Start Here · 12 min

How to play the Palworld Card Game

A complete first-game walkthrough: setup, Souls, phases, combat, blocking, damage checks and win conditions.

Updated July 30, 2026Official rules explainedLaunch-day edition
Card types at a glancePals, Gear, Structures and Events
Jormuntide Ignis — Savage Lava Dragon (EBP01-001), red Pal card from the Palworld Card Game featured in Pals, Gear, Structures and EventsPump-Action Shotgun (EBP01-020), red Gear card from the Palworld Card Game featured in Pals, Gear, Structures and EventsAntique Curtain (EBP01-039), blue Structure card from the Palworld Card Game featured in Pals, Gear, Structures and EventsPal Sphere (EBP01-047), blue Event card from the Palworld Card Game featured in Pals, Gear, Structures and Events
Examples of the four Main Deck card types used while learning how to play the Palworld Card Game.Official card and product images · ©Bushiroad ©PALWORLD
The short version

Both players start with 10 life. Build a 50-card Main Deck and a separate 10-card Soul Deck, use Souls to pay costs, and attack with Pals. Reduce the opposing player to 0 life to win. You also lose if your Main Deck has no cards remaining.

What you need for your first game

  • Main Deck: exactly 50 Pal, Gear, Event and Structure cards.
  • Soul Deck: exactly 10 Soul cards. Souls are the resource used to pay card and ability costs.
  • Counters: track life, Materials and Ingredients when cards create or consume them.
  • A playmat: optional for casual play, but very helpful while learning the Base, Soul Area, decks and Graveyard.
Best first purchase: either Trial Deck is ready to play and includes a 50-card Main Deck, 10-card Soul Deck, paper playmat and play guide, counters and one BP01 booster pack.

Set up the game step by step

  1. Place and shuffle your Main Deck. Place the separate Soul Deck beside your Soul Area.
  2. Set both life counters to 10.
  3. Decide who goes first. The winner of the chosen method may choose first or second.
  4. The player going second puts one Soul from their Soul Deck into the Soul Area in the stand state.
  5. Each player draws five Main Deck cards.
  6. Starting with the first player, each player may mulligan once. A mulligan returns all five cards, shuffles the deck, then draws five new cards; you cannot keep only some cards.

The five phases of a turn

1Stand Phase

Stand all cards in your Base and Soul Area so they can be used again.

2Draw Phase

Draw one card. The player going first skips this phase on their first turn.

3Soul Phase

Move two Souls from the Soul Deck into the Soul Area in the stand state. The Soul Area cannot exceed 10 Souls.

4Main Phase

Play cards, activate abilities, assign Pals to Structures, attack, or rest three Souls to draw one extra card once per turn.

5End Phase

Damage on Pals and Structures becomes 0, end-of-turn effects finish, then pass the turn.

What each card type does

  • Pals form your team. They can attack, block and work at Structures. A Pal has Power for battle and Strike for player damage.
  • Structures stay in your Base and create ongoing value. Many ask you to assign a Pal by resting it.
  • Gear supports Pals or provides reusable effects after deployment.
  • Events resolve a one-time effect, then normally go to the Graveyard.
  • Souls are kept in a separate deck and rested to pay costs.

How attacks, blocking and battle work

Rest one of your standing Pals to attack. The target can be the opposing player, a Structure, or normally a Pal already in the rest state. Assault is the keyword that allows a Pal to attack standing Pals.

If a Pal attacks another Pal

Both combat Pals deal damage equal to their Power to each other. A Pal is put into the Graveyard when its damage is equal to or greater than its current Power.

If a Pal attacks a Structure

The Pal deals its Power as damage to the Structure's Durability. A Structure does not deal damage back.

If a Pal attacks the opposing player

The defending player may rest a Pal to block, changing the attack target to that blocker. The defender may also use legal Quick cards or Interrupt effects at their stated timing.

Damage Check and the Lucky icon

If a player attack is not blocked or interrupted, put cards from the top of the defending player's Main Deck into the Graveyard one at a time, up to the attacker's Strike. If no Lucky icon appears, the defender then loses life equal to the full Strike. If a Lucky icon appears, the check stops and that life loss is cancelled.

Example

A Pal with Strike 4 hits the opposing player. If the second checked card has a Lucky icon, those two cards remain in the Graveyard, the check stops, and the defender loses no life from that damage.

First-game mistakes to avoid

  • Do not mix the 10-card Soul Deck into the Main Deck.
  • Do not attack a standing opposing Pal unless your card has Assault or another effect allows it.
  • Remember that the first player skips their first Draw Phase.
  • Damage clears in the End Phase, but a Pal or Structure destroyed before then still goes to the Graveyard.
  • Keep a possible Interrupt or Quick response in mind before spending every Soul.

Sources & verification

Where these facts came from

We explain official material in our own words and add examples or editorial analysis. Rule and card facts are checked against the sources below.

Official Quick ManualOfficial Rule & Q&AOfficial beginner page
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