AUTO
Rule 10.1.1.2An automatic ability: it plays itself the moment the situation it names happens. Resolve it before continuing play.
Official rules guide
Rules guide
Each player controls one half of the mat. From the official video, the named zones are:

Rules guide
Every legal deck is two separate piles:
Construction limits:
“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
Rules guide
Rules guide
Every turn follows the “Flow of the Game” printed on the mat:
Rules guide
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: paying a soul cost changes that many Souls in your soul area from standing to resting (CR 10.4.3). A cost that cannot be paid in full is not paid at all — you may never pay part of one (CR 10.4.2.2).
In the video the player pays Cost 2 by Resting two Souls to deploy a Pal to their Base.

Rules guide
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:

Rules guide
Instead of the player, an attacker may target an opposing Pal, but only a Pal that is in the Rested (sideways) state, or one of their Structures. Standing Pals cannot be chosen as an attack target (CR 9.2.3) — Assault is the ability that allows it (CR 12.15.2). A Standing Pal can still 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):

Blocking. A Standing Pal can block an incoming attack, whatever it was aimed at — your life, one of your Pals, or a Structure. In the block declaration step you may choose 1 standing Pal you control that isn't already the attack's target and isn't stopped from blocking by an effect (CR 9.4.2); it is Rested and becomes the attack's new target (CR 9.4.2.1), so the attacker and that blocker become each other's battle opponent (CR 9.4.3).
An Interrupt is not an alternative to blocking — it comes later. The block step leads into the quick step (CR 9.4.4), and an Interrupt is a Quick activated ability played there (CR 12.8.1, CR 9.5.2), so you may block AND then Interrupt in the same battle. Nullifying the attack jumps the battle straight to its end (CR 5.18.1).
Rules guide
Some cards and abilities have the Quick keyword. When you are being attacked, you may play a Quick card at that moment. Precisely: in the quick step the non-turn player may play an event card from hand, or an active activated ability that can be played in that step, any number of times and in any order (CR 9.5.2, CR 9.5.2.1). The turn player cannot activate abilities during the quick step (CR 9.5.2.2).
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: nullifying the attack moves the battle immediately to the end of battle step, so no damage and no battle follow (CR 5.18.1).
Rules guide
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 — the Pal limit of 5 applies to Pals only (CR 4.4.5.2), and going over it sends the extra Pals to the graveyard by rule action (CR 4.4.5.1, CR 11.5). 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.

Rules guide
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.

Rules guide

Reference
Rules guide
Ability markers
An automatic ability: it plays itself the moment the situation it names happens. Resolve it before continuing play.
An activated ability you choose to use during your Main Phase after paying its printed cost.
A continuous ability that applies for as long as the card stays in its required state or zone.
Limits that ability to one use each turn, even if you could pay its cost again.
Timing
Triggers when the card is deployed to the Base. Finish this effect before taking another action.
Triggers when that Pal attacks, before the battle finishes.
Triggers when the card is assigned to a Structure to pay an Assign cost.
Can be played during the Quick Step, which follows block declaration and comes before damage resolves.
A Quick activated ability that nullifies the attack. Pay its listed cost during the Quick Step.
Combat
Your opponent must choose this card as their attack target when they can, keeping attacks off your Master.
This card cannot be blocked, so its attack reaches the target it chose.
This card can choose a Pal in the stand state as its attack target, opening lines that are normally unavailable.
If the opposing combat Pal is put into the graveyard while this card is attacking, deal this card's Strike to that Pal's Master.
When this Pal is put into the graveyard while battling, the opposing combat Pal is put into the graveyard too.
Stands this card at the end of your turn, so it can attack and still be ready to block.
Stats & bonuses
On Attack, this card's Power increases by the listed number until end of turn.
On Assign, choose 1 Pal: its Power increases by the listed number until end of turn.
While it is night, this card's Power increases by the listed number.
A Lucky Pal turned over during a Damage Check ends that resolution — no life is lost.
No revealed example card is available yet.
