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.
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.



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.
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.
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.
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.
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
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.
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.
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.
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.
Top of the defender's deck into their graveyard:
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.
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.


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:
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.
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 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.
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.
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.
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”.
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.
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.
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.
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.
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.
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.
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.
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.