Der Musikclub TCG — Enhanced Card Inventory (with Derived Axes)

This document revises the existing modelled-card inventory table by adding derived, non-rules columns used for balance analysis and archetype modeling.

No card text or mechanics are changed. All new columns are interpretive.


Song Cards — Synth & Sample (Enhanced View)

Card Name Instrument Frequencies Volume Colors Dice Cost PS Cost PS Grant VP VC / Notes Primary Role Economy Axis Exposure Risk Best Phase
Background Beta Synth Tenor Background Brown 6 0 0 – – Engine None Fadeout Mid
Supportive Omega Synth Alto Supportive Brown 6 0 0 1 +1 VP if SATB ≥ 2 Anchor VP Fadeout / Suppression Mid–Late
Featured Alpha Synth Bass Focal Brown 6 0 0 1 +1 VP per Bass in mix Anchor VP / VC Fadeout / Suppression Late
Lush Pluck Synth Alto Background Cyan, Brown 3 6 0 – All synths gain Cyan Engine None Fadeout Early
Subtle Bassline Synth Bass Background Scarlet 3 6 0 – All synths gain Scarlet Engine None Fadeout Early
Hypnotic Stab Synth Tenor Supportive Chartreuse, Cyan 3 3 0 1 – Anchor VP Fadeout Mid
String Pad Synth Soprano Supportive Chartreuse, Brown 6 3 0 1 Brown songs cost −2 seconds Engine None Fadeout Mid
Digibrass Synth Tenor, Alto Supportive Cyan, Brown 3 3 0 – +1 VP per Brown card Engine VC Fadeout Mid
Trance Kick Sample Bass Supportive Cyan, Black 3 3 3 – – Ramp PS Low Early
DigiTom Sample Tenor Supportive Cyan, Chartreuse 3 3 3 – – Ramp PS Low Early
808 Cowbell Sample Alto Supportive Cyan, Brown 3 3 3 – – Ramp PS Low Early
E‑Ride Sample Soprano Supportive Cyan, Scarlet 3 3 3 – – Ramp PS Low Early
Closed Hat Sample Alto Background Cyan, Scarlet 6 3 0 2 – Anchor VP Fadeout / Suppression Mid–Late
Noisy Snare Sample Tenor Background Grey, Scarlet 6 3 0 2 – Anchor VP Fadeout / Suppression Mid–Late
Plump Kick Sample Bass Background Grey, Scarlet 6 3 0 2 – Anchor VP Fadeout / Suppression Mid–Late
Obscene Triangle Sample Soprano Background Grey, Scarlet 6 3 0 2 – Anchor VP Fadeout / Suppression Mid–Late

Effect Cards (Enhanced View)

Card Name Dice Cost PS Cost Lifetime VP VC / Summary Primary Role Economy Axis Exposure Risk Best Phase
Highpass Riser 0 3 12 2 Filter synth colors Stabilizer VP Lifetime Mid
Lowpass Riser 0 3 12 2 Filter sample colors Stabilizer VP Lifetime Mid
Hard Cut Tremelo 0 4 16 – Brown→Grey Engine None Lifetime Mid
Dirty Distortion 0 2 8 – VC per Cyan Engine VC Lifetime Mid
Formant Filter 0 2 8 1 VC per Brown Engine VP / VC Lifetime Mid
Hands on Edge 0 3 12 – VC per queued song Engine VC Lifetime Early–Mid
Well Tempered Timing 12 0 6 – VC per bin+mix Anchor VC Lifetime Late
Extra Hands 0 6 24 1 Draw via PS Engine PS Lifetime Early–Mid

Player Archetype Sketches (Crate-Level)

These archetypes describe how players pull system levers, not specific card lists.


Archetype A — Precision Conductor (20–30 cards)

Type: Small Crate / Activated Ability Focus

Core Levers Pulled:

Characteristics:

Identity: Skill-forward, low tolerance for mistakes


Archetype B — Modular Engineer (20–30 cards)

Type: Small Crate / Engine Builder

Core Levers Pulled:

Characteristics:

Identity: System mastery and foresight


Archetype C — Expansive Producer (60–80 cards)

Type: Large Crate / Redundant Ramp

Core Levers Pulled:

Characteristics:

Identity: Momentum and resource accumulation


Archetype D — Environmental Saboteur (60–80 cards)

Type: Large Crate / Global Pressure

Core Levers Pulled:

Characteristics:

Identity: Control through shared constraints


Closing Note

These archetypes are intentionally orthogonal:

They exist to validate that the system supports multiple expressions of mastery without privileging crate size alone.