Anime Shop Simulator Cards: Boosters, Rarity & Collection

How many cards are there?

The game never states a number, so the best official figure comes from the achievements:

CollectionTop achievementTarget
CardsThe Legend of Cardmaster500 unique cards
KeychainsNo Keychain No Life160 unique keychains
PinsThe Pin Vault160 unique pins

That means there are at least 500 different cards and 160 each of keychains and pins. One player on the Steam forums says the album tabs show 1440, 510 and 320 at the top. That could be total slots rather than unique items, and nobody else has confirmed it, so we treat 500/160/160 as the numbers that matter for 100%.

Only unique items count toward these achievements. Duplicates are for selling or for your deck.

Booster rarities

Pull labels that show up in gameplay videos include basic, common, silver, rare, epic and ultra. Ultra is the rarest anyone has shown so far. Foil and holographic versions sit on top of that: streams pulled “basic foil”, “silver foil” and holographic cards. The game does not publish pull rates, and the videos do not settle whether basic or common is the lower of the two.

Two things change what you can open:

  • Licenses. The first booster line is common packs. Higher licenses add booster boxes and rare boosters. In the demo, a “booster rare” license came at shop level 4.
  • The Secret Shop. Hotfix 1.0.2 “updated the visuals of upgraded boosters in the Secret Shop”, so upgraded boosters are sold there. The launch notes do not explain how the Secret Shop works, and we will not guess.

Crystals are a second currency. The Moon Crystal Power! achievement asks you to earn 1,000 of them, and a demo stream received crystals as a tournament reward.

Sell it or keep it?

Every card has a market value, and the card screen can sort your collection by price. Advice from launch videos and the forums:

  • Keep rares for your deck until your Arcanis deck is strong enough for the league you are in. See the card battle guide.
  • Sell duplicates and low-power rares for cash early on, when money is tight.
  • Don’t open everything yourself. Opening packs is fun but expensive. One launch video nearly bankrupted its shop on day one by opening its own stock. Packs on the shelf make money; packs you open only make money if the pulls are worth more.
  • Players have asked for a singles counter for selling individual cards. It does not exist yet.

Keychains and pins

Keychains and pins are cheap impulse items. A launch tips video recommends putting low displays of keychains, pins and loose card packs next to the checkout queue, where waiting customers grab two or three extra. They are also the slowest collections: “Keychain × Keychain” and “Pin Piece” each ask for 1,000 opened, and both sit at 0.1% of players.

Displaying cards

You can put cards on a display stand and in display cases. Two known issues: the demo patch fixed card duplication on the display stand, and in launch week one co-op group reported crashes after adding a display case. See known issues.

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