Game
Battles
Battle rules, formats, and scoring concepts — how players 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.
- Popularity — Shown as 1-9 award symbols on the stat row (gold, platinum, then diamond tiers). It measures how broadly the track lands with an audience and is independent of intensity.
🏆🏆🏆NOTE 9
- 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.
Vibe
- The score is a single Vibe gauge, not a detached number on its own.
- The gauge runs from 100% on player 1's side to 100% on player 2's side, with a smooth progressive gradient between the two.
- At the start of the match it reads 0 - neutral (no lead). The indicator then shifts along the bar as Vibe changes.
Vibe gauge (reference)
P1 100%P2 100%
Centre mark = 0 at battle start. The fill or needle moves from there toward one player or the other.
Initialisation phase
- Both players load one saved track list (exactly 60 cards).
- The game validates the list, then sets the Vibe gauge at 0 (neutral centre).
- Opening hand, first player, 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.
- Vibe shifts after each resolution window based on the turn outcome.
Further battle rules and formats coming soon.