Der Musikclub TCG — Comprehensive Rules (Draft v2.0)
This document supersedes Draft v1.0 and integrates all approved structural changes.
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 (New Rule)
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
- 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 when the action is resolved.
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)hh
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 crate, draw 1)
-
Sort Upcoming — 5s
Look at top 6 cards, reorder them, then draw 1.
-
Dig for Song — 7s
Search crate for a song card and put it into 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 dice.
- 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 persistence is paused or terminated.
- This state persists until corrected by card removal.
10.3 Volume
- Volume modifies stability and risk.
- Volume does not trigger endgame.
11. Endgame
11.1 Trigger
Endgame begins when:
- Total static VP in the mixer is 10 or greater
- Evaluated at the end of a turn
- While VP are not suppressed by negative feedback
11.2 Persistence
To conclude the game:
- The endgame condition must be satisfied at three non-suppressed turn ends.
- Suppressed turns do not advance persistence.
- If VP fall below 10 at any non-suppressed turn end, persistence resets.
11.3 Negative Feedback Limit
- Each DJ may personally cause negative feedback once without penalty.
- Causing negative feedback a second time permanently forfeits that DJ’s VC.
11.4 Resolution
At successful persistence:
- Static VP are totaled.
- VC are evaluated.
- Highest total wins.
12. Shared Failure Condition
If the game ends without either DJ successfully completing endgame persistence:
Failure to end the night is a shared loss. Nobody gets Victory Coins.
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