Pick a band name. Pick a mode (below) and difficulty: Club (standard), Basement (easy), Grind (road dice from week 2).
Modes
Solo: beat the rank table. Optional computer opponent: after your week, it takes the higher-tier offer of its level and wins on 85/65/45/30% (T1βMain); win = full venue averages, fail = half cash +3 fans.
Coop (2p): one shared sheet. Roll 6 dice (3 each), decide together. All difficulties +1 (the van is crowded).
Versus (2p): separate sheets, same 2 offers each week (both may take the same). Higher show headlines (+3 fans +$2); opener +1 fame. Tie: both +1 fan.
The week (repeat 12Γ)
Upkeep: Manager costs $3. Roadie repairs +1 van. New week? Weeks 4, 7, 10 (Grind: also 2): roll 1d6 on the Road Table first.
Offers: roll/draw 2 venues from your highest unlocked tier + the tier below (50/50 each). Main Stage can appear from week 10+ if fame β₯45 (20% chance per offer slot). Pick 1, pay entry. Discard the other.
Soundcheck: roll 5 dice (+1 gold with Manager). No rerolls β stage what you roll.
Stage: place any 2 dice. Optionally spend Hype: 2 hype = +1 show (max +2/show). Show = dice + skill + albums + tech + hype-spend. Win ties.
Work: assign the 3 leftover dice, one action each β Merch (sell min(die, stock) shirts Γ $2; Roadie +2 free), Flyer (die β₯4: +that many fans; β₯5: +1 hype), Day job (+$ = die; a 6 also +1 van).
Songwriting: if leftover dice contain a pair, check 1 Song box (1/week max). 4 boxes = album: +5 fame, +10 fans, +1 permanent show hype. Four-of-a-kind anywhere in kept dice = Anthem (+5 fans, +3 fame, 1/week).
Payouts: win = full cash + fame, fans = venue bonus + max(1, margin). Fail = half cash (round down), +1 fan, β1 morale. Coffee House always +1 hype. +1 skill star per win; every 4th star = +1 skill (max +3).
Fail states
Morale 0 β next week is forced rest: no gig; +$5, +3 morale.
Van 0 β next week is forced shop: β$4, van +3, no gig. Anytime: mechanic $4 = van +2. Restock anytime: $1 per 2 shirts.
Venue table
Venue
Tier (unlock)
D
Cash
Fame
Fans bonus
Entry
Coffee House β
T1 (0+)
8
4
2
+1
$0, +1 hype
VFW Hall
T1
9
6
3
+2
$0
House Show
T1
10
8
4
+3
$0
Record Store
T2 (12+)
10
8
5
+3
$2
Dive Bar
T2
11
10
5
+4
$2
College Radio
T2
12
6
6
+4
$2
Rock Club
T3 (26+)
14
14
8
+6
$4
Festival Side Stage
T3
14
12
8
+7
$4
Main Stage β
W (45+, wk 10+)
17
20
12
+10
$6
Road table (1d6)
1
2
3
4
5
6
Breakdown: β2 van (or pay $8)
Storm: β2 hype
Wild crowd: +3 fans
Merch frenzy: +$6
Local press: +2 fame
Smooth miles: +$3 +1 morale
Crew (buy anytime)
Roadie $30: +2 free merch sales/show, van +1 each upkeep. Guitar tech $35: +1 show hype. Manager $25 + $3/wk: roll the gold die.
Scoring
Final = Fans + Fame. That is the whole formula β your two running totals. Versus: higher total wins.
Score
Rank
185+
Main Stage Headliner
160β184
Main Stage Bound
135β159
Road Dogs
110β134
Club Kings
80β109
Local Opener
<80
Basement Tapes
Design notes: The Main Stage (D17) needs at least +5 engine (dice max 12) β build skills, songs, and crew first. Staging your best dice competes with keeping a pair for songs. Money keeps the van alive; fame unlocks rooms; fans win.