping either ranking
CostMid-tier hire fee with a manageable daily salary
When To HireWhen you need flexibility rather than a single specialised slot filled
VerdictOne of the most useful mid-game hires because he covers whichever duty is short That flexibility is why mid-tier generalists stay useful even after specialists become affordable in the later game.
B

Lauren Posie

Fast at both duties

Duty ProfileComparable flexibility to the other mid-tier all-rounder in the roster
CostSame mid-tier band, so the choice between them is mostly about availability
When To HireAs a second flexible pair of hands once one duty is already specialist-covered
VerdictA dependable mid-game hire that keeps both duties moving without a specialist price tag
C

Dennis Brandon

Solid all-rounder

Duty ProfileCompetent at both duties without excelling at either one
CostCheap enough to hire while you are still saving for a specialist
When To HireEarly, to bridge the gap before the specialist band becomes affordable
VerdictA stop-gap whose value is that he frees you from the register sooner than saving would
C

Alexander Cole

Solid all-rounder

Duty ProfileSimilar general competence to the other mid-low all-rounder
CostLow hire fee and a salary that is easy to cover in ordinary trading
When To HireAs a bridge hire while your shop level and cash catch up
VerdictUseful early and easy to replace later once specialists become affordable Use them to cover the gap while you save, then replace them rather than keeping a full roster of generalists long term.
D

Zackery Cole

Slow, but often kept for price adjustments

Duty ProfileSlow at both duties, which makes him a poor till or shelf choice
CostOne of the cheapest hires in the roster
When To HireEarly, and often kept purely for the price adjustment duty
VerdictWorth keeping for a non-speed task even when his movement stats are the worst available
D

Terence Fay

Cheap early help

Duty ProfileSlow overall in the same band as the other bottom-tier hire
CostMinimal daily drain, which is the main reason to consider him
When To HireOnly early, or when the salary budget is the binding constraint
VerdictReplaceable as soon as cash allows; community sources disagree on the roster's exact size

Core Mechanics

Workers are assigned to duties rather than to fixed posts, and the two duties that matter are the checkout and restocking. Checkout speed determines how quickly a queue drains, and a queue that reaches the door loses paying customers regardless of how good your prices are. Restocking speed determines how quickly an emptied shelf is refilled, and an empty shelf is a sale that never happens even if the product is sitting in your warehouse. Each worker has a different pair of speeds, so a specialist who is excellent at one duty is often mediocre at the other, and the strongest roster pairs a fast till with a fast restocker instead of hiring the single best all-rounder twice. Cost comes in two parts: a one-off hire fee and a recurring daily salary, and the hire fee is the number that decides when a worker becomes affordable rather than the salary. Some cheaper hires exist mainly for price adjustment duty, and one save quirk is worth knowing before you rely on the system: duty assignments are not retained if you save after closing time.

Advantages

The value of hiring is that it converts your own attention into a scalable resource. Before workers, every sale depends on you standing at a register, which caps your income at your own walking speed; after workers, the shop keeps selling while you open product, build decks or plan the next expansion. Splitting duties is what makes that leverage work, because hiring two specialists costs less than hiring two of the most expensive all-rounder and produces better throughput in both roles. The tiering also gives you a sensible purchase order rather than a best-in-slot list to chase: cheap generalists bridge the gap while you save, flexible mid-tier hires cover whichever duty is currently your bottleneck, and the single dominant performer becomes worth the hire fee only once his salary is small relative to your daily revenue. Because costs split into a one-off fee and a recurring salary, you can evaluate a hire against a realistic payback window instead of against your bank balance, which keeps staffing decisions reversible and cheap to correct.

Challenges

Hiring is the point where a shop's costs become structural. A worker's daily salary is charged whether the shop is busy or not, so wages plus the per-counter fee plus electricity form a fixed drain that has to be covered before a single unit of profit exists, and a roster hired too early converts a healthy balance into a slow bleed. The top of the roster is also gated behind cash as much as level: the strongest checkout and restock performer in the game carries a five-figure hire fee and a salary to match, which makes him a late-game purchase that a mid-game shop cannot recover the cost of. Information about the roster is imperfect as well, since the widely cited worker table was last edited during Early Access and the community wiki is internally inconsistent about at least one worker's name and about whether the recruitment achievement needs eight or nine staff. That inconsistency matters if you are planning a payback calculation from community numbers rather than from your own save, and the save-timing quirk around duty assignments adds a fourth risk that can silently undo work you have already done.

Frequently Asked Questions

When should I start hiring workers?+
Hire when the shop can cover a daily salary out of ordinary trading, which for most saves means once you are comfortably past break-even on bills and can still afford restocking. Hiring earlier converts a healthy balance into a slow drain, because wages are charged whether the shop is busy or not. The practical trigger is the moment you find yourself constantly leaving the till to restock, since that is when a second pair of hands actually adds revenue rather than just adding cost. Workers unlock from shop level 10 upward, so the level gate is rarely the real constraint.
Who is the best worker in TCG Card Shop Simulator?+
The single strongest performer in the roster dominates both the checkout and restocking speeds, but he also carries the highest hire fee and salary in the game, which makes him a late-game purchase rather than an early one. For most of a run the better answer is a pair of specialists, one covering each duty, because two focused hires cost less and produce better throughput than two expensive generalists. The tiering in this hub runs from that top performer down through flexible mid-tier hires to cheap early help that is worth keeping for price adjustment duty.
Why did my workers forget their duties?+
Duty assignments are reported not to be retained if you save the game after closing time, which means an evening save can wipe the roles you set during the working day. The practical workaround is to save before you close the shop rather than after, so the state you reload includes the assignments you configured. It is a small habit, but losing a full roster's duties means re-assigning every worker before trading resumes, and in a busy shop that is a real chunk of a session.

Quick Tips

💡

Split duties across two workers instead of hiring one expensive all-rounder for both. Checkout speed and restocking speed matter in different moments, and a worker who is excellent at one is usually only average at the other. Two specialists cost less than two copies of the top-tier hire and produce better throughput in both roles, which is why the strongest rosters in the game look like a pairing rather than a collection of the biggest names available.

💡

Judge a hire by its payback window, not by your bank balance. Costs come in two parts, a one-off hire fee and a recurring daily salary, and the fee is what makes a worker feel unaffordable while the salary is what actually decides whether the hire was worth it. Compare the daily wage against the daily revenue the worker adds by clearing queues or keeping shelves stocked, and prefer hires whose cost is covered easily by ordinary trading rather than ones that only work on a very good day.

💡

Save before you close the shop, not after. Duty assignments are reported not to be retained if you save after closing time, so an end-of-session save can wipe every role you set during the day and leave you re-assigning the whole roster before trading resumes. Making the save part of your closing routine rather than something you do afterwards takes seconds and protects a meaningful chunk of the next session's setup time.

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