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GUIDEHow to Play · BP01 Dawn of Palpagos

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.

Verified from Bushiroad's official tutorial and play-guide videos. Prototype cards may differ from the final product.
2
Players
50 + 10
Main + Soul deck
10
Starting life
2 /turn
Souls · max 10
5
Opening hand · 1 mull
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 five Pal slots. Deploy Pals here by paying their Cost. Standing Pals can attack, block, or be Assigned to Structures.
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 Soul bonus
The player going second takes 1 Soul from their Soul Deck straight into their Soul Area — one extra Soul to offset going second.
4
Draw your opening hand
Each player draws 5 cards from the top of their main deck.
5
Mulligan — once
You may redraw your whole hand one time only: return it, shuffle, draw 5 again. Then 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
All your Rested cards (Pals and Souls) Stand upright — they are ready again. The first player skips this on turn one.
First turn exception: the player going first skips their Stand and Draw Phases on turn one and begins from the Soul Phase.
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
06 · Offense

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.

INTERACTIVE · damage check simulator
ATTACKER STRIKE
1234

Reveals from the top of the defender's deck:

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

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.

07 · Combat

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.

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.

08 · Timing

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.

QUICKThe video shows an interrupt paid by spending 1 Soul or discarding 1 card. A successful interrupt makes the attack fail — it ends immediately with no damage and no battle.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. In the video, a Single-Shot Rifle deals 1000 damage to an opposing Pal, destroying one with 700 Power.

Costs can drop. A Structure's continuous (CONT) ability lowered Gear costs 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 unblocked, un-canceled point of attack damage costs them 1 life.

Opponent at 0 — you win

An alternative win by destroying an opponent's base structures has been referenced in pre-launch press; full specifics aren't published yet.

Reference

Card stats & keyword glossary

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

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.

Kindling
Watering
Planting
Generating Electricity
Handiwork
Gathering
Lumbering
Mining
Oil Extraction
Medicine Production
Cooling
Transporting
An unaffiliated fan project. Palworld © Pocketpair, Inc. Palworld Trading Card Game © Bushiroad. Rules transcribed from official tutorial videos for editorial reference; prototype cards may differ from final product.palmods.gg/tcg/rules
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