; Intro
Documents
Resources
Learning Center
Upload
Plans & pricing Sign in
Sign Out
Your Federal Quarterly Tax Payments are due April 15th Get Help Now >>

Intro

VIEWS: 10 PAGES: 14

  • pg 1
									                               d    Prototype Version 1.0
                               2 – 5 Players (4 recommended)
                              Estimated Play Time: 120 Minutes

Overview

Are you ready to ROCK?! What? I SAID, are you ready to ROCK??!! Good! Because in
Rockstar, you’re going to take a small time act from a bunch of nobodies to international
superstars, collecting fame and fortune along the way. The first play to rock the Megadome wins
the game!

Game Setup

Setting up the game is done in four steps:

Step 1: Setting up the Play Area
Step 2: Prepare the Players
Step 3: Form the Bands
Step 4: Create First Songs

Setting up the Play Area

    1. Organize the nine Venues, Special Locations, and Scoring Track as shown in the game
        setup illustration.
    2. Shuffle both the Amateur Reward and Pro Reward decks. Place one Amateur Reward
        card face-down under each amateur venue, and one Pro Reward cards face-down under
        each pro venue. The remaining cards are left out of play.
    3. Shuffle both the Lyric and Music decks.
    4. Reveal three Lyric cards face-up next to the Lyric deck.
    5. Reveal three Music cards face-up next to the Music deck.
    6. Shuffle the three Readiness decks and place them below the venues.
    7. Shuffle the four Musician decks and place each one above the scoring area. Flip the top
        card from each deck face-up and place it next to the deck.
    8. Separate the cards in the Special Event deck by the phase number. Shuffle each stack
        and reorganize them to where all six phase I cards are on top, followed by three phase II
        cards, and finally, four phase III cards. Next, draw three cards from the top and shuffle
        these cards into the Common Event deck.
    9. Shuffle the Common Event deck and reveal one card per player, plus two extra. Place
        these cards face up next to the Common Event deck.
    10. Place one groupie on the Vacation special location as part of the groupie pool.
    11. Place one tension marker on the 1 space of each outfit on the RockMart, to show that
        one outfit of each type is in stock.
    12. Place the following Stage Object Tiles in the RockMart Pool:
            a. One Speaker Tile per player
            b. One Lighting Tile per player
            c. One Security Tile per player
         The remaining tiles should be placed off to the side, in the Stage Object Pool.

Prepare Players

    2. Randomly determine a starting player. Give this player the Guitar Marker.
    3. Deal three Lyric cards to each player, and three Music cards to each player.
    4. Give five $1 Cash Tokens to each player.
    5. Give one Main Stage and one Back Stage board to each player.
    6. Place the following Stage Object Tiles: 1 Vocalist Tile, 1 Guitarist Tile, 1 Bassist Tile, and
       1 Drummer Tile. These should be placed plain-side up on the Main Stage board.
    7. Give each player the Band Location Marker of their color.

Form the Bands

        Starting with the playing holding the guitar, each player will select one musician from the
face-up musicians until he/she has a vocalist, a guitar player, a bassist, and a drummer. Once a
player selects a musician, play continues clockwise until all players have all four types of
musicians. A player cannot have more than one of each type of musician.

        When making a selection, the player may either choose any of the face-up musicians, or
take the top card from any of the musician decks. Once a choice is made, the player must keep
the musician. If a face-up musician was taken, replace it with a new musician of the same type
from the deck.

Form First Songs

        Each player begins with three music cards and three lyric cards. Using those cards, each
player must form their starting song. See Forming Songs for more information.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Concept: Forming Songs

To form a song, a player must combine a Lyric and Music card. Each musician will play part of
the song, and each song part has a primary color – red, yellow, or blue. When performing the
song, the player will roll performance dice for each musician based on the musician’s skill with the
color of song part plus the song part’s performance bonus. Success is determined by the player’s
readiness, and the number of successes required is based on the venue.

When forming songs, you will want to build the song with colors that match your band member’s
strengths. Having better quality songs will yield better performances, more fans, and more cash!

