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Palworld TCG
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GUIDEHow to Play · BP01 Dawn of Palpagos

Palworld TCG Rules: How to Play

Learn the core rules from Bushiroad's official tutorial and the Comprehensive Rules. Explore the play area, five turn phases, Soul costs, attacks, damage checks, Pal battles, blocking, and every keyword ability through interactive examples.

Comprehensive Rules PDFOfficial Rule / Q&APractice against the CPUVerified against Bushiroad's Comprehensive Rules ver. 1.00, last updated July 30, 2026, plus the official Rule / Q&A desk and the tutorial videos.
2
Players
50 + 10
Main + Soul deck
10
Starting life
2 /turn
Souls · max 10
5
Opening hand · 1 mull
Official document

The Comprehensive Rules

Bushiroad publishes a full rules document for the Palworld Official Card Game: Comprehensive Rules ver. 1.00, last updated July 30, 2026. It is the tiebreaker for anything a card's text and this guide leave unsettled: exact check timings, how replacement effects stack, and the numbered rule each keyword abbreviates. Everything below is written against it.

PDF · 16 pagesMirrored on our CDN so the link stays put. Sections are numbered, so a judge call like “11.2.2.3” points at exactly one paragraph.Read the Comprehensive Rules
Official video guide

Watch the Palworld Official Card Game tutorial

Bushiroad's official English tutorial demonstrates the play area, setup, turn phases, Soul costs, attacks, damage checks, and Pal battles. Watch it here, then use the illustrated sections below as a searchable rules reference.

01 · The board

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.

INTERACTIVE · tap a zone
BaseYour field holds up to five Pals, with no stated limit on Structures or Gear. Standing Pals can attack, block, or be Assigned to Structures. Go over five and you choose which extras are sent to the graveyard until you are back at the limit.
02 · Deckbuilding

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.

MAIN DECK
Exactly 50

Pals, Structures, Gear and Events, your whole game plan.

SOUL DECK
Exactly 10

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.
RedBlueGreenPurpleColorless · universal
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
03 · Before turn one

Set up the game

1
Place your decks
Shuffle your main deck into your Deck zone, and set your 10-card Soul Deck in the Soul Deck zone.
2
Decide who goes first
Randomly determine turn order (the video uses rock-paper-scissors); the winner chooses to go first.
3
Second player's starting Soul
The player going second places 1 Soul from their Soul Deck into their Soul Area. It is the compensation for giving up the first turn, and it is ready to spend on their opening turn.
4
Draw your opening hand
Each player draws 5 cards from the top of their main deck.
5
Mulligan, once
Starting with the player going first, each player may redraw their whole hand one time per game: return it, shuffle, draw 5 again.
6
Set your counters
Both players set life to 10, and set damage taken, Material and Ingredient to 0. The first player's turn begins.
04 · The engine

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.

INTERACTIVE · step through a turn
1
Stand Phase
Stand every card in your base. Rested Pals, Souls, Structures, and Gear turn upright and become ready again.
First turn exception: the player going first skips only their Draw Phase on turn one. Their Stand Phase still occurs.
05 · Economy

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.

INTERACTIVE · pay a cost
COST
1234
YOUR BASE
Once each turn: you may Rest 3 Souls to draw 1 card from your main deck.

Material and Ingredient

Souls are not the only currency. Each player also tracks two resources, Material and Ingredient, that certain cards generate and then Consume. Both start at 0, both are public information either player can count at any time, and neither can go below 0. You cannot activate an ability unless you can pay its full Material or Ingredient consumption cost.

MaterialIngredientBoth start at 0 \u00B7 never negative
06 · Offense

Attacking a player & the Damage Check

A Standing Pal can attack; when it does, it Rests. Attack the opposing player and its Strike value (lower-right number) is the damage dealt. The defender then puts cards from the top of their deck into their graveyard, one at a time, until the number of cards sent equals that damage. If a Lucky Pal turns up among them, stop immediately: the damage is cancelled entirely and no life is lost. If none appears, the defender loses life equal to the Strike. Run a check below.

INTERACTIVE · damage check simulator
ATTACKER STRIKE
1234

Top of the defender's deck into their graveyard:

Click “Declare attack” to reveal cards.
DEFENDER'S LIFE
10 / 10

Strike (bottom-right) does double duty: it is the life the defending player loses, and it is how many cards they must send to the graveyard looking for a Lucky Pal. That is the tension in a big Strike, a 4 takes four life but gives four chances to whiff. Power (bottom-left) is used in Pal-vs-Pal battles below, different numbers, different jobs.

