Der Musikclub TCG — Comprehensive Rules (Draft v1.0)

This document is the rules-lawyer reference for Der Musikclub TCG. It defines all zones, timing rules, card types, and state-based mechanics with precision. If an action is not explicitly permitted by this document, it is not allowed.


1. Game Overview

Der Musikclub TCG is a competitive two-player game in which each player (a DJ) constructs and maintains a musical mix. Players manage time, color continuity, and frequency balance to reach and sustain an endgame state. Victory is determined by musical stability and scoring efficiency rather than attrition.


2. Components

Each DJ requires:

Shared components:


3. Zones

3.1 Crate

3.2 Hand

3.3 Queue

3.4 Playlist

3.5 Mixer

3.6 Bin


4. Time System

4.1 Time Dice

4.2 Parallel Seconds

4.3 Inner Clock


5. Turn Structure

5.1 Start of Turn

5.2 Actions and Turn End


6. Constant Game Actions

The following actions are always available to all DJs unless restricted by an effect.

6.1 Time Dice Actions


6.2 Queue Actions

Queue actions may be paid with parallel seconds or time-dice seconds.

Actions:


6.3 Crate Actions


7. Song Cards

7.1 Properties

A song card specifies:

7.2 Color Matching

7.3 Fadeout

Consider the scenario where opposing DJ has two time dice set to value 2 (four seconds in their timebank). These dice are eligible for borrowing by Time Thief.

The longest song I can play as a DJ is 6+6+4=16 seconds long.

From a fadeout perspective, that means the longest song I can fade out is (6+6+4)/2 = 7 seconds long.

Any songs that are longer than 7 seconds are considered in perpetual performance for gameplay using 2d6. If playing doubletime variant (2d12 instead of 2d6) or if a DJ acquires additional time dice, then the values are up for change.


8. Effect Cards

8.1 Properties

An effect card specifies:

8.2 Resolution


9. Loop Cards

9.1 Properties

A loop card may provide:

9.2 Resolution


10. Mixer Mechanics

10.1 Mixer Spectrum

The mixer tracks:

10.2 Volume

10.3 Frequency

10.4 Negative Feedback


11. Endgame

11.1 Trigger

Endgame is triggered when:

11.2 Persistence

11.3 Leniency

11.4 Termination

The game will persist until an endgame determination state is resolved, or a DJ has all of their cards in the bin.

11.5 Resolution


12. Victory Coins


13. Time Thief


14. Rule Priority

  1. Card text
  2. These comprehensive rules
  3. Default game state