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How to Play

Source. Transcribed and verified from Bushiroad's official Palworld OFFICIAL CARD GAME tutorial video (English narration, June 2026) and the earlier play-guide video. Screenshots are cropped frames from the play-guide video, © Bushiroad / Pocketpair. The videos use prototype cards that may differ from the final product.
Players
2
Decks
50 main + 10 soul
Starting life
10
Souls per turn
2 (max 10)
Opening hand
5 (1 mulligan)
Win
Opponent to 0 life

The play area

Each player controls one half of the mat. From the official video, the named zones are:

  • Deck: your shuffled 50-card main deck. You draw from here and reveal from here during a damage check.
  • Soul Deck: your separate pile of 10 Soul cards, your resource economy.
  • Soul Area: where Souls you've drawn sit. You Rest (turn sideways) Souls here to pay costs.
  • Base: your field. Pals, Structures, and Gear are played here.
  • Graveyard: the discard pile for destroyed Pals, spent Events, and revealed damage-check cards.
  • Flow of the Game: the printed phase track on the mat: Stand → Draw → Soul → Main → End.
The Palworld Official Card Game playmat showing the Soul Area, Base, Deck, Soul Deck, Graveyard and the Flow of the Game phase track
The official two-player mat. Each side has a Deck, Soul Deck, Soul Area, Base and Graveyard, plus the printed phase track. Frame from the official play-guide video.

Build your deck

Every legal deck is two separate piles:

  • Main Deck: exactly 50 cards. Pals, Structures, Gear, and Events.
  • Soul Deck: exactly 10 cards. Soul cards only, spent to deploy Pals and play other cards.

Construction limits:

  • Up to two colors from Red, Blue, Green, and Purple. Colorless cards may always be included.
  • 4 copies maximum of any one card name.
  • 8 Lucky Pals maximum in the 50-card main deck.
  • Both players start at 10 life; reduce your opponent to 0 to win.
“You may choose up to two colors from among Red, Blue, Green, and Purple to construct your deck. In addition to the colors you have chosen, construct a deck of 50 cards together with Colorless cards that can be used in any decks. You may only include up to 4 cards with the same card name.”
· Bushiroad press release, BP01/TD0102 preorder announcement

Set up the game

1
Place your decks
Shuffle your main deck and place it in your Deck zone (the video puts it on the right). Place 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 and places it into their Soul Area at the start. They begin the game with 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 hand one time only. To mulligan, return your whole hand to the deck, shuffle, and draw 5 again. Then the first player's turn begins.

The turn: five phases

Every turn follows the “Flow of the Game” printed on the mat:

  1. Stand Phase. Return all your Rested (sideways) cards, Pals and Souls alike, to Standing (upright).
  2. Draw Phase. Draw 1 card from your main deck.
  3. Soul Phase. Place 2 Souls from your Soul Deck face-up into your Soul Area. You add 2 per turn, up to a maximum of 10 total.
  4. Main Phase. Take actions in any order: deploy Pals / Structures / Gear, play Events, attack, activate abilities, and Assign Pals to Structures.
  5. End Phase. All damage marked on Pals and Structures is removed, and the turn passes.
First turn exception: the player going first skips both their Stand and Draw Phases on turn one and begins from the Soul Phase. (Each player's Stand Phase is also naturally skipped on their own first turn, since nothing is Rested yet.)

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. You pay by Resting that many Souls: rotate upright (Standing) Souls in your Soul Area to sideways (Rested).

In the video the player pays Cost 2 by Resting two Souls to deploy a Pal to their Base.

  • Your Base holds a maximum of 5 Pals at any time.
  • A newly deployed Pal can act immediately, so it can attack the same turn it's played (no summoning sickness).
A Pal deployed to the Base zone after Resting two Souls in the Soul Area to pay its cost
Deploying a Pal: Rest Souls equal to the Cost (top-left number), then place the Pal in your Base. Frame from the official play-guide video.

Attacking a player & the Damage Check

A Standing Pal can attack. When it does, it Rests. If it attacks the opposing player, it deals damage equal to its Strike value (the number on the lower-right of the card).

The attacked player then performs a Damage Check:

  1. Reveal cards from the top of your main deck, one card per point of damage (so Strike 1 reveals 1, Strike 2 reveals 2, and so on).
  2. If any revealed card is a Lucky Pal (marked with the Lucky sparkle icon in its upper-right), the damage is canceled and you lose no life from this attack.
  3. Otherwise you lose 1 life per point of damage. Revealed cards then go to the Graveyard.
An attack being declared with Souls Rested in the Soul Area, before the defender performs a damage check
Attacking the opposing player. Strike determines both the damage dealt and how many cards the defender reveals. Frame from the official play-guide video.
Strike (bottom-right) is the attacker's value against a player. Power (bottom-left) is used in Pal-vs-Pal battles (see below). They are different numbers in different corners.

Pal battles & blocking

Instead of the player, an attacker may target an opposing Pal, but only a Pal that is in the Rested (sideways) state. Standing Pals cannot be targeted by an attack (though they can block, see below).