Costs & actions
Rest one of your standing Pals to pay a Structure ability's Assign cost.
Put one of your own Pals into the graveyard, either as a cost or as part of the effect.
Reduce the Material or Ingredient you own by the stated amount.
Rules guide
Pal cards carry work-suitability tags, and many Structure cards are powered by Assigning a Pal whose tag matches. The released cards (TD / BP01) use these tags:
All 138 cards the simulator implements, each with its printed text and the comprehensive-rule clauses that govern it. Generated from the same ability data the engine runs, so it cannot drift from how the card actually behaves. Tap a rule number to jump to it.
ACT 1/Turn [③] OR [Discard 2 cards from hand] Stand this card.
Rules5.2.110.1.1.110.4
Open card page →ACT 1/Turn [③] OR [Discard 2 cards from hand] Stand this card.
Rules5.2.110.1.1.110.4
Open card page →CONT When your red card would deal Damage other than battle damage to a Pal, deal +200 Damage instead (Strengthens this card's ability too). AUTO OnDeploy Choose up to 1 Pal, and deal 700 Damage.
Rules5.1510.1.1.311.412.3
Open card page →AUTO At the end of the battle this card attacked, you may return this card to hand. ACT Interrupt (Hand Quick [①, discard this card] OR [Discard this card and 1 other card from hand] Nullify the opponent's attack. Battle damage does not occur)
Rules5.169.59.712.8
Open card page →AUTO OnDeploy Get 3 Material. ACT 1/Turn [Consume 3 Material ] Look at the top 5 cards of your deck, choose up to 1 ◇8 or less gear from among them and deploy it, and shuffle the rest of the cards with the deck.
Rules4.55.135.1510.1.1.110.412.3
Open card page →AUTO Brave 300 (OnAttack This card gets Power +300 until end of turn)
Rules7.6.49.312.4
Open card page →AUTO OnDeploy Choose up to 1 ◇7 or greater Pal, and deal 1200 Damage.
Rules5.1511.412.3
Open card page →AUTO OnDeploy Choose up to 1 Pal in the stand state, and deal 500 Damage.
Rules5.1511.412.3
Open card page →AUTO Brave 300 (OnAttack This card gets Power +300 until end of turn)
Rules7.6.49.312.4
Open card page →AUTO OnAttack Choose all of your red Pals, and they get Power +500/Strike +1 until end of turn.
Rules7.6.49.312.4
Open card page →AUTO Serious 400 (OnAssign Choose 1 Pal, and it gets Power +400 until end of turn)
Rules5.147.6.412.5
Open card page →ACT Interrupt (Hand Quick [①, discard this card] OR [Discard this card and 1 other card from hand] Nullify the opponent's attack. Battle damage does not occur)
Rules9.512.8
Open card page →ACT 1/Turn [Consume X Material, assign 1 Pal] Perform 〈Choose 1 Pal, and deal 500 Damage. 〉 X times.
Rules10.1.1.110.410.4.211.4
Open card page →ACT 1/Turn [Assign 1 Pal] Get 3 Material, and draw 1 card. ACT 1/Turn [Consume X Material ] Reduce the cost of playing your next gear from hand by X until end of turn. It does not become ◇0 or less from this ability.
Rules5.75.1310.1.1.110.410.4.210.4.3
Open card page →CONT All of your red Pals get Power +200. AUTO When your red Pal is deployed, get 1 Material.
Rules5.1510.1.1.3
Open card page →ACT 1/Turn [①, assign 1 Pal] Stand all Pals assigned this turn. Until end of turn, your Pals cannot be assigned, and must attack as much as possible (Includes Pals deployed after activating this ability).
Rules5.2.15.1710.1.1.110.4
Open card page →ACT [Rest this card] Choose 1 Pal, and it gets Power +200 until end of turn. If its main name is 《Foxparks》, it gets the skill in 〈〉 until end of turn. 〈AUTO OnAttack Choose up to 1 Pal, and deal 700 Damage 〉.
