Nightly P&L
Why: a night has three revenue lines with very different levers (price list, door policy, bookings). Splitting them lets the report show which one carried the night.Revenue
The night’s coin change
Every coin movement during the night is applied as it happens. The report’s profit is the coin balance at 04:00, after tax and any shutdown penalty, minus the balance at opening:
Wages and rent are not in . They are charged the next morning.
Next morning: wages and rent (R12)
where is the headcount in role , its daily wage, and the venue’s daily rent. Staff are paid for whoever is on the books, so nobody can be hired for just one night.
Wages are flat coin amounts and do not scale with the venue’s price scale. The same morning, any orders due that day arrive, hype falls by 10, safety recovers by 10 up to 100, the CEO’s energy resets to 5, and tonight’s bookings, promos and promoters clear.
Entertainment tax (R15)
Why: a booth that sells over the counter is a shop. Once there is live entertainment, the venue pays the tax that comes with it, and the rate climbs with the venue. The tax is charged on gross revenue: bar revenue is counted before the platform fee is taken out. It is deducted at the night report.
The rate is a flat percentage per venue level. It does not step up with the size of the night’s revenue.
Fines and penalties
Why: running a club means running it legally. Inspections, crowd limits and the door rules turn shortcuts into a gamble.Inspections
When the club opens, the night rolls once for an inspector with probability If it fires, the inspector arrives at a minute drawn uniformly from 0 to 359 (seeded PRNG). The inspection fails if any required permit is missing, or if an underage guest has been let in so far tonight. A failure costs:- a fine of 5,000 coins, a flat amount at every level,
- +1 violation on the career record,
- one sealed night (the venue cannot open) if the on-premise trading-floor licence is missing while only the takeaway licence is held.
Renewing a permit that is still active extends it from its current expiry date.
Crowd shutdown (R7)
The first time more than 150 guests are inside without an active crowd permit, the night rolls once: with probability 0.5 the venue is shut down on the spot. Everyone leaves, and at the report the club also paysForcing the door
Letting guests in past capacity is allowed once per night. It adds +1 violation at once, with no fine.Reputation update (R11)
Why: reputation is the long-term score. Happy guests talk, and a bad night costs more than a good night earns. At the report, let be the average satisfaction (0 to 100, rounded) of every guest admitted tonight. If nobody was admitted, reputation does not move. A good night therefore earns between +3 (at 70) and +8 (at 100). Other reputation hits land at different moments: each fight costs 5 the minute it happens; a crowd shutdown costs 10, charged at the night report together with the revenue penalty; and a controversial promo that backfires (25% chance) costs 20 the moment it is run, by day.Venue levels and moving up (R18)
Why: each venue is a new game. It brings a bigger room, deeper pockets and higher prices, but also rent, tax and legal duties to match.
Moving from level to is a daytime action. It needs and , and the cost is paid in full. On the move, with the rescale ratio
every quantity is converted at value, not at count, so stock bought cheaply at the old venue cannot be resold at the new venue’s prices:
The new venue’s stock room starts without the old storage tiers. If the rescaled stock (shelves plus orders on the way) exceeds its base storage , every amount is scaled once more by and rounded down; what stays behind is logged per token in the event feed, so nothing vanishes silently.
All upgrades (sound, lighting, VIP lounge, capacity, storage) reset to zero, because the new venue comes with its own house rig. Coin is not rescaled, and reputation, staff and permits carry over. Every coin price that is defined in base units (supplier costs, standard prices, upgrade and sparkler costs, guest budgets, the cover reference, seat minimum spends) is multiplied by the new from then on.
Winning and losing
Why: a career needs a finish line and a way to fail. Bankruptcy, the law and the crowd’s opinion are the three ways a club dies. Checked at the end of every night, after tax and reputation, in this order: Defeat (R13). Let count consecutive nights that ended with negative coin: where is the career’s violation count. Violations never expire. The negative-cash check happens at the report, so the morning’s wages and rent can push the balance below zero and only count against the club at the next night’s report. Defeat is final. Victory or survival (R14). After a victory or survival the player may play on as an open-ended career. A club that only survived can still win later. Hosted event nights never end a career either way. The Basement scenario (a one-week challenge at a Level 4 club) ends after day 7: victory if reputation is at least 60 with zero violations, otherwise survived.House rules
Why: the door is a strategy. Who gets in, at what price and in what shoes changes both how many people come and how much each one spends. House rules unlock at Level 3 and can only be changed by day. They stay in force until changed. Below Level 3 every rule below is ignored. Each one enters the expected guest count through a single multiplier: multiplies the night’s guest count alongside hype, reputation, safety and the weekday (see Night loop).Cover charge
The standard cover is the venue’s standard cover charge (0 at Levels 1 to 3, 600 at Level 4, 2,500 at Level 5). The player can set any integer cover . Its distance from the standard, measured against a reference of , shifts both demand and the spending power of the crowd that comes: multiplies every arriving guest’s budget. A cheap door fills the room with thriftier guests, and a pricey door draws fewer guests who spend more. Guest-list guests, and women on ladies’ night, pay no cover.Dress code
Each guest who reaches the door is turned away with the probability in their column. A turned-away guest pays nothing and never comes in.
Ladies’ night
The share of women among arrivals rises from 0.42 to , the crowd grows by 12%, and women enter free. Men spend more in a mixed room. Each male guest’s budget is multiplied by That is +7% on ladies’ night, plus up to +30% from hosts on shift (hosts apply whether or not it is ladies’ night).Happy hour
Two ways to run it, both halving every list price while they are on (price factor 0.5, see Market & pricing):
Cheaper drinks raise the price ratio (capped at 1.5), so more guests order. Each sale earns half as much.
Seat minimum spend
From Level 3 the player can also set a minimum spend per seat type (default spend × : VIP 750, sofa 300, table 200, bar 60). Bookings for VIP seats, sofas and tables come from Guest Relations staff. Bar seats fill with walk-ins. Pricing above the standard books fewer seats: with elasticity (0.7 for bar seats). Booked seats pay their minimum spend into table revenue at minute 90.Worked example: a Saturday at the Nightclub (Level 4)
Worked example: a Saturday at the Nightclub (Level 4)
Reputation 60, 2 Guest Relations, no VIP lounge, every seat at its standard minimum spend ( per sofa, per table, per bar seat). Guest Relations book sofas and 3 tables; walk-ins take of the 12 bar seats.During the night
Reputation. Average satisfaction 85: , so +6.Next morning. Staff: 3 brokers (900), 4 security (1,600), 2 Guest Relations (1,400), 1 MC (1,500) = 5,400 in wages, plus 8,000 rent. The day starts 13,400 lighter.Had the inspector come with a lapsed trading-floor licence: −5,000 and one violation, the second strike of three.Moving up to Premium Venue later needs 5,000,000 coins and reputation 75. With , 500 lots of NVIDIA become lots, and a list price of 1,920 becomes .