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THE STAGES

7 stages from the PRACTICE ROOM to the WORLD STAGE. Every stage runs a week, every night on its sheet asks something different of you, and every night tells you how hard it is before you book it.

The tour map: seven stages on one road

THE LADDER

StageRankChannelsSongs a nightAn actCloses on
PRACTICE ROOMSTUDENT311:20Half Rest
OPEN MICNOVICE311:35Half Rest
LOCAL VENUEPERFORMER41 to 21:50Whole Rest
COMPETITIONEXPERT51 to 22:05Breve Rest
CONCERT HALLPROFESSIONAL62 to 32:15Longa Rest
FESTIVAL STAGEMAESTRO72 to 32:20Maxima Rest
WORLD STAGELEGEND73 to 42:25Maxima Rest

Rank opens rooms and never closes them: a LEGEND can still drop into the OPEN MIC with a full desk and take it apart.

THE WEEK

Every stage prints a week: 4 nights drawn from 13 bills, each with its own billing, its own brief and its own fee. The house night is always on the sheet: no promoter, no brief, the room as it comes.

The booking office, with the week on the wall

THE OPENER

warming up somebody else's room before the main billing

pays ×0.90 · one fewer song · asks: tames a crowd

THE MATINEE

early doors, a small polite room, and the sun still up

pays ×0.85 · one fewer song · asks: writes a dense bar

THE HEADLINE

your name at the top of the bill, and the promoter named a kit

pays ×1.15 · asks: features two named layers

THE LATE SLOT

past midnight, and the room is louder than it was at nine

pays ×1.25 · asks: closes it clean

THE RADIO SESSION

one song, played exactly the way the station asked for it

pays ×1.10 · one fewer song · the promoter names the song · asks: features a named layer, writes a dense bar · from the LOCAL VENUE

THE SHOWCASE

a room of promoters watching to see how wide you can play

pays ×1.15 · asks: plays wide · from the LOCAL VENUE

THE DOUBLE BILL

two sets in one night, back to back, the second one harder

pays ×1.10 · an extra song · asks: reaches a level · from the LOCAL VENUE

THE RESIDENCY

a long night at a room that already knows your name

pays ×1.20 · asks: tames a crowd, runs the rack · from the COMPETITION

BATTLE OF THE BANDS

three acts, one stage, and only one of you gets asked back

pays ×1.30 · asks: reaches a level, runs the rack · from the COMPETITION

THE AFTER PARTY

the headliner has gone home and the crowd has not

pays ×1.15 · an extra song · asks: features a named layer, closes it clean · from the COMPETITION

THE BENEFIT

playing for the door, and tonight the door is generous

pays ×1.35 · asks: closes it clean, tames a crowd · from the CONCERT HALL

THE TRIBUTE NIGHT

one song, one kit, and a crowd that knows every note of it

pays ×1.40 · the promoter names the song · asks: features three named layers · from the CONCERT HALL

THE HOUSE NIGHT

no promoter and no brief: the room as it comes, the whole fee yours

pays ×1.00

HOW HARD

Every night tells you how hard it is with a five-pip meter named the way music names pace, and its pay multiplier sits right under the meter, so you read the risk against the money at a glance. That is the entire difficulty system: no setting buried in a menu, just a decision you make in public, for money.

LARGHISSIMOThe easiest difficulty. Room to learn the beat.
LARGOA relaxed pace with a little more pressure.
MODERATOA balanced fight at the standard difficulty.
ALLEGROA faster, tougher fight.
PRESTOThe hardest difficulty. Keep moving.

THE FLOOR IS WRITTEN IN NOTATION

Every wild note is a piece of notation, and the notation is the move: a quarter marches on the beat, a sixteenth flits, a staccato hops, an accent plants and rams, a glissando slides straight through you, a whole note is a wall the kit's shots die in, a dotted note gets back up once and a tied pair drags a tie across the floor. Sharps and flats are marks a note wears, not notes of their own: a sharp shrugs off the waves and a flat the shots, so the band you write decides what you can clear. Every one of them is music the rests set loose when they silenced it, and taming it feeds the jam. The rests are the enemy: silence with guns, the short ones running with the swarm and shooting, the long ones the bosses. A longer silence is a bigger boss.

The stream

In the order a set meets them. The duration of a note is its weight class - the light notes pop, the heavy notes hold their footing - and the mark on it is its move.

EIGHTH NOTErushes youlightQUARTER NOTEmarches on the beatmidSIXTEENTH NOTEdarts in and veers offlightSTACCATOhops on the beat, and a hop that lands is a pouncemidBEAMED PAIRcomes apart when tamedmidHALF NOTErushes youheavyACCENTED NOTEplants, then ramsheavyGLISSANDOslides straight through youmidWHOLE NOTEa wall: the kit's shots die in itheavyTRIPLETcomes apart when tamedmidDOTTED HALF NOTEgets back up onceheavyTIED PAIRdrags a tie across the floor that hurts to crossheavy

The notables

The swarm's mini-bosses, walking on from time to time on their own clock: each one a fight of ten to thirty seconds inside the set.

