Game
Battles
Battle rules, formats, and scoring concepts — how DJs face off using their music decks.
Card attributes
Every playable card surfaces four values on the frame. Battle rules and card text refer to them when applying modifiers, checks, and resolution.
- Song Vibe — Shown as a 50-120 score pill top-right on the stat row. It measures how broadly the track lands with an audience and is independent of intensity. A few special tracks fall below 50 or above 120, anywhere in the full 0-200 range.
- Intensity — The triangle gauge encodes one of four levels: pop, soft, experimental, or hardcore. With a subgenre, intensity follows that subgenre; on a genre-only card it follows the parent genre mapping.
- Advantage — The matchup strip (green side) names genres this card is strong against, each with a colour diamond taken from the genre palette.
Hip-HopMetal
- Weakness — The same strip (red side) names genres this card is weak against, again with matching diamonds.
Disco/FunkVintage
Full advantage and weakness columns per genre: Genres — Associations.
DJ Vibe
- Each DJ tracks their own DJ Vibescore independently — there's no shared gauge to fight over.
- Both scores start at 0 and run to 1,000,000, climbing as the match plays out.
- The battle ends the instant either DJ's own DJ Vibe reaches 1,000,000 — that DJ wins on the spot.
DJ Vibe gauge (reference)
Each bar starts empty at battle start and fills independently toward 1,000,000. First to fill wins.
Initialisation phase
- Both DJs load one saved track list (exactly 60 cards).
- The game validates the list, then sets each DJ's DJ Vibe to 0.
- Opening hand, first DJ, and any pre-battle effects are resolved before turn 1 starts.
Game turns
- Each turn follows a fixed order: draw, play, resolve effects, then end phase.
- Stacks, synergies, and matchup modifiers are applied during effect resolution.
- DJ Vibe shifts after each resolution window based on the turn outcome.
Further battle rules and formats coming soon.