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

         Once all players have a band and their starting songs, it is time to rock!
Playing the Game

A game round is divided into the steps:

Step 1: Action Phase
Step 2: Upkeep Phase

Step 1: Action Phase

         The Action Phase starts with the player who holds the Guitar Marker, proceeding
clockwise, until each player has taken an action. On a player’s turn, he/she may do each of the
following:

Claim an Event Card

        Each turn one or more Events will be laid face-up. Generally Special Events have
negative effects on other bands, while Common Events benefit the player.
        Special Events are often used immediately. When receiving the negative end of a
special event, a target player may discard the number of Groupies shown on the card to cancel
the event – assuming the player has the noted amount of Groupies. For events that stay in play,
a player may pay the noted amount of Groupies at any time to discard the card.
        It’s always wise to have Groupies around for good luck!

     Important Note: Special Events are removed from the game after they are used.
Common Events are returned to the Common Event deck.

Perform at an Unoccupied Venue or Visit a Special Location

        Each venue can only be played by one band each turn. If the player’s band meets the
requirements to play the venue, the player may place his Band Marker on the venue. See
Playing a Venue for more information.

        Special Locations may be visited by any number of bands. To visit a special location, the
player may place his Band Marker on the venue. See Special Locations for more information.

        Once all players have taken their turns, play proceeds into Step 2: Upkeep Phase.

Special Locations

The Garage

         The garage is the place where musicians go to sharpen their skills or brainstorm new
song elements. With each of your musicians, decide whether he/she will use inspiration to
brainstorm for a new Music/Lyric card, or practice and attempt to gain a Practice token.
                   Next, draw a Readiness card that matches the musician’s temperance color. If
the musician is brainstorming, roll dice equal to the musician’s Inspiration value. If the musician
is practicing, roll dice equal to the musician’s practice value. If at least one die scores a success
as noted by the Readiness card, the musician succeeds. For each tension icon noted on the
readiness card, roll tension dice as well. See Band Tension for more information.

        If a brainstorm roll was successful, the player may take any Music or Lyric card from the
face-up row of Music/Lyric cards, or a face-down card from either deck. If a practice roll was
successful, the player may give the musician one Practice token of any color.
         In addition to brainstorming or practicing, a band may put together one or more songs,
placing them face-up on the table. These songs may be played in concert, but may not be used
to form a CD or gain air play until they are recorded in The Studio.

The Studio

        The studio is where music is made. While at the studio, a band can do two things –
create songs and/or produce a CD.

        To visit the studio, a band must pay $3 Cash, so it is best that they do as much as
possible in one session.

         To create songs, the player must play a set of Music/Lyrics cards face-up on the table.
This song may now be performed at venues. Place a recording token on the song to show it has
been recorded. In addition, if the song has a total performance value of 8 or greater, it is worthy
of getting air play. See Air Play for more information. A song’s total performance value is
determined by adding together the four performance numbers shown on the two cards.

         If you already have an unrecorded song face-up in play, you may choose to record it as
well, as if you played it from your hand. This song may now be considered for air play. Place a
recording token on the song to show it has been recorded.

        To create a CD, a band must have three songs that are recorded, are not already on a
CD, and total CD value must be at least 18 points. (To determine CD value, add up the value
shown on all six CD icons)
        Next, roll two dice to make a Negotiation Roll with the record company. The amount of
cash they will pay you for the CD is equal to the roll, multiplied by the cash multiplier for the CD,
as shown below. Fans will also be earned based on the value of the CD.

CD Value                           Fans Gained                      Cash Multiplier
18 – 20                            8                                x1
21 – 24                            12                               x1.5, rounding up
25+                                15                               x2

         If the player does not like the first Negotiation Roll, he/she may make a second roll at –2,
bargaining with the record company for a better price. The player must, however, either accept
the second roll or end the negotiation. If the negotiation is terminated, the player may try again
on a future turn.
         Once the CD is contracted to the record company, collect fans and cash as noted on the
chart above, and flip the recording token to the CD side on each song. These songs may no
longer be used in future CDs.

Vacation

       The best way for a musician to relieve tension is to take a break and go on vacation.
When a band chooses to go on vacation, they must first choose a vacation package. Each
package rewards a certain amount of relaxation dice.

Package                            Cost                             Dice
The Night on the Town              $0                               3 Relaxation Dice
The Beachside Holiday              $3                               5 Relaxation Dice
The Royal Get-a-way                $7                               8 Relaxation Dice
          For each relaxation die awarded, the player may roll the musician die. If a musician’s
symbol comes up, the player may discard one tension of the player’s choice from the musician of
the same specialty. If the star comes up, each musician loses one tension of the player’s choice.
If the roll is blank, nothing happens.