CRESCENDOgrows while it livesmini-bossFERMATAholds every note round itmini-bossTHE CHORDstrums the floor, and comes apart head by headmini-bossCODAjumps to its signmini-boss

The accidentals

A mark worn beside a note, never a note of its own: a resistance on one of the three channels the kit hits through - the waves, the shots and the beams - so a bar written all one way meets a note it cannot clear.

SHARPshrugs off the waves x0.4; walks fastera markFLATshrugs off the shots x0.4; heavier and slowera markDOUBLE SHARPshrugs off the waves x0.2 and the beams x0.6; walks fasterrare, and lateDOUBLE FLATshrugs off the shots x0.2 and the beams x0.6; heavier and slowerrare, and late

The guns

The short rests walk on with the swarm and are the only things on the floor that fire. Every one of them shoots the plain missile, and each tier brings one move of its own. A wild note never has a gun.

SIXTEENTH RESTone dart thrown hard: the lazy sidestep is a step latea gunEIGHTH RESTlobs a charge at where you are going, its footprint burning on the floora gunQUARTER RESTplants a fused mine where it stands, so its wake is riggeda gun

THE CLOSERS

Ordinary shows alternate note rushes with marked Rest hunts that reward a power-up crate. Then the long rests arrive: the bosses, shortest to longest, and a longer silence is a bigger boss. Each one closes an act with a signature move and three health phases. Read the floor warnings, dodge changing attacks, and punish the brief green openings. The maxima rest is the longest silence notation can write, and it is the heaviest thing in the game.

HALF REST

VOLLEY

snaps off a burst of missiles: sidestep the burst, not the shot

first closes the PRACTICE ROOM

WHOLE REST

MINES

sows bombs in its wake as you shove it around, so the floor behind it is rigged

first closes the LOCAL VENUE

BREVE REST

FLAIL

a ball of silence swinging on a chain: time your way past the orbit

first closes the COMPETITION

LONGA REST

LUNGE

plants, takes aim, and dashes: be somewhere else when the ring closes

first closes the CONCERT HALL

MAXIMA REST

SPIRAL

a turning spray of missiles, the volley grown into a bullet-hell finale

first closes the FESTIVAL STAGE

THE CREW'S CRATES

A road case is thrown onto the stage while you fight, and it lands where you have to walk to. Break it open with your beat: what is inside is only seen once the lid is off. Walk over the sign and the band follows it for a few bars, and your kit changes with it. There are 11 of them, every one a real marking off a score, and every one says in plain words what it does the moment you take it.

the octave bracket, 8va, the marking a score prints for OCTAVE UP

OCTAVE UP

LONGER REACH

The melody and the keys jump an octave. Your attacks reach further, fly faster and stay out longer.

the octave bracket, 8va · holds 5 bars

the octave bracket, 8vb, the marking a score prints for OCTAVE DOWN

OCTAVE DOWN

HARDER HITS

The bottom drops in under every downbeat. Every attack hits harder and shoves further.

the octave bracket, 8vb · holds 5 bars

the repeat sign, the marking a score prints for THE DOUBLE

THE DOUBLE

+50% DAMAGE

The echo opens on the whole band, and every blow your bar lands hits half again as hard.

the repeat sign · holds 5 bars

the slash bar, the marking a score prints for THE SOLO

THE SOLO

RAPID FIRE

The band sits down behind your own hook, and that one layer fires on every eighth: a barrage, not a bigger note.

the slash bar · holds 5 bars

the crescendo hairpin, the marking a score prints for THE HAIRPIN

THE HAIRPIN

DAMAGE CLIMBS

It gets louder, and it keeps getting louder. Your damage climbs to more than double and holds there.

the crescendo hairpin · holds 5 bars

the fermata, the marking a score prints for THE HOLD

THE HOLD

TIME ALMOST STOPS

The band hangs on the chord and the floor almost stops with it. You keep firing at full speed.

the fermata · holds 2½ bars

a beamed run of sixteenths, the marking a score prints for PRESTO

PRESTO

YOU PLAY FASTER

The whole song goes up-tempo on the bar line. Your bar fires more often and you walk faster; the floor keeps its own pace.

a beamed run of sixteenths · holds 5 bars

the applause, the marking a score prints for THE ENCORE

THE ENCORE

DOUBLE CROWD GAIN

The room roars and the front row climbs the desk. Every blow is worth double to the crowd meter.

the applause · holds 5 bars

the final double bar, the marking a score prints for THE WALL

THE WALL

SHIELD UP

A choir on the chord and a shield at your feet: incoming fire breaks on it, and nothing lands on you.

the final double bar · holds 5 bars

the notes resolving home, the marking a score prints for THE PULL

THE PULL

NOTES FLY TO YOU

A harp runs up and every loose note on the floor flies home to you.

the notes resolving home · holds 2½ bars

two notes joined by the slide, the marking a score prints for THE GLISSANDO

THE GLISSANDO

SHOTS GO THROUGH

A harp runs the beat, and every shot you fire goes straight through everything in its way.

two notes joined by the slide · holds 5 bars

One case stands on the boards at a time, about three an act, and every closer brings one on with it. A sign is taken by touching it: there is no magnet and no pick-up key, so the last step across a busy floor is what it costs. Nothing expires - break a case, deal with the fight, and the sign is still standing where you left it.