Der Musikclub TCG — Card Taxonomy & Mechanical Structure
This document defines the mechanical taxonomy, structure, and formatting rules for all cards in Der Musikclub TCG. It is a design-facing reference intended to:
- Standardize how cards are classified
- Clarify which mechanics are permitted on which card types
- Provide a stable schema for card inventory, balance review, and future expansion
This is not rules text and does not define gameplay procedures. It formalizes what a card is allowed to be.
1. Top-Level Card Classes
All cards in Der Musikclub belong to exactly one of the following structural classes:
- Song Cards
- Effect Cards
- Loop Cards
This classification is mandatory and mutually exclusive.
2. Song Cards
Song cards are persistent, ordered objects that form a DJ’s playlist. All song cards continuously contribute to the shared mixer while they remain in the playlist.
2.1 Core Identity
Song cards:
- Exist in a linear sequence (the playlist)
- Must attach to the head or tail of the playlist
- Are always owned by a single DJ
- Are subject to fadeout / overclocking
- Continuously feed frequency, volume, color, and scoring data into the mixer
Song cards are the primary structural backbone of the game.
2.2 Instrument Subtypes
Every song card has exactly one instrument subtype.
2.2.1 Synth Cards
Synth cards represent melodic, harmonic, or tonal material.
Mechanical requirements:
- Must define at least one frequency
- Must define exactly one volume value
- Must define at least one color quality
- Typically cost time-dice seconds to play
Allowed mechanics:
- Static VP (within global caps)
- Conditional VC
- Activated abilities
- Cost modifiers
- Color modifiers
Design role:
- Structural scoring
- Frequency completion
- Color-space expression
2.2.2 Sample Cards
Sample cards represent rhythmic or percussive material.
Mechanical requirements:
- Must define at least one frequency
- Must define exactly one volume value
- May define zero or more color qualities
- Must define a parallel seconds interaction (cost, grant, or both)
Allowed mechanics:
- Parallel seconds generation (PS engines)
- Color-coupled ramp
- Conditional VC
- Limited or no VP
Design role:
- Tempo infrastructure
- Setup smoothing
- Endgame stabilization support
2.3 Song Card Data Schema
Every song card conforms to the following mechanical fields:
- Title (decorative, non-mechanical)
- Instrument Type (Synth | Sample)
- Frequencies (one or more of Soprano / Alto / Tenor / Bass)
- Volume (Ambient / Background / Supportive / Focal)
- Color Qualities Provided (0–N values)
- Color Interaction Exclusions (optional)
- Time-Dice Cost (integer ≥ 0)
- Parallel Seconds Cost (integer ≥ 0)
- Parallel Seconds Grant (integer ≥ 0, optional)
- Activated Abilities (optional)
- Victory Points (VP) (optional, capped)
- Victory Coins (VC) (optional, conditional)
All numeric values are subject to global economy caps.
2.4 Song Card Axes
Each song card occupies multiple orthogonal axes simultaneously:
- Frequency Axis: contributes to SATB balance
- Volume Axis: contributes toward endgame trigger and suppression
- Color Axis: governs play legality and synergy
- Time Axis: determines tempo cost and exposure
- Scoring Axis: VP and/or VC participation
No single song card may collapse these axes into one dominant dimension.
3. Effect Cards
Effect cards are transient state modifiers. They do not become part of the playlist and do not permanently exist in the mixer.
3.1 Core Identity
Effect cards:
- Resolve when played
- Modify rules evaluation, costs, or qualifiers
- Persist for a defined lifetime in seconds (optional)
- Expire automatically via inner clocks
- Are never ordered or attached to playlists
Effects are conditions, not objects.
3.2 Effect Card Data Schema
Every effect card conforms to the following mechanical fields:
- Title
- Color Qualities Provided (optional)
- Color Interaction Exclusions (optional)
- Time-Dice Cost (integer ≥ 0)
- Parallel Seconds Cost (integer ≥ 0)
- Lifetime (seconds) (optional)
- Activated Abilities Defined (optional)
- Victory Points (VP) (optional, temporary)
- Victory Coins (VC) (optional, conditional)
Effect cards may not define permanent state changes.
3.3 Functional Effect Categories
Effect cards typically fall into one or more of the following functional families:
-
Color Modifiers
- Virtual color provision
- Color filtering or suppression
-
Tempo Modifiers
- Parallel seconds grants
- Time-dice discounts
-
Activated Ability Enablers
- InstantCost → InstantBudget pipelines
-
Scoring Effects
- Temporary VP
- Endgame-evaluated VC
-
Stabilizers
- Threshold protection
- Frequency suppression mitigation
Stabilizers explicitly grant no VP and no VC.
4. Loop Cards
Loop cards are persistent global modifiers that live in the shared mixer zone.
4.1 Core Identity
Loop cards:
- Exist outside playlists
- Affect both DJs symmetrically unless specified
- Provide constant values to the mixer
- Are not ordered
- Are not attached to player ownership in the same way as songs
4.2 Loop Card Data Schema
Every loop card defines exactly one primary contribution:
- Amplitude Loop (adds volume)
- Frequency Loop (adds frequency)
- Color Loop (adds color quality)
Loop cards may not:
- Grant VP
- Grant VC
- Generate parallel seconds
Design role:
- Environmental pressure
- Shared risk modulation
- Frequency and volume shaping
5. Cross-Cutting Classification Dimensions
Independently of card class, all cards may be categorized along these dimensions for analysis and inventory:
- Economy Role: VP / VC / PS / Neutral
- Temporal Persistence: Permanent / Timed / Global
- Interaction Scope: Self / Opponent-aware / Global
- Risk Profile: Fadeout-vulnerable / Suppression-sensitive / Lifetime-limited
These dimensions are not printed fields but are required for balance review.
6. Design Invariants
The following invariants must be preserved across all future cards:
- Each card belongs to exactly one top-level class
- No card collapses VP, VC, and PS into a single payoff
- Persistent scoring always carries exposure risk
- Tempo smoothing never closes games alone
- Endgame denial costs more than endgame creation
If these invariants hold, the system remains stable as content grows.