Hire the Bottleneck, Not the Employee List
Tested build and platform: Version 1.0 on Windows PC. Console menus and controls may differ, and later balance patches may change costs or worker behavior.
You know the scene: the register has a line, three shelves are empty, a delivery is scattered across the sidewalk, and your newest employee is admiring the curb. Meanwhile, the day’s sales look healthy but bills, wages, and replacement stock eat almost every dollar. In TCG Card Shop Simulator, that usually means you hired for relief instead of hiring for one measured problem.
Watch one normal shift before opening GO Recruit. If customers spend more time waiting at checkout than shopping, hire for the counter. If stocked products sit in storage while sale shelves stay empty, hire for restocking. If neither problem is costing sales, keep the payroll money and work manually a little longer. The goal is not a shop full of uniforms. It is a polished card store that keeps earning while you trade cards, build decks, or chase the next ridiculous pull.
Check the Full Version 1.0 Employee Roster
The hiring fee is paid when you recruit a worker. The wage is charged each day while that employee remains hired. Checkout and restock times below are starting action times before task levels, bonuses, and walking distance; lower is faster. The scan time also applies to a worker’s basic price-setting action. Each task skill level cuts 7% from that task’s original action delay, so a trained employee may beat a stronger new hire.
| Employee | Shop level | Hire fee | Daily wage | Checkout scan / price | Shelf restock |
|---|---|---|---|---|---|
| Zackery Cole | 10 | $500 | $50 | Slow, 3.79 sec. | Normal, 2.45 sec. |
| Terence Fay | 15 | $1,000 | $150 | Normal, 3.06 sec. | Slow, 2.55 sec. |
| Dennis Brandon | 20 | $2,000 | $300 | Normal, 2.59 sec. | Fast, 1.25 sec. |
| Clark Cash | 25 | $2,400 | $400 | Very Fast, 1.20 sec. | Slow, 2.50 sec. |
| Angus Mick | 30 | $3,000 | $400 | Slow, 3.39 sec. | Very Fast, 0.40 sec. |
| Benji Otto | 35 | $5,000 | $500 | Fast, 1.73 sec. | Fast, 1.20 sec. |
| Alexander Cole | 38 | $8,000 | $400 | Fast, 1.90 sec. | Fast, 1.23 sec. |
| Lauren Posie | 40 | $7,500 | $500 | Fast, 1.86 sec. | Fast, 1.00 sec. |
| Axel Charleton | 45 | $10,000 | $700 | Very Fast, 1.32 sec. | Very Fast, 0.50 sec. |
Every worker can receive a primary task and a secondary task. The primary task is checked first. The worker uses the secondary task only when the primary job has nothing ready. The available assignments are Man Counter, Restock Shelf, Set Price, Restock Card, Refill Scent, Pack Machine, and Resting. A worker still performs only one job at a time; two assignments do not create a tiny retail clone.
Run the Payroll Test Before You Hire
Do not compare a wage with daily revenue. Revenue is the money the shop takes in before expenses. For this quick test, use planning profit: sales minus replacement stock, rent, electricity, and current wages. Also subtract any other costs, such as grading or event expenses, that you plan to repeat.
Use three ordinary days, not one jackpot single-card sale. As a safe planning rule, your average planning profit should be at least twice the new daily wage. After paying the hiring fee, keep enough cash for your next normal stock order, bills already due, and three days of total payroll.
| Example day | Amount |
|---|---|
| Sales revenue | $3,200 |
| Replacement stock | -$1,900 |
| Rent, electricity, and current wages | -$500 |
| Planning profit before the new hire | $800 |
| Possible new wage | -$400 |
| Profit left after hiring | $400 |
This shop barely passes the twice-wage test. The hire is still unsafe if its fee would consume the next stock order. Wait another day or two, refill your dependable products, and protect the cash buffer. Pack luck is dessert, not payroll.
