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:

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:

  1. Song Cards
  2. Effect Cards
  3. 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:

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:

Allowed mechanics:

Design role:


2.2.2 Sample Cards

Sample cards represent rhythmic or percussive material.

Mechanical requirements:

Allowed mechanics:

Design role:


2.3 Song Card Data Schema

Every song card conforms to the following mechanical fields:

All numeric values are subject to global economy caps.


2.4 Song Card Axes

Each song card occupies multiple orthogonal axes simultaneously:

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:

Effects are conditions, not objects.


3.2 Effect Card Data Schema

Every effect card conforms to the following mechanical fields:

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:

  1. Color Modifiers

    • Virtual color provision
    • Color filtering or suppression
  2. Tempo Modifiers

    • Parallel seconds grants
    • Time-dice discounts
  3. Activated Ability Enablers

    • InstantCost → InstantBudget pipelines
  4. Scoring Effects

    • Temporary VP
    • Endgame-evaluated VC
  5. 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:


4.2 Loop Card Data Schema

Every loop card defines exactly one primary contribution:

Loop cards may not:

Design role:


5. Cross-Cutting Classification Dimensions

Independently of card class, all cards may be categorized along these dimensions for analysis and inventory:

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:

  1. Each card belongs to exactly one top-level class
  2. No card collapses VP, VC, and PS into a single payoff
  3. Persistent scoring always carries exposure risk
  4. Tempo smoothing never closes games alone
  5. Endgame denial costs more than endgame creation

If these invariants hold, the system remains stable as content grows.