Der Musikclub TCG — Comprehensive Rules (Draft v2.1)
This document supersedes Draft v2.0.
Its primary change is the clarification and isolation of the Endgame & Three‑Turn Test as a standalone rules section for table clarity.
No mechanical changes are introduced beyond wording, structure, and emphasis.
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) contributes music into a shared system (the mixer).
Victory is determined by whether the DJs collectively succeed in creating and sustaining a satisfying musical performance. Failure to do so results in a shared loss.
The game emphasizes:
- time as a scarce, non-renewable resource,
- shared state evaluation,
- balance over excess,
- and sustained cooperation under competitive pressure.
2. Components
Each DJ requires:
- One crate (deck)
- Two (or more) time dice (six-sided dice)
- One bin
Shared:
3. Zones
3.1 Crate
Private, face-down, ordered deck.
3.2 Hand
Private zone. Cards here have no effect.
3.3 Queue
Public zone owned by a DJ.
- Holds up to 4 song cards.
- Songs in queue do not contribute to the mixer.
3.4 Playlist
Public, ordered, linear zone.
- Contains song and effect cards.
- All songs here contribute continuously to the mixer.
3.5 Mixer
Shared public zone representing the derived global state:
- total static Victory Points,
- frequency balance,
- volume,
- active loop effects.
3.6 Bin
Public discard zone.
- Cards here are overclocked.
- Order matters.
4. Time System
4.1 Time Dice
- Each DJ has exactly two time dice.
- Dice normally range from 1 to 6.
- The time bank is the sum of both dice.
4.2 Automatic Die Reset
When a DJ pays a time-dice cost using their own dice:
- If a die would be reduced to exactly 0, it is immediately set to 6 after payment resolves.
- This does not require a Change Tempo action.
- This cannot be combined with Time Thief.
4.3 Parallel Seconds
- Temporary seconds granted by cards.
- Refresh at start of the DJ’s turn.
- Do not advance the inner clock.
- Any parallel-second cost may be paid with time-dice seconds instead.
4.4 Inner Clock
- Advances whenever any time-dice seconds are spent.
- Does not advance when only parallel seconds are spent.
5. Turn Structure
5.1 Start of Turn
- Refresh parallel seconds.
5.2 Actions
- Any number of actions costing only parallel seconds may be taken.
- At most one action spending time-dice seconds may be taken.
- Any action that spends time-dice seconds ends the turn immediately after resolution.
6. Constant Game Actions
6.1 Change Tempo
- Cost: 1 time-dice second
- Effect: Set one of your time dice to any value from 1 to 6
- Ends the turn
6.2 Queue Actions
May be paid with parallel or time-dice seconds.
- Enqueue Song (2s)
- Dequeue Song (2s)
- Swap Song (2s)
- Fly In (2s; reveal top card, play if valid, otherwise bin)
6.3 Crate Actions (All End the Turn)
-
Draw 1 — 3s
-
Draw 2 — 5s
-
Draw 3 — 7s
-
Draw 4 — 9s
-
Draw 5 — 12s
-
Shuffle Draw — 5s
Shuffle your crate, then draw 1.
-
Sort Upcoming — 5s
Look at the top 6 cards of your crate, reorder them, then draw 1.
-
Dig for Song — 7s
Search your crate for a song card and put it into your hand. Do not shuffle.
7. Song Cards
7.1 Properties
A song card may specify:
- Frequencies (Soprano, Alto, Tenor, Bass)
- Volume contribution
- Static Victory Points (VP)
- Victory Coins (VC)
- Time-dice cost
- Parallel-second effects
- Activated or static abilities
7.2 Playing Songs
- Songs are played from the queue to the head or tail of a playlist.
- Color matching is checked only at the moment of play.
7.3 Fadeout
- Only head or tail songs may be faded out.
- Cost: twice the song’s printed time-dice cost.
- Fadeout always spends time-dice seconds and ends the turn.
8. Effect Cards
- Placed in playlist.
- Modify rules or evaluation temporarily.
- May grant VP, VC, or time-related effects.
- Expire when their lifetime reaches zero inner-clock seconds.
9. Loop Cards
- Placed in the mixer.
- Affect both DJs equally unless stated otherwise.
- Do not grant VP or VC directly.
10. Mixer Evaluation
10.1 Victory Points
- Only static VP count toward endgame.
- VC never count toward endgame qualification.
10.2 Frequency Balance & Negative Feedback
If any frequency exceeds its maximum:
- All VP are treated as 0
- Endgame cannot begin or progress
- This state persists until corrected by card removal
10.3 Volume
- Volume modifies stability and risk.
- Volume does not trigger endgame.
11. Endgame & the Three‑Turn Test (Standalone Reference)
11.1 Endgame Trigger
At the end of any turn, if:
- the mixer contains 10 or more static VP, and
- VP are not suppressed by negative feedback,
the game enters endgame.
This does not immediately end the game.
11.2 The Three‑Turn Test
To conclude the game successfully:
The mixer must end three turns
with 10 or more VP
while VP are not suppressed.
Clarifications:
- These are three end‑of‑turn checks
- Turns with suppressed VP do not count
- If VP fall below 10 at any clean check, progress resets
- Partial progress is not retained
11.3 Negative Feedback Limits
- Each DJ may personally cause negative feedback once without penalty.
- Causing negative feedback a second time permanently forfeits that DJ’s Victory Coins.
11.4 Endgame Resolution
If the three‑turn test is completed:
- Static VP are totaled
- Victory Coins are evaluated
- The higher total wins
12. Shared Failure Condition
If the game ends without a successful three‑turn endgame:
Both DJs lose.
Failure to end the night is a shared loss. No Victory Coins are awarded.
13. Time Thief
- When paying a time-dice cost, a DJ may borrow seconds from opposing dice valued at 1 or 2.
- Borrowed dice are set to 6 after resolution.
- Must be declared before using own dice.
- Cannot be combined with automatic die reset.
14. Rule Priority
- Card text
- These rules
- Default game state