Hiring staff: the full roster, wages, and what they can't do Community-sourced · 1.0
Staff turn a shop you babysit into a shop that runs — at a daily wage that quietly eats your margin whether the shop was busy or not. Here's the complete roster with numbers, and the test for whether a hire actually pays.
Quick answer
Hire when "the day after" beats "the day before" by more than the wage. Cheap hires (from level 10, $50/day) free your hands; the good ones start at level 25 — Clark Cash. Full roster and the daily-report test below.
The full roster (9 employees)
Hiring runs through the GO Recruit phone app. Two independent community sources agree on this roster; the speeds below are starting baselines — workers improve with experience on their tasks.
| Employee | Unlock | Hiring fee | Daily wage | Checkout | Restock |
|---|---|---|---|---|---|
| Zackery Cole | 10 | $500 | $50 | Slow | Slow |
| Terence Fay | 15 | $1,000 | $150 | Normal | Slow |
| Dennis Brandon | 20 | $2,000 | $300 | Normal | Fast |
| Clark Cash | 25 | $2,400 | $400 | Very Fast | Slow |
| Angus Mick | 30 | $3,000 | $400* | Slow | Very Fast |
| Benji Otto | 35 | $5,000 | $500 | Fast | Fast |
| Alexander Cole | 38 | $8,000 | $400 | Fast | Fast |
| Lauren Posie | 40 | $7,500 | $500 | Fast | Fast |
| Axel Charleton | 45 | $10,000 | $700 | Very Fast | Very Fast |
*One source lists Angus Mick at $500, another at $400 — a third source's "$3,400/day to hire all nine" total only adds up at $400, so we print $400 with the conflict noted. Community picks: Terence Fay as a stopgap cashier, then hold for Clark Cash (best register) and Angus Mick (best shelves); put cheap Zackery Cole on repricing and box duty.
What staff can and can't do
- They work a post, not a strategy. Staff cover restocking and the register (some guides also put workers on repricing duty) — but your pricing policy is still yours: set it with the calculator and audit it each morning.
- They're slower than you at first. Community reports put solo play at several times a cheap hire's throughput — early staff are for freeing your hands, not for output.
- Shifts differ. Some workers clock out at 9:00 PM sharp; others stay until the last customer leaves. Match the worker to your late-night trade.
Does a hire pay for itself? The honest test
Not affordability — usefulness. The community's test is simple:
(plus the one-time fee ÷ days worked, if you want the honest version)
Practically: open your Daily Report the day after hiring and compare. If the wage line went up but dissatisfied customers didn't move, the hire isn't earning their pay yet.
One structural caveat: an extra cashier adds little while your concurrent-customer cap is low (it starts in single digits and is raised by expansions — see the expansion page). Fix the shop's ceiling before buying more hands.
Where to next
- Shop expansion costs — the other long-term spend, and the cap-lifter.
- How pricing works — the margin wages come out of.
- Pricing calculator.
Sources & version notes
- Roster, fees and wages: tcgshophelp.com/workers and tcgcardshopdb.wiki staff guide — two independent sources, consistent (one wage conflict noted above). The staff guide states its data is from the published 1.0 version. Accessed 2026-10-01.
- Aggregate cost and "when it pays off" test: Neoseeker Employees guide ($3,400/day for all nine) and tcgcardshopdb's Daily Report method.
- Throughput reports ("$4–5k solo vs ~$1.5k with a cashier"): community discussion — anecdotal, treat as directional.
Unofficial fan page. Not affiliated with OPNeon Games. Numbers changed in 1.0? Tell us — corrections are logged publicly.