Game

Battles

Battle rules, formats, and scoring concepts — how DJs face off using their track lists.

Card attributes

Every playable card surfaces five 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 song lands with an audience and is independent of intensity. A few special songs fall below 50 or above 120, anywhere in the full 0-200 range.
    87
    VIBE 87
  • 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.
    75%
  • 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
  • FX box — An FX name and effect description printed on every card, applied during Resolve effects alongside stacks and matchup modifiers.
    FX

Full advantage and weakness columns per genre: Genres — Associations.

DJ Vibe
  • Each DJ tracks their own DJ Vibe score 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)
DJ 1640,000 / 1,000,000
DJ 2310,000 / 1,000,000

Each bar starts empty at battle start and fills independently toward 1,000,000. First to fill wins.

Initialisation phase
  • Load track list presets — both DJs bring one in (exactly 60 cards).
  • Reset DJ Vibe— each DJ's DJ Vibe is set to 0.
  • Start on the MP3 Player — the base gear tier, 1 deck slot.
  • Resolve opening Queue and first DJ — draw 7 cards each before turn 1 starts.
Game turns
  • Draw — draw 1 card into your Queue.
  • Transition phase — cards transitioning in become Playing Songs; cards transitioning out, and any Synergy card played last turn, move to the Crate.
  • Play — you may:
    • Cue a Song card — move it from your Queueinto an open deck slot. It doesn't play immediately: it starts transitioning in, and enters play as a Playing Songat the next turn's Transition phase. Exception: with only one deck slot, there is nothing to transition between, so the card is played immediately.
    • Play a Synergy card — move to a genre your current Playing Song doesn't normally permit, for this turn only.
  • Resolve effects — stacks, synergies, and matchup modifiers are applied here.
  • Score step — each of your Playing Songsthat isn't Silenced adds its Song Vibe to your DJ Vibe.
Venues

Every DJ battle is played at a venue — Bedroom, House Party, Club, or Festival — which sets what the battle is worth and who you can face, but never the rules of a turn. Full ladder: Battles — Venues.

Further battle rules and formats coming soon.