The rules of the Palworld TCG, playable.
Every rule from Bushiroad's official tutorial — the play area, the five phases, paying Souls, attacking, damage checks, Pal battles and blocking — rebuilt as interactive diagrams you can actually poke at. Click through a turn, run a damage check, stage a battle.



The play area
Each player controls one half of the mat. Every zone has a job — click any zone below to see what it does. The mat also prints the "Flow of the Game" phase track that drives every turn.
Build your deck
Every legal deck is two separate piles: a 50-card Main Deck of Pals, Structures, Gear and Events, and a 10-card Soul Deck of Soul cards you spend to play everything else.
Pals, Structures, Gear and Events — your whole game plan.
Soul cards only. Rest them to pay every card's Cost.
- Up to two colors from Red, Blue, Green and Purple. Colorless cards fit in any deck.
- 4 copies maximum of any single card name.
- 8 Lucky Pals maximum across the 50-card main deck.
- Both players start at 10 life — reduce your opponent to 0 to win.
Choose up to two colors from Red, Blue, Green and Purple, then fill 50 cards with those colors plus universal Colorless cards — no more than four sharing a card name.— paraphrased from the Bushiroad BP01 / TD01·02 preorder announcement
Set up the game
The turn: five phases
Every turn follows the "Flow of the Game" printed on the mat. Click a phase to read it — or hit auto-play and watch a turn cycle.
Playing cards & paying with Souls
To play a Pal, Structure, Gear or Event you pay its Cost — the number in the card's top-left corner — by Resting that many Souls (rotating them upright to sideways). A freshly deployed Pal can act immediately; there is no summoning sickness. Try it: pick a cost, then pay it.
Attacking a player & the Damage Check
A Standing Pal can attack; when it does, it Rests. Attack the opposing player and it deals damage equal to its Strike (lower-right number). The defender reveals one card per point of Strike from the top of their deck — and if any is a Lucky Pal, all the damage is canceled. Run a check below.
Reveals from the top of the defender's deck:
Strike (bottom-right) is what a Pal does to a player. Power (bottom-left) is used in Pal-vs-Pal battles below — different numbers, different corners.
Pal battles & blocking
An attacker may target an opposing Rested Pal instead of the player (Standing Pals can't be targeted — but they can block). Both Pals deal their Power to each other at once; any Pal that takes damage at or above its Power is destroyed. Damage clears at the End Phase. Pick a matchup and clash.


Blocking: a Standing Pal can block an incoming attack — Rest it, and the attack is redirected into a Power battle against the blocker instead.
Quick & interrupt
Cards and abilities with the Quick keyword can be played while you are being attacked, before the attack resolves — not just on your own turn.
Structures & Assign
Structure cards (bases and machines) play in landscape orientation and cost Souls like anything else. You may have any number in play. A Structure has Durability and is destroyed if it takes damage at or above it. Its ability is powered by Assigning a Pal — Rest one of your Pals onto it to trigger its on-Assign effect. Assign a Pal below.

Gear
Gear cards (tools and weapons) are paid for like Pals, and many carry an on-deploy ability that fires as they enter play. In the video, a Single-Shot Rifle deals 1000 damage to an opposing Pal, destroying one with 700 Power.
Winning the game
Reduce your opponent's life from 10 to 0. Each unblocked, un-canceled point of attack damage costs them 1 life.
An alternative win by destroying an opponent's base structures has been referenced in pre-launch press; full specifics aren't published yet.
Card stats & keyword glossary
Work suitability
The same 12 work-suitability tags from the videogame appear on Structure cards as activation requirements. Assign a Pal with the matching tag to power the Structure's effect.

