Official Rulebook • Season 26 Final Rules

Ravesona Battle Mode

A fast-paced, strategic card game where players pit their deck of collected Ravesona cards against each other in dance-offs, vibe clashes, and mind-melting challenges. Build a deck, read the energy, and see who can outlast the night.

Version 1.0.4
Created August 2025
Updated May 15, 2026
Format 2 Players

🚀 Core Stats Breakdown

Each Ravesona has 6 stats. They are listed on each Ravesona card you collect.

Bass Power How hard you go in front of the stage.
Groove Agility Movement finesse and beat keeping skills.
Vibe Energy How long and brightly your aura burns.
Raver Bond Ability to connect, share your vibe, and support others.
Light Show Visual flair from LEDs to outrageous outfits.
Mind Melt Intelligence, creativity, and mental fortitude.

👥 Players & Game Setup

  • Players: 2
  • Deck Size: Minimum 15 unique Ravesona cards
  • Maximum Deck Size: No maximum number of cards
  • Duplicates: No duplicates allowed — only one of each Ravesona per deck

Each player begins with:

  • 100 Rave Energy
  • A Vibe Meter starting at 0, with a maximum of +7 toward either player
  • Their Ravesona Deck, shuffled and face-down
The Vibe Meter ranges from +7 for Player 1 to +7 for Player 2. You cannot have more than +7 Vibe.

🔹 Game Objective

Win one of three ways:

Energy Depletion Reduce your opponent’s Rave Energy to 0.
Vibe Domination Reach a +7 Vibe Meter and maintain it for 3 turns.
Deck Exhaustion Force your opponent’s deck into exhaustion with no more playable cards.

🔄 Game Flow Overview

To decide who goes first, each player draws one random card out of their deck. Whoever has the higher Bass Power score goes first and has initiative.

If tied, compare Vibe Energy score on the cards. If still tied, draw new cards and repeat. Return cards back to the deck and reshuffle if needed.

After initiative is decided, both players draw 3 cards from the top of their deck to their hands. Leave the remaining cards face-down in front of you.

Each player’s turn follows this sequence:

  1. Draw Phase: At the start of the turn, the player has initiative. Draw 1 card to start the turn.
  2. Play Phase: Play 1 Ravesona card face-up to the Dancefloor active zone.
  3. Battle Phase(s): Engage in a battle with the opponent’s active Ravesona or Ravesonas.
  4. End Turn Phase: If you won at least one battle during a Battle Phase, do not discard. Just end your turn. Otherwise, discard one card in hand to the exhaustion pile. Finally, draw enough cards to have three in your hand.
When a player starts their turn, completes all phases regardless of the number of battles, and ends their turn, that is considered one full turn.

🌀 Battle Phase

Choose a Battle Type

Each Battle Phase begins with one battle type being selected by the player who has initiative.

You can only do each battle type once during your turn.

Preparing for Battle

The opponent must then lay a card on the dancefloor of their choosing from their hand to compete if they do not already have one there. If there is already a card on the dancefloor, do not play another one.

If the opponent has more than 1 card active on the dancefloor, indicate which one you are battling by moving the face-up card in front of one of the opponent’s cards that you wish to battle.

🎛 Battle Types

🎠 Dance-Off Bass Power + Groove Agility + Light Show
✨ Endurance Test Vibe Energy + Raver Bond + Mind Melt
💨 Mind Trip Mind Melt + Groove Agility + Raver Bond
💡 Flow Show Bass Power + Vibe Energy + Light Show
🎤 Freestyle Clash Each player selects their top 3 stats.

⚔️ Scoring & Resolving the Battle

  • Add the 3 relevant stats from each card, listed on the Ravesona card as Battle Totals.
  • Compare total values.
Result Point Difference Effect
Light Win 1–3 points Losing side loses 5 Rave Energy. Vibe shifts +1 toward the winner. No change in initiative.
Solid Win 4–6 points Losing side loses 10 Rave Energy. Vibe shifts +2 toward the winner. No change in initiative.
Dominating Win 7 or more points Losing side loses 10 Rave Energy. Vibe shifts +3 toward the winner. Winner has initiative.
Tie 0 points No energy loss. Vibe Meter shifts 2 points toward the player with initiative. Both cards are discarded. No change in initiative.

Vibe Surge Mode

If a player has +7 Vibe, they enter Vibe Surge Mode. While in Vibe Surge, the player gets +1 to all core stats while surging.

After the Battle

  • The winner leaves their card face-up on the dancefloor.
  • The loser pulls their card and puts it in the exhausted pile to the side.
  • Cards in the exhausted pile are considered done playing and do not return to the game.
  • If at any time you play a card or otherwise lose one from your hand and have zero cards in your hand, announce that you are out of cards in your hand and draw 3 cards from your deck into your hand.
  • Whoever has initiative can choose to enter another Battle Phase or go to the End Turn Phase.
Battle Phase Limit: If the player without initiative declares they are out of cards during the Battle Phase, finish the current Battle Phase, do not enter another Battle Phase, and then draw the three required cards from the deck before entering the End Turn Phase.

🏆 How to Win the Game

You win one of 3 ways:

  • Reduce your opponent’s Rave Energy to 0.
  • Reach +7 Vibe Meter and maintain it for 3 turns.
  • Your opponent runs out of cards.

✨ Energy Depletion

Each player starts with 100 energy. That is all you get, so try not to lose it. Once one player makes the other player’s Energy Meter hit 0, they win by Energy Depletion.

🚀 Vibe Domination

Vibe tracks momentum in the game. It starts at 0 and shifts +1 to +3 toward the winning player based on battle outcomes.

  • If a player reaches +7, they enter Vibe Surge Mode.
  • While surging, the player gets +1 to all stat values for battle.
  • The player must maintain +7 for 3 full turns to win by Vibe Domination.
  • You cannot have more than +7 Vibe.

🌌 Deck Exhaustion

If a player cannot draw a card during their Draw Phase but they have cards in their hand or on the field, they must declare that they have “Entered their last turn.”

They can play their turn normally and then the other player can play their turn normally, except that the last player must attack until all of the player’s cards are in the exhaustion pile.

If during these “Last Turns” the game is not won by Energy Depletion or Vibe Domination, then the player who could first not draw a card from their deck is declared the loser by Deck Exhaustion.

🌈 Feedback & Support

Glow hard. Play smart. Share the vibe.

Welcome to the dancefloor, legend.

We would love to hear from you about your experience, your Tribe’s house rules, or fun stories about your Ravesona experiences.