Rules7.6.410.1.1.110.410.6.3
Open card page →AUTO OnDeploy Choose all of your opponent's Pals, and deal 1200 Damage. ACT [Rest this card] Choose 1 Pal, and it gets Power +200 until end of turn.
Rules5.157.6.410.1.1.110.411.412.3
Open card page →AUTO OnDeploy Choose up to 1 Pal, and deal 500 Damage. ACT [Rest this card] Choose 1 Pal, and it gets Power +200 until end of turn.
Rules5.157.6.410.1.1.110.411.412.3
Open card page →ACT [Rest this card] Choose 1 Pal, it gets Power +200 until end of turn, and you get 1 Material.
Rules5.137.6.410.1.1.110.4
Open card page →Choose 1 of the following: ・Choose 1 Pal, and deal 1500 Damage. ・Choose up to X Pals, and stand them. X is equal to your number of gears. ・Choose all of your opponent's ◇5 or greater Pals, and they cannot block until end of turn.
Rules5.2.15.159.410.6.311.412.3
Open card page →Look at the top 5 cards of your deck, choose up to 1 red structure or red gear from among them and add it to hand, and shuffle the rest of the cards with the deck. If you chose 0 cards, get 3 Material.
Rules4.55.1512.3
Open card page →AUTO OnDeploy Reveal the top card of your deck, and if it is a ◇8 or less Dragon Pal, you may deploy it. If you did not deploy it, add it to hand.
Rules4.55.1512.3
Open card page →AUTO OnDeploy Choose up to 1 ◇6 or less Pal, and rest it. While this card is in the base, that card does not stand.
Rules5.2.15.157.210.6.312.3
Open card page →AUTO OnDeploy Draw 1 card, choose up to 1 ◇7 or less Pal, and rest it. That card does not stand during your opponent's next stand phase.
Rules5.2.15.75.157.210.6.312.3
Open card page →AUTO OnDeploy Draw 1 card. ACT 1/Turn [Discard 1 card from hand] Look at the top 5 cards of your deck, choose up to 2 ◇6 or less structures from among them and deploy them, and shuffle the rest of the cards with the deck.
Rules4.55.75.1510.1.1.110.412.3
Open card page →AUTO When this card is attacked, this card gets Power +300 until end of turn.
Rules7.6.49.3
Open card page →CONT If this card is in the rest state, all of your opponent's Pals get Strike -1.
Rules10.1.1.3
Open card page →AUTO Serious 400 (OnAssign Choose 1 Pal, and it gets Power +400 until end of turn)
Rules5.147.6.412.5
Open card page →AUTO When this card is assigned to a 「Farming」 structure, draw 1 card.
Rules5.75.1412.5
Open card page →AUTO OnAttack Draw 1 card, choose 1 card from your hand, and discard it.
Rules5.75.109.312.4
Open card page →ACT Interrupt (Hand Quick [①, discard this card] OR [Discard this card and 1 other card from hand] Nullify the opponent's attack. Battle damage does not occur)
Rules9.512.8
Open card page →AUTO OnDeploy Choose up to X of your opponent's Pals, and return them to hand. X is equal to the number of different card names among your structures with 《Antique》 in their card names (For example, if the current state has 4 《Antique Mirror》, and 《Antique Curtain》 is deployed, return up to 2 cards).
Rules4.65.1512.3
Open card page →ACT 1/Turn [Discard 1 card from hand] Declare 1 card name. Choose all of your cards, and they get that declared card name in addition until end of turn. ACT 1/Turn [Discard X cards from hand] Choose X of your Pals, and they get Power +1000/Strike +1 until end of turn.
Rules5.105.207.6.410.1.1.110.410.4.2
Open card page →ACT 1/Turn [Assign 1 Pal] Choose up to 2 ◇6 or less Pals, and rest them. Those cards do not stand during your opponent's next stand phase.
Rules5.2.110.1.1.110.4
Open card page →ACT 1/Turn [Assign 1 Pal] Draw 2 cards, choose 1 card from your hand, and discard it.