        While on vacation, the band may also party. The player may party and spend as much
money as they like, and any money spent goes directly into the player’s party pot. This records
which band parties the most. At the start of the turn, whichever band has the largest party pot will
earn the Guitar Marker. If the player spends at least $3, the player will also earn all of the
groupies in the groupie pool.

        Lastly, a player may optionally decide to trash their hotel room. This legendary act will
cost the player cash multiplied by the roll of a die. If the band has enough money to cover the
damages, the player will earn five musician die rolls worth of relaxation and one groupie. All
money paid towards hotel damages go into the band’s party pot. If the band does not have
enough money to pay the damages, pay as much as possible. The band is then hauled off to jail
and must sit out through the next turn.

RockMart

        RockMart is the one-stop-shop for any heavy metal musician. There, bands can find top-
notch equipment, hire able-bodied stagehands, and musicians looking for their next big break.

           While at RockMart, a player may either shop, or interview musicians.

Shopping

       A player may buy new stage objects for his/her stage from the RockMart Pool. The cost,
purchase limit, and benefit of the various objects are listed below:

Stage Object            Purchase Limit       Maintenance      Cost                Benefit
                                             Points
Outfit Upgrade          1 per Musician       0                $2 Cash / Each      Gain 1 show
                                                                                  performance bonus
                                                                                  point per outfit.
Pyrotechnics            2                    1 Each           $5 Cash / Each      Gain 2 show
                                                                                  performance bonus
                                                                                  points per
                                                                                  pyrotechnic, where
                                                                                  allowed.
Speakers                2                    1 Each           $3 Cash / Each      A requirement for
                                                                                  the band to play at
                                                                                  certain locations.
Lighting                3                    1 Each           $3 Cash / Each      Gain 1 show
                                                                                  performance bonus
                                                                                  point per light.
Security Staff          2                    1 Each           $3 Cash / Each      A requirement for
                                                                                  the band to play at
                                                                                  certain locations.
Video Backdrop          1                    2                $6 Cash             Gain 3 show
                                                                                  performance bonus
                                                                                  points, where
                                                                                  allowed.
Stage Monster           1                    3                $12 Cash            Gain 4 show
                                                                                  performance bonus
                                                                                  points, where
                                                                                  allowed.
        When a stage object is purchased, the buyer must also hire Stagehands to cover any
maintenance points generated by the equipment. One stagehand will cover 3 maintenance
points.

       A band may buy as many stage objects as they can afford. In the case of buying an outfit
upgrade, flip a musician’s tile to the opposite, more decorated side. The RockMart location card
shows how many of each outfit is currently in stock. Decrease the number of available outfits
when one is purchased.

Auditioning Musicians

        If a musician has left the band, a replacement may be needed. To audition, the player
may hire any number of the face-up musicians near the musician deck, as long as the player has
no more than one of each musician.


Step 2: Upkeep Phase

        Once all actions are resolved, the turn enters the Upkeep Phase. The Upkeep Phase
has the following parts:

       Part 1: Check for Break-Ups
                Check each musician to ensure that the musician does not have more tension
markers towards another musician than their tolerance plus the target musician’s likeability. See
Musician Break-Up for more information.

        Part 2: Air Play Payout
                 For each song a band has on the air, they will earn two fans and two cash.

        Part 3: End of Turn Effects
                 If a player has any cards that take effect at the end of the turn, they must be
resolved now.

         Part 4: Discard Music/Lyric Cards
                  Each player may only have a total of 10 Music/Lyric cards. If a player has more
than this, they must discard down to a total of 10.

        Part 5: Prepare the Next Round
            1. Return any unclaimed event cards back to the common event deck and add one
                 more special event card to the deck. Shuffle the deck and reveal new events
                 equal to the number of players plus two.
            2. Place one stage object from the stage object pool into the RockMart pool as
                 noted by the details at the bottom of the event cards. If no more of a particular
                 object remains in the pool, ignore the icon.
            3. Roll the musician die and draw one Musician Cards matching the symbol shown.
                 If a star is rolled, draw one of each. Place the card(s) face up with the other
                 musicians available for hire.
            4. Add one groupie to the groupie pool.

        Part 6: Pass Guitar Marker
                 If a player has more cash in their party pot than the player currently holding the
Guitar Marker, that player now gains the Guitar Marker.

        After Step 2, a new turn begins!
Winning the Game

        The first band to rock the Megadome immediately wins the game!