Those cards are gone. A damage check is not a peek: every card turned over stays in the graveyard, Lucky Pal included. Taking damage mills you, and running your main deck to zero loses the game outright.
07 · Combat

Pal battles & blocking

An attacker may target the opposing player, a Structure, or an opposing Rested Pal. Standing Pals normally cannot be targeted, but they can block. When Pals battle, both deal their Power at once; any Pal that takes damage at or above its Power is destroyed. Structures have durability and do not deal damage back. All surviving damage clears at the End Phase. Pick a matchup and clash.

INTERACTIVE · battle simulator
Ragnahawk
1000
Power-200
VS
Foxparks · Rested
200
Power-1000

Blocking: a Standing Pal can block an incoming attack, Rest it, and the attack is redirected into a Power battle against the blocker instead. A Pal that is already the declared target cannot also block, and Stealth attackers cannot be blocked at all.

Every battle walks the same five steps, and each one is a window where abilities can fire before the damage lands:

1
Attack declaration
Choose an attacking Pal and a legal target, then Rest the attacker. On Attack abilities trigger here. A Pal deployed this turn may attack, there is no summoning sickness.
2
Block declaration
The defender may Rest one Standing Pal to become the new target. Attacker and blocker are now each other's battle opponent.
3
Quick step
The defender, and only the defender, may play Quick Events and Quick activated abilities, as many as they can pay for. The attacking player cannot activate anything here.
4
Damage step
Pal versus Pal, both deal Power simultaneously. Versus a Structure, only the attacker deals damage. Versus a player, the damage check runs on the attacker's Strike.
5
End of battle
Anything lasting “during this battle” wears off and the turn player returns to their Main Phase, free to declare another battle.
08 · Timing

Quick & interrupt

Cards and abilities with the Quick keyword can be played while you are being attacked, in the Quick Step that sits between blocking and damage. This is the defender's window alone: the attacking player cannot activate abilities during it, so anything they wanted to set up had to happen before they declared.

QUICKInterrupt is the keyword that turns that window into a save. Pay it by Resting 1 Soul and discarding the Interrupt card, or by discarding it plus one other card from your hand, and the opponent's attack is nullified: the battle jumps straight to its end step with no damage check and no Pal combat.Attack fails
09 · Board pieces

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.

INTERACTIVE · assign a pal
Ranch
Draw 1
Ready to assign.
10 · Tools & weapons

Gear

Gear cards (tools and weapons) are paid for like Pals, and many carry an on-deploy ability that fires as they enter play. The Single-Shot Rifle reads “AUTO OnDeploy Choose up to 1 Pal, and deal 1500 Damage”, so it destroys any Pal whose Power is 1500 or less the moment it lands.

Costs can drop. Primitive Furnace's activated (ACT) ability can Consume 2 Material to reduce the cost of your next Gear by 2, letting a Cost-4 Gear be played for just 2.
11 · The goal

Winning the game

Reduce your opponent's life from 10 to 0. Each attack that completes its damage check without turning up a Lucky Pal costs the defending player life equal to the attacker's Strike. There is a second, quieter clock: the moment a player's main deck hits 0 cards they lose, and every point of damage they take feeds that deck into the graveyard. You may also concede at any time, and nothing can stop or force a concession.

Opponent at 0, you win
12 · Shorthand

Keyword abilities

A keyword is one word standing in for a full ability, so the card can spend its text box on something else. These are the fourteen defined in the Comprehensive Rules, with the wording each one expands to. Anything in quotes is the rule text itself.