Rules5.75.1010.1.1.110.4
Open card page →ACT [Rest this card] Choose 1 Pal, and it gets Power +200 until end of turn. If its main name is 《Pengullet》, instead it gets Power +500 and the skill in 〈〉 until end of turn. 〈ACT [Rest this card] Choose all of your opponent's Pals, and they get X Damage. X is equal to this card's Power. Put this card into the graveyard〉.
Rules7.6.410.1.1.110.4
Open card page →ACT [Rest this card] Choose 1 Pal, and it gets Power +200 and the skill in 〈〉 until end of turn. 〈AUTO Vigilance (At the end of your turn, stand this card)〉.
Rules7.6.410.1.1.110.410.6.3
Open card page →Choose 1 of the following: ・Look at the top 5 cards of your deck, choose 1 card from among them and add it to hand, and shuffle the rest of the cards with the deck. ・Choose 1 Pal, and return it to hand. ・Draw X cards. X is equal to the number of your structures.
Rules4.54.65.75.1510.6.311.3.212.3
Open card page →Quick Draw 1 card, choose up to 1 card from your hand, and put it on the top of the deck.
Rules4.55.75.1512.212.3
Open card page →AUTO OnDeploy Get 3 Ingredient. ACT 1/Turn [Consume 3 Ingredient ] Look at the top 5 cards of your deck, choose up to 1 ◇6 or less Pal from among them and deploy it, and shuffle the rest of the cards with the deck.
Rules4.55.135.1510.1.1.110.412.3
Open card page →AUTO OnDeploy Get 3 Ingredient. ACT 1/Turn [Consume 3 Ingredient ] Look at the top 5 cards of your deck, choose up to 1 ◇6 or less Pal from among them and deploy it, and shuffle the rest of the cards with the deck.
Rules4.55.135.1510.1.1.110.412.3
Open card page →CONT If you have 10 or more souls, this card gets Power +1000/Strike +1. ACT 1/Turn [Consume 2 Ingredient ] Until end of turn, this card gets Power +500, and the skill in 〈〉. 〈AUTO Breakthrough (When the opposing combat Pal is put into the graveyard during this card's attack, the opposing player is also dealt Damage )〉.
Rules5.197.6.410.1.1.110.310.4
Open card page →AUTO When this card attacks a structure, this card gets Power +800 until end of turn.
Rules7.6.49.312.4
Open card page →CONT This card gets Power +300 for each of your main name 《Beegarde》 Pals. ACT [Consume 1 Ingredient ] Look at the top card of your deck, and if that is a main name 《Beegarde》 Pal, you may play it with its cost reduced by 2. It does not become ◇0 or less from this ability.
Rules4.55.2010.1.1.110.1.1.310.4
Open card page →CONT Taunt (Your opponent cannot attack other targets if a card with taunt can be targeted for an attack)
Rules9.312.10
Open card page →ACT 1/Turn [Discard 1 card from hand] If you assigned this card this turn, stand this card.
Rules5.2.110.1.1.110.4
Open card page →AUTO OnDeploy Get 2 Ingredient. AUTO When this card is assigned to a 「Farming」 structure, increase your soul by 1 card in the rest state.
Rules4.35.45.135.145.1512.312.5
Open card page →AUTO OnDeploy This card gets Power +300 and the skill in 〈〉 until end of turn. 〈CONT Assault (This card can attack Pals in the stand state)〉.
Rules5.155.197.6.412.3
Open card page →ACT 1/Turn [Consume 2 Ingredient ] This card gets Power +500 and the skill in 〈〉 until end of turn. 〈AUTO Breakthrough (When the opposing combat Pal is put into the graveyard during this card's attack, the opposing player is also dealt Damage )〉.
Rules5.197.6.410.1.1.110.4
Open card page →AUTO Serious 400 (OnAssign Choose 1 Pal, and it gets Power +400 until end of turn)
Rules5.147.6.412.5
Open card page →CONT You may put any number of cards with the same card name as this card into your deck. AUTO OnDeploy Get 1 Ingredient. If you have a 「Farming」 structure, this card gets Power +500 until end of turn.
