Der Musikclub TCG — Comprehensive Rules (Draft v2.2)

This document supersedes Draft v2.1. It incorporates explicit clarifications to lock in the current design philosophy regarding parallel seconds, time-dice reset behavior, endgame stabilizers, and deterministic setup.

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.

Der Musikclub is designed to remain interactive even under perfect deck knowledge.
Time exposure, shared-state pressure, and endgame persistence replace randomness as the primary sources of uncertainty.


2. Components

Each DJ requires:

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.

3.4 Playlist

Public, ordered, linear zone.

3.5 Mixer

Shared public zone representing the derived global state:

3.6 Bin

Public discard zone.


4. Time System

4.1 Time Dice

4.2 Automatic Die Reset (Restricted)

When a DJ pays a time-dice cost for a Play action using their own dice:

Automatic die reset cannot be combined with Time Thief.

4.3 Parallel Seconds

Parallel Seconds Invariant
Parallel seconds may only be generated by card effects that explicitly grant a fixed number of parallel seconds per turn.
Parallel seconds may not directly or indirectly change Victory Point totals, trigger endgame checks, or advance endgame persistence.

4.4 Inner Clock


5. Turn Structure

5.1 Start of Turn

5.2 Actions


6. Constant Game Actions

6.1 Change Tempo


6.2 Queue Actions

May be paid with parallel or time-dice seconds.


6.3 Crate Actions (All End the Turn)


7. Song Cards

7.1 Properties

A song card may specify:

No song may grant more than 1 VP, 1 VC, or a single fixed PS value.

7.2 Playing Songs

7.3 Fadeout


8. Effect Cards

No effect may grant more than 1 VP, 1 VC, or a single fixed PS value.


9. Loop Cards


10. Mixer Evaluation

10.1 Victory Points

10.2 Frequency Balance & Negative Feedback

If any frequency exceeds its maximum:

10.3 Volume


11. Endgame & the Three-Turn Test

11.1 Endgame Trigger

At the end of any turn, if:

the game enters endgame.

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.

11.3 Endgame Modifiers (Stabilizers)

Some effects may temporarily modify endgame thresholds or suppression conditions.

11.4 Negative Feedback Limits

11.5 Resolution

If the three-turn test is completed:

  1. Static VP are totaled.
  2. Victory Coins are evaluated.
  3. 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


14. Rule Priority

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