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:
- One crate (deck)
- Two (or more) time dice (six-sided dice)
- One bin
Shared:
3. Zones
3.1 Crate
Private, face-down, ordered deck.
- There is no mandatory shuffle before play.
- The opposing DJ may perform a single cut during setup.
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 (Restricted)
When a DJ pays a time-dice cost for a Play action using their own dice:
- If a die would be reduced to exactly 0, it is immediately set to 6 after payment resolves.
- This applies only to:
- Play Song
- Play Effect
- Fadeout
- This does not apply to:
- crate actions,
- queue actions,
- Change Tempo.
Automatic die reset cannot be combined with Time Thief.
4.3 Parallel Seconds
- Parallel seconds (PS) are temporary seconds granted by card effects.
- PS refresh at the start of each DJ’s turn.
- PS do not carry over between turns.
- Any PS cost may be paid with time-dice seconds instead.
- Spending PS does not advance the inner clock.
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
- 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 granted by owned cards.
5.2 Actions
- A DJ may perform any number of actions costing only parallel seconds.
- A DJ may perform at most one action that spends time-dice seconds.
- 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 the top card of your crate. If it is a valid song play, play it directly to your playlist; otherwise, overclock it to your 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
No song may grant more than 1 VP, 1 VC, or a single fixed PS value.
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 parallel seconds.
- Expire when their lifetime reaches zero inner-clock seconds.
No effect may grant more than 1 VP, 1 VC, or a single fixed PS value.
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
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.
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.
- These are end-of-turn checks.
- Turns with suppressed VP do not count.
- If VP fall below 10 at any clean check, progress resets.
11.3 Endgame Modifiers (Stabilizers)
Some effects may temporarily modify endgame thresholds or suppression conditions.
- Such effects do not grant VP or VC.
- Such effects do not prevent negative feedback.
- Such effects do not bypass the three-turn test.
11.4 Negative Feedback Limits
- Each DJ may personally cause negative feedback once without penalty.
- Causing negative feedback a second time permanently forfeits that DJ’s VC.
11.5 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