Rules5.135.157.6.412.3
Open card page →ACT Interrupt (Hand Quick [①, discard this card] OR [Discard this card and 1 other card from hand] Nullify the opponent's attack. Battle damage does not occur)
Rules9.512.8
Open card page →ACT 1/Turn [Consume 2 Ingredient ] Reveal the top card of your deck, add it to hand if it is a ◇8 or less Pal, otherwise put it into the graveyard. ACT 1/Turn [Consume 2 Ingredient, assign 2 Pals] Choose 1 ◇8 or less Pal from hand, and deploy it.
Rules4.4.54.55.1510.1.1.110.4
Open card page →ACT 1/Turn [Consume X Ingredient, assign 1 Pal] Choose 1 soul, and stand it. Then, choose up to 3 times of X number of souls, and stand them.
Rules4.35.2.110.1.1.110.410.4.2
Open card page →ACT 1/Turn [Consume 1 Ingredient ] Increase your soul by 1 card in the rest state. If there were 10 or more souls before increasing, choose 2 souls, and stand them.
Rules4.35.410.1.1.110.4
Open card page →ACT 1/Turn [Assign 1 Pal] Get either 3 Material or 3 Ingredient, and draw 1 card.
Rules5.75.1310.1.1.110.410.6.3
Open card page →ACT 1/Turn [Assign 1 Pal] The Pal assigned to this card gets the skill in 〈〉 until the end of the opponent's next turn. 〈CONT Taunt (Your opponent cannot attack other targets if a card with taunt can be targeted for an attack)〉.
Rules5.175.1910.1.1.110.4
Open card page →ACT [Rest this card] Choose 1 Pal, and it gets Power +200 until end of turn. If its main name is 《Digtoise》, get either 2 Material or 2 Ingredient.
Rules5.137.6.410.1.1.110.410.6.3
Open card page →ACT [Rest this card] Choose 1 Pal, it gets Power +200 until end of turn, and you get 1 Ingredient.
Rules5.137.6.410.1.1.110.4
Open card page →Choose 1 of the following: ・Choose all of your Pals, and they get Power +1000 until end of turn. ・Choose 1 structure or gear, and put it into the graveyard. ・Increase your soul by 1 card in the rest state.
Rules4.35.45.157.6.410.6.311.412.3
Open card page →Look at the top 5 cards of your deck, choose up to 1 Pal from among them and add it to hand, and shuffle the rest of the cards with the deck. If you choose 0 cards, get 3 Ingredient.
Rules4.55.1512.3
Open card page →CONT Nocturnal (If it is night, this card gets Power +300) AUTO When your 〈Nocturnal〉 Pal is deployed, if it is night, choose up to 1 Pal with cost less than or equal to that, and put it into the graveyard. If you put 1 or more Pals this way, at the end of that turn, rest this card.
Rules5.1510.5.312.13
Open card page →CONT Nocturnal (If it is night, this card gets Power +300) AUTO When your 〈Nocturnal〉 Pal is deployed, if it is night, choose up to 1 Pal with cost less than or equal to that, and put it into the graveyard. If you put 1 or more Pals this way, at the end of that turn, rest this card.
Rules5.1510.5.312.13
Open card page →CONT While this card is in the rest state, it is night. CONT If it is night, your Pal's AUTO activates twice. AUTO At the end of your turn, choose up to 1 of your Pals, and butcher it. If you butchered 1 or more cards this way, your opponent chooses 1 of their Pals, and puts it into the graveyard.
Rules5.35.165.217.610.5.3
Open card page →ACT 1/Turn [Butcher 1 other Pal] This card gets Power +1000/Strike +1 until end of turn. AUTO When your Pal is butchered, choose up to 1 cost X normal Pal from your graveyard, and deploy it in the rest state. X is equal to the cost of the butchered Pal -1.
Rules5.167.6.410.1.1.110.410.5.3
Open card page →AUTO OnDeploy Reveal the top 3 cards of your deck, choose up to 1 Pal from among them and add it to hand, and put the remaining cards into the graveyard.
