Joining a Game
A person makes a room, password protected or not, and then people join that room. The 'DJ' selects their song of choice, some of the time according to the other peoples wishes. Then the DJ selects a stage, such as B-Boy Court and they select the type of game. Also, the songs have different tempos, faster ones like Love Mode being harder to follow and slower ones like Can't Throw It Away being easier.
By following the arrows, or doing the opposite if it's a red arrow (if it shows a red arrow to the left you're supposed to press right) displayed on the screen and pressingor on the 8th beats, the player may gain a score of MISS, BAD, COOL, GREAT or PERFECT. The character will dance on the screen respectively to how well the player scored. As you go on, the number of moves changes to the level your on. The person who currently has the highest score will stand in front of the following players. The position is swapped in real time once someone else tops that person's score.
A special move during most gameplay is called the "Finish Move" if a person does a certain number of moves without missing, or at a designated time in the middle of a song, a "Finish Move" sequence will appear. Finish moves issue a lot of points, and if the person in front doesn't do it, and someone else does, it may be enough to pass them, even if the person is losing by a large margin such as 10,000 points.
A player may get a consecutive amount of PERFECTs and get bonus points for doing so. PERFECT combos (or "Perfect chains" as some people call it) also enables players to interfere with the opposition. A blue circle indicates that you made a perfect in your move, and thus acts as a shield. When a player gets another perfect while holding a blue circle, they will make the other player, which has a standing above them, receive a yellow circle. While under the yellow circle points will be deducted to 0 if that person doesn't hit a perfect (in a finish move it reduces a percentage rather than the whole move).
In team games, two players on the same team must get a PERFECT at the same time to attack the opposing team.
 After a Dance Battle
The person with the most points at the end of the dance battle will land first place. Each player will receive experience points, and Den/BEATS according to what place they resulted in. Players can increase their points by playing 'chance'. This can be activated by pressing the delete key or the . key on the number pad whereby red keys appear and players have to press in the opposite direction of the red keys.
If a single/group game (not including NPC, One-Two Party and Beat Up modes) is full, while also having the music set to random, a Mission may occur at the beginning of the match. This is where bonuses are given if you accomplish a certain challenge. Examples are not getting a specific beat judgment (e.g. no COOLs or no BADs), getting perfect comboes (e.g. PERFECT X3), or getting a standing (e.g. getting number 1). The music can be random, random(Speed Range), or random from any range of tempos.
 Chance Levels
In Korean Audition as of January 14, 2008, AuditionSEA as of July, 2008, and Audition Ayodance as of June, 2008.
There are chance levels from 1 until 6. With the addition of Chance levels, the DJ can now set a standard number of red (opposite keys) arrows a player will face when they use the chance mode. The choices range from 0 to 6. Alternatively the DJ can select the free chance mode which will allow players to cycle through the levels at their leisure. The more red steps a player clears, the more points they will score. The ability to choose your own level of difficulty adds a new level of strategy and can greatly stratify scores between weak and strong players. In addition, whether or not players are using chance and their current chance level are displayed next to player scores during the game.