Tonight · One Night Only
How to Play
Everything a first-timer needs, in about thirty seconds.
- 1Build a setlist of six songs.
- 2Each round tests one stat — Hype, Soul, or Craft.
- 3Highest score takes the round.
- 4Win the most rounds to win the match.
That's the whole game. Everything below is how to win it.
What's on a card
Every card is a real song. Read it top to bottom.
3 the three stats
- 1 Genre — its spot on the Type Wheel below.
- 2 ⚡ Energy cost (2–5) — what it costs to perform, set by its stat total. Can't afford it? It plays Winded −2.
- 3 The three stats — Hype, Soul, Craft, each 1–10.
- 4 The move — a named bit of showbiz flavor.
- 5 Themes — three identity words, for arena fit and segues.
- 6 Era · format · tier — its decade, the VINYL mark (1980 or older), and a crate-digger rarity tier (0–III).
The three stats
Each arena tests exactly one of them. That's the stat that scores your round.
The Type Wheel
Genre gives a small edge. When your genre beats your opponent's, you get +1 to your round score; when theirs beats yours, they get +1. A mirror match or an unrelated pairing is neutral — and the odd judge tilts the wheel further for a genre they favor.
↻ Beats the two genres clockwise
↺ Loses to the two counter-clockwise
| Genre | Beats | Loses to |
|---|---|---|
| Rock | Electronic, Soul/R&B | Country, Hip-Hop |
| Electronic | Soul/R&B, Metal | Rock, Country |
| Soul/R&B | Metal, Pop | Electronic, Rock |
| Metal | Pop, Folk | Soul/R&B, Electronic |
| Pop | Folk, Hip-Hop | Metal, Soul/R&B |
| Folk | Hip-Hop, Country | Pop, Metal |
| Hip-Hop | Country, Rock | Folk, Pop |
| Country | Rock, Electronic | Hip-Hop, Folk |
Card Abilities
The rarer a card — the higher its crate tier — the more likely it carries a special ability: a named keyword that bends a round your way. Most are a small, conditional edge; the rarest cards (tier III) pull off something bigger.
- Anthem — +2 in a Hype arena. A conditional bonus that only fires when the round suits it.
- Second Wind — Once per match (not in sudden death), a would-be loss becomes a tie. A tier-III marquee move.
You can field up to 3 ability songs in a single setlist — pick your specials.
Going deeper
- A round's real score is the tested stat plus small bonuses — arena fit (0–3), the wheel's +1, a segue for sharing a theme with your last card, venue and vinyl nudges. Every bonus is small and shown; the math is always auditable.
- The main set is three rounds, one per stat, revealed up front so you can plan your whole show.
- Bans, Encore & the Objection are the advanced levers — ban an arena you can't win, raise the stakes on a round, or argue a close ruling once per match.
- The judge settles ties and awards the fit bonus, in character — and some even boost a favored genre's wheel edge or cap a stat. Read their biases before you pick.