Gaming Guide

TCG Card Shop Simulator Card Game Guide: Deck Building and Winning Matches

How to unlock deck editing, balance a 50-card deck, and play a Tetramon match through to the pack reward.

How to unlock deck editing, balance a 50-card deck, and play a Tetramon match through to the pack reward.

Running the shop is only half of TCG Card Shop Simulator. The card play tables on your floor host real Tetramon matches, and you can sit down against a customer yourself once you have a legal deck built. Winning pays out in free booster packs, which makes the card game a small but genuine income source on top of pack sales.

Quick answer: Buy the Workbench for $1,000 from the My DIY Racks app, build a 50-card deck with more Basic cards than Evolution cards, then right-click a table where a customer is seated to start a match.


Unlock deck editing with the Workbench

Deck editing lives on the Workbench, not in the phone menu. Open your phone, go to the My DIY Racks app, and purchase the Workbench for $1,000. Place it anywhere in the shop, then walk up to it and interact when the green outline appears.

The Workbench menu carries three useful buttons. Rulebook explains the card game itself, Bundle Cards turns surplus singles into bulk bundles you can sell, and Deck Edit opens the Deck List. From there you pick Deck 1 or Deck 2 and hit Edit to start assembling cards, or Use to set the deck you take into matches.


Deck size and the four elements

A deck holds exactly 50 cards. The counter at the top of the edit screen shows your progress, reading something like 48/50 Cards along with a split of Basic and Evolution cards. You cannot take an incomplete deck into a match, so fill every slot before you leave the menu.

Every card belongs to one of four elements, each with its own colour on the interface:

  • Fire — red and orange
  • Earth — brown
  • Water — blue
  • Wind — green

Beside each element icon sit two numbers. These are the minimum and maximum damage your current deck can produce with that element. Add or remove a card and the counts update straight away, which is the fastest way to see whether an element is too thin to threaten anything.


Basic to Evolution ratio: how many copies to run

Evolution cards cannot be played from an empty board, so a deck stuffed with them leaves you holding a hand you cannot use. Keep Basic cards in the majority. A split of around 29 Basic to 21 Evolution gives you enough openers while still letting the good evolution lines come online.

Within a single evolution family, weight the copies toward the bottom of the chain:

  • At least 4 copies of the Basic card you want to open with
  • 1 or 2 copies of its first evolution
  • 1 copy of the later, higher-rarity evolutions

A full Fire line shows how the rarity climbs as the chain gets longer, and why you only need one copy at the top:

Position in lineCardRarity
BasicPigniBasic Common
First evolutionBurpigRare
Second evolutionInterhogEpic
Third evolutionBlazearLegendary

Reading play effects in the card album

Before you add anything, open the album and change Sort By to Type. That groups evolution families together instead of scattering them across pages, so you can see a whole line and its rarities in one place rather than hunting for the middle stage later.

Click into any card to read its Play Effect, which is the text that decides whether the card earns its slot. Pigni, a Basic Common worth $0.20, reads “Boost active elemental power of this card by 10 this turn.” That is a small, reliable bump on a card you can run four copies of.

Card detail screen showing a Tetramon card's artwork, play effect text and stats
The card detail view is where you check a card’s play effect and stats before adding it to a deck. Image: OPNeon Games

Some of the strongest deck slots go to Basic cards that never evolve at all. Drilceros, a Basic Epic worth $0.31, reads “If your opponent has active Tamer shield, destroy it. Then, boost Fire elemental power by 15 this turn.” A card like that hits hard on turn one without needing a follow-up in hand, which is exactly what you want in the opening turns.

The album also shows how many copies you own, listed as In Album, so you know whether you can actually field four of a card before you plan around it.


How to start a match at a card table

Matches take place at the Tetramon Duel Master play tables on your shop floor. You need a customer already seated at one, so keep an eye on the tables during the day and walk over when someone sits down.

Shop floor view with stocked shelves, browsing customers and card play tables
Card matches start on the shop floor, at the play tables customers sit down at during opening hours. Image: OPNeon Games
Walk up to the occupied table and right-click to take the opposite seat. The table’s own menu also holds Manage Event, but the option you want here is the one that puts you into the match.
A customer seated at a numbered play table with the Manage Event and Play TCG prompts visible
Interacting with a table where a customer is already seated brings up the option to join the match. Image: OPNeon Games
Pick your turn order on the Choose Turn Order prompt. You get a straight choice between 1st and 2nd, and the decision is made before either player sees a hand.
Answer the “Mulligan or keep current hand?” prompt. Mulligan throws away your entire opening hand and deals a fresh one, and you only get the one shot at it. If your hand has no playable Basic cards, take the redraw, but understand the replacement can easily be worse.
Place cards into the matching elemental slots on your side of the field, then press End Turn or tap Space to pass play back to your opponent.

Play effects, evolving, and status effects during a match

Most play effects only fire on the turn the card hits the field. That single rule drives the whole match. Leaving a card parked in an active slot gives you nothing extra, so the game constantly rewards swapping cards in and out to re-trigger effects.

Evolving works the same way. Turning Pigni into Burpig, then Burpig into Interhog, grants a temporary elemental power boost that lasts only for the turn you evolve. Chain those evolutions on the turns you intend to swing and you stack the boosts into your attack instead of wasting them.

Repeat copies of the same card can be chained across consecutive turns to build up their play-effect bonuses, which is why a Legendary with a strong effect is worth running more than once if you own the duplicates. Elemental bonuses also come from placement, such as dropping Hydron for a +15 Water damage bonus before you end the turn.

A few cards carry status effects rather than raw damage. Placing Kyroic into a Water slot applies Ice to the opponent’s active card, and Kyroic later evolves into Twofrost for an additional boost.

Match board with the opponent's active card highlighted red and the player's highlighted blue before ending the turn
Active slots are highlighted in blue on your side, with the running damage totals for each side shown before you end the turn. Image: OPNeon Games

If your opponent forces you to discard, open the Discard Pile from the match interface and read through it. It tells you which pieces of an evolution line are gone, so you stop holding a Stage 2 card waiting for a Basic that is no longer in the deck.


Confirming the win and claiming your pack rewards

A finished match is unmistakable. The board clears and a YOU WIN screen appears with two buttons, Rematch and Leave. The defeated customer will also grumble about the loss as they stand up.

Choose Leave to get up from the table and collect the reward. Winning hands you free Tetramon Duel Master booster packs, which you open the same way as shop stock: hold the pack, peel it, and click through the cards. The game totals up the value of everything you pulled at the end.

Pack opening screen showing an Epic card pull with the Continue button highlighted
Opening the free packs earned from a win, with Continue to move on to the next card. Image: OPNeon Games

Those pulls feed straight back into the loop. Anything valuable goes on a card display table to sell, and any duplicates of your preferred Basic cards go back through the Workbench into Deck 1, tightening the deck for the next customer who sits down.