📙 Volume 4 · The Machines
The heart of the business — the actual claw machines. What types exist, whether to buy or lease, who sells them, how they take payment, what prizes to stock, and how to keep them running.
What this volume covers
This is the equipment and inventory layer. You'll learn the vocabulary (skill crane, pusher, redemption), the real cost of machines, the buy-vs-lease decision that trips up beginners, the named suppliers who'll actually sell to you, how to make them cashless, and the win-rate math that prices your prizes.
Chapters
Chapter 1 · Machine Types
Skill cranes, pushers, redemption/ticket games, capsule venders, mini vs full-size.
The optionsChapter 2 · Buy vs Lease
The biggest cost decision — own your machines or rent them / revenue-share.
Own or rent?Chapter 3 · Where to Buy
Named suppliers who sell to small operators, plus new-vs-used price ranges.
Who sells themChapter 4 · Payments & Cashless
Coin/bill acceptors and phone-pay (QR) card readers so you take card and cash.
Getting paidChapter 5 · Prizes & Plush
Wholesale plush suppliers, per-item cost, and the win-rate math that keeps you profitable.
The inventoryChapter 6 · Maintenance
Claw, string, power, jams — what breaks on skill cranes and how to fix it yourself.
Keep them runningBuying machines upfront gives you the best long-term margin but needs capital. Leasing or revenue-sharing costs less to start but eats into profit. Chapter 2 breaks down exactly when each makes sense.