Rules4.55.1512.3
Open card page →CONT Nocturnal (If it is night, this card gets Power +300) ACT Interrupt (Hand Quick [①, discard this card] OR [Discard this card and 1 other card from hand] Nullify the opponent's attack. Battle damage does not occur)
Rules9.512.812.13
Open card page →ACT [Rest this card, discard 1 card from hand] Choose 1 ◇6 or less Pal from your graveyard, and deploy it in the rest state.
Rules4.55.1510.1.1.110.4
Open card page →CONT Nocturnal (If it is night, this card gets Power +300) CONT Nocturnal (If it is night, this card gets Power +300)
Rules12.13
Open card page →AUTO OnAttack You may discard 1 card from hand. If you discarded this way, gain 1 life.
Rules3.25.109.310.6.312.4
Open card page →AUTO OnDeploy Choose up to 1 Pal, and it gets Power -300 until end of turn (It is not put into the graveyard even if Power becomes 0 or less).
Rules5.157.6.412.3
Open card page →AUTO Retaliate (When this card is put into the graveyard during battle, put the opposing combat Pal into the graveyard) AUTO When this card is put into the graveyard, choose up to 1 normal Pal from your graveyard, and return it to hand.
Rules4.510.5.311.412.12
Open card page →CONT While this card is in the rest state, it is night. CONT If it is night, all of your opponent's Pals get Power -200 (It is not put into the graveyard even if Power becomes 0 or less).
Rules5.3
Open card page →AUTO OnDeploy If it is night, choose up to 1 ◇6 or less Pal in the stand state, and put it into the graveyard.
Rules5.1511.412.3
Open card page →ACT 1/Turn [Put the top 3 cards of the deck into the graveyard] It becomes night until the end of the opponent's next turn. CONT All of your Pals get the skill in 〈 〉. 〈CONT Nocturnal (If it is night, this card gets Power +300)〉.
Rules5.35.1010.1.1.110.1.1.310.411.3.2
Open card page →ACT 1/Turn [Put the top 3 cards of the deck into the graveyard] It becomes night until the end of the opponent's next turn. AUTO At the end of your turn, if you have a 〈Nocturnal〉 Pal in the rest state, draw 1 card.
Rules5.35.75.107.610.1.1.110.411.3.2
Open card page →ACT 1/Turn [③, assign 1 Pal] Choose 1 cost X or less Pal from your graveyard, and deploy it in the rest state. X is equal to the cost of the assigned Pal +2.
Rules4.55.1510.1.1.110.4
Open card page →CONT Taunt (Your opponent cannot attack other targets if a card with taunt can be targeted for an attack) AUTO When this card is put into the graveyard, draw 1 card.
Rules5.79.310.5.311.412.10
Open card page →ACT 1/Turn [Assign 1 Pal] Exile the assigned Pal. Choose 1 cost X or less Pal, and exile it. X is equal to the cost of the assigned Pal +2. AUTO When this card leaves the base, return all Pals exiled by this card to the owner's hand.
Rules5.55.1710.1.1.110.4
Open card page →ACT [Rest this card, butcher 1 Pal] Reveal the top 3 cards of your deck, choose 1 card from among them and add it to hand, and put the remaining cards into the graveyard.
Rules4.510.1.1.110.4
Open card page →AUTO OnDeploy Choose up to 1 main name 《Daedream》 Pal from your hand, and deploy it. ACT [Rest this card] Choose 1 Pal, and it gets Power +200 until end of turn. It becomes night until the end of the opponent's next turn.
Rules4.4.55.35.157.6.410.1.1.110.412.3
Open card page →Choose 1 of the following: ・Choose up to 5 of your opponent's Material and/or Ingredient in total, and your opponent loses them. ・Choose up to 1 Pal from your graveyard, and return it to hand. Your opponent chooses 1 card from their hand, and discards it. ・Choose 1 of your Pals, and butcher it. If you butchered 1 or more cards this way, choose 1 of your opponent's Pals, and put it into the graveyard.