Additional Rules

Deck Reshuffling

       If any of the decks run out of cards, shuffle the discard pile for that deck and form a new
deck. The only exception is the Special Event deck. If this deck runs out of cards, there will be
no new Special Event cards for the rest of the game.

Air Play

        When a band produces a song with a total performance value of 8 or greater, it may get
picked up by the record company for air play.

        Only three songs may be on the air at any one time. If the new song is the first or second
song to get air play, there is no competition, and it is automatically placed on the air. If there are
already three songs on the air, however, it must be equal or greater in value than any one of the
three songs. If so, the lowest song is bumped off the air and the new song takes its place. If two
or more songs tie for the lowest position, the tied songs are bumped off the air.

        Place Air Play markers on songs so that it is clear which player has songs on the air. At
the end of the turn, bonus fans and cash will be earned by having songs on the air.


Band Tension

         As bands spend more and more time on the road, tensions between members are
naturally going to grow. If they grow too intense, a breakup is bound to occur.

        Readiness and Event cards may cause a player to have to make tension rolls. There are
two types of tension rolls – Targeted and General. Both are described below.

Target Tension Rolls

          Targeted Tension Rolls are made when a specific musician in the band is causing
tension. This may be due to missed practice sessions, poor venue performance, or other
reasons. To make a targeted tension roll, simply roll the tension die. If the face matches a
musician specialty, this musician noted on the die gains one tension marker with the icon of the
musician who caused the roll. (Note: Musicians may gain tension towards themselves and burn-
out!) If the die roll is a star, all members of the band gain one tension marker with the icon of the
musician who caused the roll.

General Tension Rolls

        General tension is caused generally by hard circumstances that put stress on the whole
band. When a tension roll is called for and a specific musician isn’t the cause, roll the tension die.
Whichever musician’s specialty has the symbol that matches the die face becomes the target of
the tension. A second roll is then made following normal rules for a targeted tension roll.

        If the face of the roll was blank or a star, nothing happens and the tension is defused.
Musician Break-Up

       From time to time, musicians are going to get so fed-up with each other that the player
must make a choice between which of the two to keep.

        If any member of the band has tension towards another musician equal to their tolerance
plus the likability of the other musician, there is a meltdown - either this musician or the source of
the musician’s tension must leave the band. Once a musician has left the band, remove any
tension markers from all members with the musician’s specialty on it.

       If a musician’s tension towards themselves matches their tolerance (note that likeability
does not apply), the musician burns out and quits the band.

         If a vocalist is kicked from the band or otherwise leaves, the player must make an
important decision – to follow the vocalist, or follow the rest of the band. Since a band’s identity is
largely tied to its vocalist, splitting ties effectively creates a new band.

          The chart below displays how the band is divided based on whom the player chooses to
follow:

What the Player Keeps:             If following Vocalist:             If following Band:
Fans                               Keep All                           Keep 50%, rounding up
Cash                               Keep 25%, rounding up              Keep All
Songs (And Air Play)               Keep All                           Lose All
Equipment                          Lose All                           Keep All
Music/Lyric Cards                  Keep All                           Keep All
Reward Cards                       Keep All                           Keep All

         Following the vocalist has the benefit of keeping the band’s primary identity, fan base,
and song base. Following the band has the benefit of keeping the cash and equipment, plus a
shorter interview time, as only one member is needed. It is up to the player to decide which is
more important.

         Note: If the musician who left the band had an outfit upgrade, flip the musician’s tile back
to the less decorated side. The outfit goes with the musician.

Musician Special Abilities

        Many musicians have special abilities noted on their card. Additional clarification on
these abilities can be found below:

Relaxation Roll during Upkeep                       At the start of the Upkeep Phase, the player
                                                    may make one general tension reduction roll.
Performance +1                                      When performing at a venue, the musician may
                                                    roll one extra die.
Party Pot +1 per Turn                               At the start of the Upkeep Phase, the band
                                                    gains 1 Cash in their party pot. No tension
                                                    reduction roll is made in doing so, however, the
                                                    Guitar Marker may change hands if the player
                                                    now has the largest party pot.
Fans +2 per Performance                             After successfully playing a venue, the band
                                                    gains two extra fans.
Relaxation +2 per Vacation                          When going on vacation, the band may make
                                                    two extra general tension reduction rolls.
Fans +1 during Upkeep                               At the start of the Upkeep Phase, the player
                                                    gains one fan.
Cash +2 per Performance                             After successfully playing a venue, the band
                                                    gains two extra cash.
Cash +1 during Upkeep                               At the start of the Upkeep Phase, the player
                                                    gains one cash.