Choose What to Automate
| Job | Keep doing it manually when... | Assign an employee when... |
|---|---|---|
| Checkout | The shop is small, queues clear quickly, and you can reach the register without leaving shelves empty. | A line forms during most rushes or counter duty prevents you from restocking. Use Man Counter as the primary task and keep the route to a free register clear. |
| Shelf restocking | You carry only a few products and can refill the fast sellers in one quick loop. | Sale shelves empty while matching boxes remain in reachable storage. Label the sales shelves and make Restock Shelf the primary task. |
| Card restocking | You want full control over which singles are sold, displayed, graded, or kept for a deck. | You have a Card Storage Shelf, have allowed worker access, and regularly sell enough singles to justify the labor. Keep trophies and deck copies in storage workers cannot use. |
| Repricing | You carry a short product list or use special prices on selected singles. | Old labels cover much of the shop. Set the worker’s markup and rounding options, place Set Price first, and disable card repricing if valuable singles need hand-set prices. |
| Scent work | You have few Auto Scent machines and can top them up during your opening check. | Machines run dry during busy shifts. Keep Cleanser reachable and use Refill Scent as a secondary task; it is usually too small a job for a dedicated worker. |
| Pack machines | You use only one or two machines or want strict control over which sealed stock gets opened. | You run several Pack Opener Machines. Enable only the pack types you are willing to consume and keep them in reachable stock. Workers load machines, but you must collect completed cards before another batch can begin. |
Set Up Tasks Without Creating a Sidewalk Convention
- Stand near the register at your busiest time and watch the queue for one minute.
- Walk the floor and note which labeled shelf stays empty even though its product is in storage.
- Check whether the worker must cross the whole shop, squeeze behind tables, or circle blocked furniture.
- Place storage close to the shelves it feeds. Put card storage near single-card displays, Cleanser near scent machines, and eligible packs near Pack Opener Machines.
- Give each worker one job that must never wait as the primary task. Use a short maintenance job as the secondary task.
- Run one full day, then change only one assignment or layout feature. Compare queues, empty shelves, revenue, and cash left after wages.
Walking time can erase a great speed rating. A very fast stocker crossing two rooms may accomplish less than a normal stocker beside organized storage. Blocked aisles, chairs, checkout lines, and boxes on the floor make the problem worse. Duplicate assignments can also send two workers toward the same narrow area while another job waits. Start with one worker per bottleneck; add overlap only when one person cannot keep up.
Use a Staffing Plan That Fits the Shop Stage
- Small shop, levels 10–19: Stay solo if you can still clear the counter and refill shelves. If stocking is the problem, Zackery is a low-wage first helper on Restock Shelf. If being chained to the till is the problem, Terence can run Man Counter while you handle stock. You rarely need both this early.
- Growing shop, levels 20–34: Build around the measured bottleneck. Dennis is a fast shelf stocker, Clark is a very fast cashier, and Angus is a very fast stocker. One specialist plus your own labor may outperform two unfocused hires. Add the second role only after the first hire has paid for itself through better sales or reclaimed time.
- Established shop, level 35 and above: Use a dedicated cashier, a dedicated stocker, and a utility worker for cards, pricing, scent, or pack machines. Benji, Alexander, Lauren, and Axel are flexible, but flexibility is useful only when their secondary jobs actually become available. Keep trained specialists if they already hold the floor together.
These are examples, not a mandatory roster. A cozy collector shop with a few premium singles needs different staff from a packed retail floor feeding thirty machines. Automation should buy useful time, not replace the part of the game you enjoy.
Fix the Exact Automation Failure
- If a worker is idle: confirm that both tasks are assigned, the needed stock or Cleanser exists, the target allows worker access, and the route is open. For Pack Machine work, check the allowed pack types and collect any finished batch. If the worker still refuses to move, try setting both tasks to Resting and then assigning them again.
- If checkout queues stay long: make Man Counter the primary task, provide an unused register, and remove furniture or boxes from the approach. Do not give the cashier a primary pricing job during open hours. Add another cashier only if one clear, dedicated counter still cannot handle the rush.
- If shelves stay empty: verify that matching stock exists and the sale shelf has the right label. Move warehouse shelves closer, clear the aisle, and make Restock Shelf primary. More employees cannot restock a product you forgot to order.
- If repricing never finishes: assign Set Price as the primary task before opening, check the markup and rounding settings, and wait for the pass to finish before switching the worker back. A secondary pricing task may never start if the primary job always has work.
- If wages erase your profit: stop new furniture and pack-machine spending, sell dependable sealed products, and run the counter or shelves yourself for two or three days. If the shop still loses cash, dismiss the least useful hire and rebuild the stock-and-bills buffer before hiring again. The fee is already spent, but another bad payroll day does not have to join it.
A worker cannot rescue blocked aisles, weak products, empty storage, or prices customers refuse to pay. Fix those first. Then hire the person who removes the one chore currently strangling sales. That is when automation stops feeling like an expensive answer to the wrong question and starts feeling like your little card shop has finally grown up.

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