A method of brewing an album from some jams. Version 1.0.
DIRECTIVES
>>>>>>> DO <<<<<<<
(What to contribute to this track)
1. Mimic Melody
2. Add Ambiance
3. Consider Counterpoint
4. Reinforce Rhythm
5. Oddly, Oppose*
6. –Choose–
* Melody, style, rhythm, etc…
>>> INSTRUMENT <<<
(The instrument to use)
1. Strings (electric guitar, acoustic, bass, uke, mandolin, banjo, violin, etc)
2. Throat (vocal, harmony singing, horns, talking, etc)
3. Alter a track** (or Re-Roll)
4. Keyboard (synth, organ, piano, etc)
5. Etc – (shaker, tambo, xtra drums, sound effects, etc)
6. –Choose–
** Or part of a track
>>>>> EFFECT <<<<<
(How to process it)
1. Clean (not a lot of distortion or effects, some is ok)
2. Overdriven (distortion, fuzz or other mangling)
3. Lagged (reverb, delay, or sommesuch timme mmmanipulationnnn)
4. Otherworldly (filters, chorus, flange, tremolo, wahwah, etc)
5. Roll twice and use both
6. –Choose–
SO LET’S MAKE AN ALBUM!
Start with a pool of 20-25 song demos. Only 12-15 songs will be used for the album at the end.
Each player starts with 5 BONUS POINTS. When you use a BONUS POINT it is called a Bonus Move. Once a BONUS POINT is used, it’s gone for this whole album.
Choose a player to go first. Each other player alternates.
EACH TURN, DO THIS TWICE:
- Any other player may make a Bonus Move, before another player makes a song choice, to choose for them.
- Choose a song (unless it’s been chosen for you) that has not been chosen 5 times. Note: you can choose a song already chosen this round, whether by you or another player. If it’s the same song chosen by another player this round, you will work DOUBLE BLIND.
- Roll 2 dice. If you roll doubles, another player will have to also choose this song on their next turn, and you will work DOUBLE BLIND.*
- Apply your dice rolls to 2 of the categories that you choose (DO, INSTRUMENT, or EFFECT). Each of these is called a directive. You can move one of these dice up or down 1 value with a Bonus Move (1 wraps around to 6).
- Roll the third die and apply it to the unchosen category of directives. Again, you can move this die up or down 1 value with a Bonus Move.
No more than 5 additions can be made to any song; then it is locked.
Once 18 songs have been chosen, no other songs may be chosen for this album.
Once 12 songs are locked, there will be no more rounds. If 12 songs are chosen in the middle of a round, proceed with the remainder of the round.
*Note: If this is the last song chosen in the round, or if a song has already been chosen 5 times, then the DOUBLE BLIND from rolling doubles cannot happen.
MOVES
GRACE MOVES
Grace Moves cannot be used to force an opponent to choose a song; they may only be used to alter one’s own die roll up or down 1 value. Also, Grace Moves are not “saved” — they are only available at certain times for a player, then are gone. There are two instances where a Grace Move may be made.
- During the first and second rounds, each player may make one free Grace Move. If their first round Grace Move is not used, then it is gone. Another Grace Move is available for the second round, and if it is not used, it is gone.
- If a song is chosen for the fifth time, the player choosing it may make one free Grace Move on that song. If it is not used, it is gone.
HIDDEN MOVES
A Hidden Move cannot be made during the Magic Phase. A player may choose to make a Hidden Move if they have not made the previous Hidden Move (that is, any player can make the first move, but after that players must alternate). A Hidden Move is exactly like a Bonus Move, but the player does not pay for it with a Bonus Point. Instead, the player making the Hidden Move is required to choose their next song randomly.
How to choose a song randomly: divide the pool of songs into sets of six. Roll a die to choose which set. Then roll a die to choose which song in that set. If the dice do not choose a song, for example there are less than 31 songs and you roll a 6 for which set to use, then roll again.
MAGIC MOVES
Magic Moves may be made during the Magic Phase only. The Magic Phase begins when it is the 11th round.
During the Magic Phase, which can last through several rounds, any player may choose to make a Bonus Move, but not pay for it with a Bonus Point. In this case it is called a Magic Move, and when used, the opposing player receives 2 extra Bonus Points (these can be used later at any time of the game, like regular Bonus Points).
The Magic Phase lasts until any of these conditions are met:
- A total of 5 Magic Moves have been made.
- No player has made a Magic Move in 2 consecutive rounds.
- It is the 20th round or later.
POLISH MOVES
Once the 12 songs are locked, players will get one final round to modify up to 3 songs. Players alternate choosing a song that has not been chosen (even if it already has 5 additions), to which they can add or alter one track, with no die rolls or restrictions.
NOTE ON TIMING:
*A round could be 2 weeks. If 2 players, then this should be done in 32-44 weeks.
(MATH: 5 additions on 12 songs is 60; at most 4 additions can be made to the other 6 songs (if 18 max); so that’s 60+24 = 84 additions. Each player does 2 adds per iteration = 4; 60 / 4 = 15 iterations; 84 / 4 = 21 iterations. Add the Polish Round for the final iteration.)
NOW THE FINAL TRACK LIST MUST BE CHOSEN!
Each player has 9 points they can allot to any song (up to 2 points per song). A player may also use any leftover BONUS POINTS to allot to a song (in addition to their 9). This allotment / voting is done secretly. The highest voted 12-15 songs will be the album. In case of ties, you figure it out!