QKQuick
Marks an Event card or an activated ability that can be played during the Quick Step, in the middle of your opponent's attack.
DEPOn Deploy
"On Deploy (effect)" means "when this card is deployed, (effect)". Fires as the card reaches your base.
ATKOn Attack
"On Attack (effect)" means "when this card attacks, (effect)". Fires at the attack declaration, before blockers.
ASNOn Assign
"On Assign (effect)" means "when this card is assigned, (effect)". This is how most Structures are powered.
BRVBrave (number)
"On Attack, this card's power increases by (number) until end of turn." A self-pump that only pays off on offense.
SERSerious (number)
"On Assign, choose 1 Pal, and its power increases by (number) until end of turn." The pump can go on any Pal, not just the one Assigned.
INTInterrupt
A Quick activated ability that nullifies the opponent's attack. Pay either 1 Soul and discard this card, or discard this card plus 1 other card from your hand.
VIGVigilance
"At the end of your turn, stand this card." It comes back up early, so it can block on the turn it attacked.
TNTTaunt
"The opponent must target this card if it can be targeted for an attack." Multiple Taunts mean the attacker picks one of them; if no Taunt card is a legal target, any other legal target may be chosen.
STLStealth
"This card cannot be blocked." The attack still resolves against whatever it declared.
RETRetaliate
"When this card is put into the graveyard, if this was a Pal that battled, put the opposing combat Pal into the graveyard." It trades even against Pals it cannot out-Power.
NOCNocturnal
"If it is night, this card's power increases by 300." Depends on the shared Night state, not on a card of yours.
BRKBreakthrough
"If the opposing combat Pal is put into the graveyard when this card is attacking, deal damage to the master of the opposing combat Pal equal to this card's strike." Blocking no longer saves their life total.
ASLAssault
"This card can choose a Pal in the stand state as an attack target." The usual rule that only Rested Pals can be attacked stops applying.
Night is a shared state, not a counter. Cards can turn the game to Night, and while it lasts every Nocturnal Pal on the table is stronger, including your opponent's.
Reference

Card stats & terminology

PALPal Card
A creature with Power, Strike, Color and (optionally) work suitabilities. Attacks players, Pals or Structures, and can block.
GEARGear Card
Tools and weapons. Pay the Cost to play; often carries an on-deploy effect.
STRStructure Card
Bases and machines, played in landscape orientation. Powered by Assigning a Pal. Uses Durability in place of Power.
SOULSoul Card
Resource cards in the 10-card Soul Deck. Rested to pay Cost.
EVTEvent Card
One-shot effects. Pay the Cost, the effect resolves, the card goes to the Graveyard. Some Events are Quick.
Reference

Elements & work suitability

Every card carries an element, one of nine icons carried over from the videogame. Neutral is an element in its own right: a Neutral card is not an elementless card, which matters the moment something reads “choose a Neutral Pal”.

Neutral
Fire
Water
Grass
Electric
Ground
Ice
Dark
Dragon

Eight work-suitability tags appear on cards and in Structure activation requirements. Assign a Pal with the matching tag to power the Structure's effect. In card text these are written inside corner brackets or double quotes.

Kindling
Electricity
Harvesting
Cooling
Crafting
Collecting
Transporting
Farming
15 · Quick answers

Palworld TCG rules FAQ

These answers summarize the most common setup, turn, damage-check, and win-condition questions. Use the illustrated sections above for the full sequence and examples.

How many cards are in a Palworld TCG deck?

A legal deck has exactly 50 cards in its Main Deck and exactly 10 Soul cards in a separate Soul Deck. The Main Deck can use no more than two colors, with Colorless cards allowed in any deck.

What are the five phases of a turn?

Each turn follows the Stand, Draw, Soul, Main and End phases in that order. The first player skips the Draw Phase on their first turn.

How much damage does an attack on a player deal?

An attacking Pal deals damage equal to its Strike. The defending player puts cards from the top of their deck into their graveyard one at a time until the number sent equals that damage, then loses that much life. Those cards stay in the graveyard.

What happens when a Lucky Pal is revealed?

If a Lucky Pal turns up while the defending player is resolving a Damage Check, the check stops there and the whole damage is cancelled, so no life is lost. A Main Deck can contain no more than eight Lucky Pals.

Who gets the extra Soul at the start of the game?

The player going second places one Soul from their Soul Deck into their Soul Area during setup. The player going first instead skips their Draw Phase on turn one.

How do you win a Palworld TCG game?

A player wins by reducing the opponent from 10 life to 0. A player also loses immediately if their Main Deck has no cards remaining, which damage checks make steadily more likely.

Ready to use the rules? Browse the complete card list, build a legal list in the deck builder, or start a CPU match.

An unaffiliated fan project. Palworld © Pocketpair, Inc. Palworld Trading Card Game © Bushiroad. Rules checked against the official Comprehensive Rules ver. 1.00 dated July 30, 2026, the Rule / Q&A desk, and official tutorial videos.palmods.gg/tcg/rules