When a Pal attacks a Pal, a battle happens, using each Pal's Power (the number in the bottom-left corner of the card):

  • Both Pals deal damage equal to their Power to each other simultaneously.
  • Any Pal that takes damage equal to or greater than its Power is destroyed and sent to the Graveyard.
  • In the video, Power 300 vs Power 200: the 200 Pal is destroyed; the 300 Pal survives with 200 damage marked on it.
  • Damage resets at the End Phase, so surviving Pals are fully healed for the next turn.
Two Pals facing each other in a battle, each dealing its Power to the other
A Pal battle. Both Pals deal their Power to each other; a Pal destroyed if it takes damage ≥ its Power. Frame from the official play-guide video.

Blocking. A Standing Pal can block an incoming attack. To block, Rest the blocking Pal. This redirects the attack into a battle between the attacker and the blocker (resolved with Power, exactly as above).

Quick & interrupt

Some cards and abilities have the Quick keyword. When you are being attacked, you may play a Quick card at that moment, before the attack resolves.

The video demonstrates a Quick card with Interruptibility, played by either spending 1 Soul or discarding 1 card from your hand. A successful interrupt makes the opponent's attack fail: a failed attack ends immediately with no damage and no battle.

Structures & Assign

Structure cards (bases and machines) are played in a sideways landscape orientation. They cost Souls like any other card (Cost in the top-left). You may have any number of Structures in play. A Structure has a Durability value and is destroyed if it takes damage equal to or above it.

A Structure's ability is powered by Assigning a Pal to it: Rest one of your Pals and place it to work on the Structure. This triggers the Structure's on-Assign ability. In the video, assigning a Pal to a Structure lets the player draw a card.

A Structure card played in landscape orientation with a Pal Assigned to it
Structures sit in landscape orientation. Assign a Pal (Rest it) to trigger the Structure's ability. Frame from the official play-guide video.

Gear

Gear cards (tools and weapons) are played by paying their Cost, just like Pals. Many have an on-deploy ability that fires as they enter play. The video's Single-Shot Rifle deals 1000 damage to an opposing Pal, destroying a Pal with 700 Power.

Costs can also be reduced: a Structure's continuous ability in the video lowers Gear costs by 2, letting a Cost-4 Gear be played for 2.

A Gear card (Single-Shot Rifle) played to the field next to a Structure that reduces its cost
Gear is paid for like any card. On-deploy effects can damage Pals; Structures can reduce Gear costs. Frame from the official play-guide video.

Winning the game

  • Reduce your opponent's life from 10 to 0. Each unblocked, un-canceled point of attack damage costs 1 life.
  • An alternative win condition involving destroying an opponent's base structures has been referenced in pre-launch press; full specifics aren't published yet.
A full board late in the demo game, the moment a Lucky Pal is revealed during a damage check and cancels the damage
Late in the official demo: a Lucky Pal revealed on the damage check cancels the incoming damage. Frame from the official play-guide video.

Reference

Card stats & keyword glossary

Card types

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

Card stats

Cost
Top-left number. The number of Souls you Rest to play the card.
Color
Red, Blue, Green, Purple, or Colorless. Must match your chosen deck colors (Colorless is universal).
Strike
Lower-right number. The damage a Pal deals when it attacks a player, and the number of cards the defender reveals on the damage check. Disclosed values: 1–4.
Power
Bottom-center number. Used in Pal-vs-Pal battles: both Pals deal their Power to each other, and a Pal is destroyed if it takes damage ≥ its Power. Damage clears at the End Phase. Values come in 100-point increments (e.g. 200 / 300 / 700).
Lucky (subtype)
A sparkle icon in the upper-right marks a “Lucky Pal.” If revealed during an opponent's damage check on you, it cancels the damage. Capped at 8 per main deck.
Durability (Structures)
Replaces Power on Structure cards; the Structure is destroyed when its Durability is exceeded.
Rarity
Base rarities RR, R, U, C. Trial Decks add a guaranteed parallel slot (TSR / TSP).

Ability & status keywords

AUTO
Triggered ability. Fires automatically on its trigger (commonly “On Deploy” or “On Assign”).
ACT
Activated ability. You choose to use it, often for an added cost.
CONT
Continuous/static ability. Always active while in play (e.g. a Structure reducing Gear cost).
Quick
Timing keyword. Can be played/activated while you are being attacked, not just on your own turn.
Stand / Rest
Standing = upright and ready; Rest = turned sideways and spent. Pals Rest to attack, Assign or block; Souls Rest to pay Cost. Rested cards Stand again in your next Stand Phase.
Assign
Resting one of your Pals to “work” a Structure, triggering its on-Assign ability.

Work suitability

The same 12 work-suitability tags from the videogame are referenced by Structure cards as activation requirements. Assign a Pal with the matching tag to power the Structure's effect.

  • Watering
  • Kindling
  • Mining
  • Lumbering
  • Planting
  • Generating
  • Handiwork
  • Gathering
  • Cooling
  • Transporting
  • Farming
  • Medicine
Spotted an error? This guide follows Bushiroad's official tutorial videos, which use prototype cards that may differ from the final product. The full rulebook lands at launch on July 30, 2026. If something here contradicts an official source, the official source wins. Let us know via the Discord and we'll fix it.