Playing a Venue

        Playing a venue is split into five parts:

        Part 1: Requirements Check
        Part 2: Pay Stagehands
        Part 3: Draw Readiness Cards & Select Song(s)
        Part 4: Make Performance Rolls
        Part 5: Conclude Event

        Part 1: Requirements Check

        In order for a band to play a venue, they must first meet several requirements, as show
on the venue tile.

        Fan Requirement
               The band must have at least the number of fans as shown on the venue tile.

       Speaker Requirement
               As venues grow in size, bigger speakers are required. If the band does not have
the number of speakers shown on the venue, they may not play the event.

       Security Requirement
                Bigger venues require tougher staff to keep troublemakers at bay. If the band
does not have the number of security staff shown, they may not play the event.

        Assuming the player has the requirements, the performance begins.

        Part 2: Pay Stagehands

        For every Stagehands the player employs, the player must pay $1 Cash. If the player
cannot afford to pay for all Stagehands, then the Stagehands go on strike and will not operate
any stage equipment that requires one or more Stagehands.

        Part 3: Draw Readiness Cards & Select Song(s)

       Before the performance begins, a Readiness card must be drawn for each musician.
Draw a Readiness card matching the musician’s temperance and place it face-up below the
musician. The card will show what level of performance will be delivered from the musician’s
performance roll.

         After drawing Readiness Cards, the player must select a song to play, if the player has
multiple songs to choose from.
        Part 4: Make Performance Rolls

          The player must make a performance roll for each musician. The number of dice to roll is
equal to the song part’s performance value, plus any skill the musician has in the color matching
the skill part. The musician also gains one extra die for each practice marker he/she has
matching the color of the song part, and one extra die if the player holds the Guitar Marker.
Lastly, the player should also roll the number of tension dice as noted by the tension icons on the
readiness card.

       Example: Johnny Ray Rio is singing a song part that has red performance bonus of 3.
Johnny Ray Rio’s red skill is 2, and he has one practice marker. Johnny Ray Rio will roll 6 dice
total.

       After dice are gathered, roll the dice and consult the readiness card. For each die that
meets or exceeds the success required noted on the card, the band gains one performance point
towards entertaining/rocking the venue.

        Example: Johnny Ray Rio’s Readiness card says that die rolls of 4+ are considered
successes. He rolls his 6 dice and gets a 6, 4, 4, 3, 2, and 1. The band gains three performance
points.

        The Band Marker should begin on the 0 position of the venue’s performance track, and
should advance by the musician’s contribution. After scoring this, move on to the next musician
to determine their contribution, until each musician has played their part of the song.

         If a musician does not contribute any points to the performance track, reduce the band’s
total performance score by 1 (if possible) and roll two additional tension dice.


        Part 5: Conclude Event

        After all musicians have finished their parts, the show is over. If the player paid his/her
stagehands, the player gains additional performance bonus points as noted by the equipment
brought to the show, not to exceed the value of the original performance. For example, if a
band’s performance scored four points but they have seven points of equipment, only four bonus
points are provided by the equipment.

        Note: Each venue has restrictions on certain types of equipment. If the venue does not
allow a certain type of equipment, the player may not gain the performance value increase from it.

       After scoring performance bonuses, the player must subtract one performance point for
each Played-Out Marker on the song, if any.

         If the band has met or exceeded the performance point level required to entertain the
audience, they will gain fans and cash as noted on the venue, plus one groupie. If the band met
or exceeded the performance level required to rock the audience, they will gain the noted amount
of fans/cash, two groupies, and may also take the reward card from beneath the venue, if one
remains. Place the reward card face-up next to your stage board.

        Regardless of whether the band entertains the crowd or not, place a Played-Out Marker
on the song. There is no limit to how many Played-Out Markers a song may have.

        Special Rule: Trashing your Equipment
        If it turns out you need just a little more kick for your show, you may choose to trash your
equipment. For each piece of equipment you discard, you may roll a die. On 3+, gain one
additional performance point.
Game Components

     Nine Venue Boards
            Call-Outs:
                   1     Venue Name
                   2     Fan Requirement
                   3     Speakers required
                   4     Security required
                   5     Performance Requirement to Entertain
                   6     Performance Requirement to Rock
                   7     Fans gained from Entertaining
                   8     Fans gained from Rocking
                   9     Success Payment
                   10    Backdrop allowed?
                   11    Pyrotechnics allowed?
                   12    Stage Monster allowed?

