How to Play · Palworld

How to Play the Palworld Official Card Game

Bushiroad's Palworld Official Card Game turns catching, fighting, and putting Pals to work into a two-colour deckbuilder. You build up Souls as your resource, field a team of up to five Pals, and attack until your opponent's life hits zero — but every hit is a gamble, because a Lucky card flipped during damage cancels it.

Players2 players
Play Time20–40 minutes
DifficultyBeginner-friendly

Reduce your opponent's life from 10 to 0. You also win if your opponent has no cards left in their deck.

Deck size

A 50-card Main deck + a separate 10-card Soul deck.

Card types

Pal
Your creatures. Pals have Power (damage dealt to other Pals and Structures) and Strike (damage dealt to a player). They can attack or be rested to work.
Structure
Buildings that sit in your base with ongoing effects. Structures have Durability and can be attacked.
Gear
Equipment that boosts your Pals.
Event
One-shot effects that resolve and go to the Graveyard.
Soul
Your resource, kept in a separate Soul deck. Souls move into your Soul Area over the game and are rested to pay costs.
Lucky cards
Cards printed with a Lucky icon in the corner. When one is flipped while you take damage, the rest of that damage is cancelled.

Deck restrictions

  • Maximum 4 copies of any card with the same name.
  • Maximum 8 cards with the Lucky icon in your Main deck.
  • Up to 2 colours from Red, Blue, Green, and Purple. Colourless cards can always be included.
  • Main deck must be exactly 50 cards. Soul deck must be exactly 10 cards.
  1. Shuffle your Main deck and set your Soul deck aside separately.
  2. Set your life to 10.
  3. Determine the first player (rock-paper-scissors is standard).
  4. Draw your opening hand.

Starting hand

5 cards.

Mulligan

Once, you may shuffle your opening hand back into your deck and draw a new hand of 5.

Stand
Stand (untap) your rested Pals, Structures, and Souls.
Draw
Draw 1 card. The first player skips this step on turn 1.
Soul
Move Souls from your Soul deck into your Soul Area. Check the rulebook for how many you add each turn.
Main
In any order: rest Souls to play Pals, Structures, Gear, and Events, use abilities, and attack with standing Pals (including ones played this turn). Once per turn you can rest 3 Souls to draw 1 card. There is no separate battle phase.
End
Damage marked on Pals and Structures is cleared. Resolve end-of-turn effects and pass the turn.
  • You can attack the opposing player, an opposing Structure, or a rested opposing Pal. Standing Pals normally cannot be attacked.
  • The defender may block by resting one of their standing Pals, which redirects the attack to it.
  • When a player takes Strike damage, they flip that many cards from the top of their deck into the Graveyard. If a Lucky card is flipped, the remaining damage is cancelled.
  • A Pal or Structure is destroyed when the damage on it equals or exceeds its Power or Durability.
  • You can have at most 5 Pals in play. Any extra go to the Graveyard.
  • Pals rested to attack or to work stay rested through your opponent's turn unless they have Vigilance.
  • The Red-Blue (TD01) and Green-Purple (TD02) trial decks are the easiest way to start: each comes ready to play with a 50-card deck and 10 Souls.
  • This summary follows the Comprehensive Rules ver. 1.00. Check Bushiroad's official rules for the latest wording before tournament play.