Rules

  

The Ultimate EDM Festival Card Game

In Rave Realm, you are the leader of a squad attending one of your favorite music festivals. Your goal is to manage your Energy, build your Crew, trade Kandi, and maintain your Stamina while navigating the chaos of The Festival.

I. THE WIN CONDITIONS

The game ends immediately when a player achieves any one of these three goals:

1. Complete the Crew: Your Beings currently on the field have a combined Crew Score of 10 or more.

2. PLUR Master: You have collected 10 Kandi Bracelet Tokens.

3. Empty the Venue: You reduce your opponent’s Stamina Points from 20 to 0.

II. DECK CONSTRUCTION (40 CARDS)

  • 1 Headliner DJ: A Legendary DJ. Starts in the DJ Booth.
  • 12–15 Venues: Your energy sources. Can be multiples of the same card.
  • 10–13 Beings: DJs, vendors, spirits, crew members, and other festival attendees. No multiples.
  • 10–13 Drops: Party Favors, Instants, or Equipment cards. No multiples.
  • 2-4 Quest Cards: 3 Turn story cards. No multiples.
  • 2-3 Gear Cards: Permanent items to increase your Energy or enhance gameplay. No multiples.
  • 0-3 Token Cards: Can be sacrificed or collected based on gameplay. No multiples.

III. THE FIELD LAYOUT

  • The Stage: Area where you play your Venues
  • The Festival Grounds: Area above the Stage where your Beings, Equipment, Quests and Gear are played.
  • The Queue (The Deck): Your draw pile.
  • Camp (Discard): Where used Drops and tired Beings go. Next to your Queue.
  • The DJ Booth: A special zone above your Queue and Camp for your Headliner DJ.
                                  

IV. STARTING THE GAME and TURN STRUCTURE

Starting the Game

  1. Draw 7 cards. You want to start with 2-3 venues. You get 1 mulligan. Decrease the number of cards drawn by 1 for every reshuffle after that.
  2. Starting Player does not draw to start their turn.

Turn Structure

1. Recharge (Untap): Refresh all your Tapped (1/4 turned) cards.

2. Get Through Security (Draw): Draw one card from your Queue.

3. Scan your Wristband: (Main Phase 1) Play one Venue if able. Play Beings, Gear, Quest, or Drops by Tapping (1/8 turn indicated by the play button symbol)Venues for their Energy cost indicated by the number of icons or colorless number in the top right corner of each card.(Only one Quest Card can be played on the field at a time). Opponent may respond with any Instant Drop Cards. (Instant Drop cards can be played in response at any point during player’s or an opponent’s turn).


4. The Dance Off:

  • Player may or may not declare Battlers Tapping (1/8 turn) Beings. Beings cannot battle the same turn they are played unless they have Rush. (You can only Battle an Opponent’s Stamina Points or Headliner DJ directly unless card ability says otherwise)
  • Opponent may choose any battlers that are able to defend tapping them or may respond with any Drop cards if able. (Battles are done 1 on 1)
  • Player may also choose to trigger any abilities of Beings not battling by either tapping (1/8 turn) and/or paying any additional Energy cost indicated on the card.
  • Player can respond with any Drop cards if able
  • Fatigue is dealt (Vibe vs. Stamina) simultaneously unless Being has Opener.

5.  Re Group (Main Phase 2): You may play any additional cards if you have Energy remaining.

6. Cool Down (End Step): "Until end of turn" effects expire. Check for the Complete the Crew Win or Kandi Collection Win). If you end your turn with 0 cards in your hand, draw 5 cards on your next recharge. 

V. THE HEADLINER RULES

• Playing: You may play your Headliner DJ from the Booth during your Main Phase for its Energy cost. It enters the grounds as a Legendary Being.

The DJ rider: If your DJ is fatigued or removed from play, return it to the DJ Booth. Every subsequent time you play it, it costs 1 additional Energy for each time it has been returned to the Booth.

VI. KEYWORDS & ABILITIES

  • Shielding: This Being cannot be targeted by an opponent’s party favors, equipment or Being abilities.
  • Extend: This Being can battle Beings that have "Evade."
  • Opener: This Being deals its Vibe to Stamina first in combat.
  • Guard: This Being does not Tap to battle.
  • Stomp: Excess fatigue dealt to a battler is dealt to the opponent’s Stamina Points.
  • Evade: This Being can only be battled by beings with Extend
  • Rush: This Being can battle or tap for it’s ability the same turn it is played.
  • Stunned Beings do not untap until their player’s 2nd recharge step.
  • Cards that say give/pay/receive a Kandi Bracelet Token only apply to Kandi Bracelet Tokens already created/played on the Festival Grounds.
  • If a player sends an equipped Being back to an opponent’s hand, that player may create a token called Ground Score for each piece of equipped equipment. Equipment goes to opponent’s camp.

VII. CARD ANATOMY

Energy Cost: Located in the top right corner. Color and Icon quantity dependent unless it shows a number which means colorless for its cost to play.

Vibe/Stamina: Located in the bottom right corner. The fatigue a Being deals/the stamina a Being has.

Crew Score: The point value (1–3) located at the lower left corner that counts toward the Complete the Crew Score. Build to 10 total to win!