     Four Special Location Boards
            The Four Boards:
                  1    The Garage
                  2    The Studio
                  3    Vacation
                  4    RockMart

     Amateur Reward Deck (8 Cards)
     Pro Reward Deck (8 Cards)

     Lyric Deck (30 Cards)
     Music Deck (30 Cards)
            Call-Outs:
            1.         Name
            2.         Performance Bonus (Hard Rock Red, High Energy Yellow, and Melodic Blue)
            3.         CD Value

     Red Readiness Deck (10 Cards)
     Yellow Readiness Deck (10 Cards)
     Green Readiness Deck (10 Cards)
            Call-Outs:
            1. Title
            2. Temperament Color
            3. Tension gained towards musician

     Vocalist Deck (10 Cards)
     Guitarist Deck (10 Cards)
     Bassist Deck (10 Cards)
     Drummer Deck (10 Cards)
            Call-Outs:
            1. Name
            2. Musician Type
            3. Skill Levels
            4. Temperance
            5. Likability
            6. Tolerance
            7. Practice
            8. Inspiration

     Special Event Deck (30 Cards)
             1. Phase Number
             2. Stage Object Delivery
     Common Event Deck (10 Cards)
            1.   Stage Object Delivery
Markers and Tokens
       Guitar Marker
       Cash Tokens (Arkham Horror Cash)
       5 Fan Tokens (Arkham Horror Hearts)
       5 Band Location Markers (Carcassonne Meeples)
       20 Groupie Markers (Red Wow Melee Unit & Carcassonne Meeples)
       20 Stagehand Markers (Blue and Purple Wow Melee Unit)
       3 Air Play Markers (Colored WOW Stars)
       30 CD Markers (Hunting Party Gold)
       20 Vocalist Tension Markers (Nautilus Module Marker)
       20 Guitarist Tension Markers (Nautilus Module Marker)
       20 Bassist Tension Markers (Nautilus Module Marker)
       20 Drummer Tension Markers (Nautilus Module Marker)
       30 Practice Markers (Red, yellow, and blue Khronos blocks)
       20 Played-Out Markers (WOW Depletion Markers)

5 Main Stage Boards
5 Back Stage Boards
       1.   Groupie Pool
       2.   Stagehand Pool
       3.   Party Pool
       4.   Cash Pool
       5.   Fan Pool

Stage Objects
       5 Vocalist Tile
       5 Guitarist Tile
       5 Bassist Tile
       5 Drummer Tile
       10 Pyrotechnic Tiles
                       Quick
                     Reference
Rockmart Items

Stage Object     Purchase Limit     Maintenance   Cost                Benefit
                                    Points
Outfit Upgrade   1 per Musician     0             $2 Cash / Each      Gain 1 show performance
                                                                      bonus point per outfit.
Pyrotechnics     2                  1 Each        $5 Cash / Each      Gain 2 show performance
                                                                      bonus points per pyrotechnic,
                                                                      where allowed.
Speakers         2                  1 Each        $3 Cash / Each      A requirement for the band to
                                                                      play at certain locations.
Lighting         3                  1 Each        $3 Cash / Each      Gain 1 show performance
                                                                      bonus point per light.
Security Staff   2                  1 Each        $3 Cash / Each      A requirement for the band to
                                                                      play at certain locations.
Video Backdrop   1                  2             $6 Cash             Gain 3 show performance
                                                                      bonus points, where allowed.
Stage Monster    1                  3             $12 Cash            Gain 4 show performance
                                                                      bonus points, where allowed.



Vocalist Split Table
What the Player Keeps:            If following Vocalist:            If following Band:
Fans                              Keep All                          Keep 50%, rounding up
Cash                              Keep 25%, rounding up             Keep All
Songs (And Air Play)              Keep All                          Lose All
Equipment                         Lose All                          Keep All
Music/Lyric Cards                 Keep All                          Keep All
Reward Cards                      Keep All                          Keep All



Vacation Types

Package                           Cost                             Dice
The Night on the Town             $0                               3 Relaxation Dice
The Beachside Holiday             $3                               5 Relaxation Dice
The Royal Get-a-way               $7                               8 Relaxation Dice



CD Negotiation Value

CD Value                          Fans Gained                      Cash Multiplier
18 – 20   8    x1
21 – 24   12   x1.5, rounding up
25+       15   x2

								
To top