Rules4.55.105.135.155.1610.6.311.412.3
Open card page →Choose up to 2 Pals without 〈Interrupt〉 from your graveyard, and return them to hand. It becomes night until the end of the opponent's next turn.
Rules4.55.35.1512.3
Open card page →AUTO OnAttack You may reveal 1 card from your hand. If you revealed a Dragon Pal this way, this card gets Power +500 until end of turn.
Rules4.67.6.49.312.4
Open card page →If you have not played any other cards during this game, draw 2 cards. If you have 3 or more Pals with 《My First》 in their different card names, choose all of your Pals, and they get Power +1000/Strike +5 until end of turn.
Rules5.75.157.6.412.3
Open card page →ACT Interrupt (Hand Quick [①, discard this card] OR [Discard this card and 1 other card from hand] Nullify the opponent's attack. Battle damage does not occur)
Rules9.512.8
Open card page →ACT [Consume 2 Material ] This card gets Power +500 until end of turn.
Rules7.6.410.1.1.110.4
Open card page →ACT 1/Turn [Assign 1 Pal] Get 3 Material, and draw 1 card. (You can rest your standing Pal to assign it)
Rules5.75.1310.1.1.110.4
Open card page →ACT 1/Turn [Consume 1 Material, assign 1 Pal] Choose up to 1 Pal, and deal 800 Damage. Choose all of your Pals, and they get Strike +1 until end of turn. (You can rest your standing Pal to assign it)
Rules7.6.410.1.1.110.411.4
Open card page →AUTO OnDeploy Choose up to 1 Pal, and deal 1500 Damage. ACT [Rest this card] Choose 1 Pal, and it gets Power +200 until end of turn.
Rules5.157.6.410.1.1.110.411.412.3
Open card page →AUTO OnDeploy Draw 2 cards, choose 1 card from your hand, and put it on the top of the deck.
Rules4.55.75.1512.3
Open card page →ACT Interrupt (Hand Quick [①, discard this card] OR [Discard this card and 1 other card from hand] Nullify the opponent's attack. Battle damage does not occur)
Rules9.512.8
Open card page →CONT This card gets Power +200 for each of your structures. ACT [Discard 1 structure from hand] This card gets Strike +1 until end of turn.
Rules7.6.410.1.1.110.1.1.310.4
Open card page →AUTO OnDeploy Choose up to 1 Pal, and it gets Power +1000 until end of turn.
Rules5.157.6.412.3
Open card page →ACT 1/Turn [Assign 1 Pal] Reveal the top card of your deck, if it is a ◇6 or less structure or gear, you may deploy it. If you did not deploy it, add it to hand. (You can rest your standing Pal to assign it)
Rules4.55.1510.1.1.110.4
Open card page →AUTO OnDeploy Draw 1 card. ACT [Rest this card] Choose 1 Pal, and it gets Power +200 until end of turn.
Rules5.75.157.6.410.1.1.110.412.3
Open card page →Quick Choose 1 Pal, and it gets Strike -3 until end of turn. That card does not stand during your opponent's next stand phase.
Rules5.157.27.6.410.6.312.212.3
Open card page →ACT Interrupt (Hand Quick [①, discard this card] OR [Discard this card and 1 other card from hand] Nullify the opponent's attack. Battle damage does not occur)
Rules9.512.8
Open card page →CONT Taunt (Your opponent cannot attack other targets if a card with taunt can be targeted for an attack) ACT [Consume 2 Ingredient ] This card gets Power +500 until end of turn.
Rules7.6.49.310.1.1.110.412.10
Open card page →CONT Taunt (Your opponent cannot attack other targets if a card with taunt can be targeted for an attack)
Rules9.312.10
Open card page →ACT 1/Turn [Assign 1 Pal] Get 3 Ingredient, and draw 1 card. (You can rest your standing Pal to assign it)
Rules5.75.1310.1.1.110.4
Open card page →ACT 1/Turn [Consume 2 Ingredient, assign 1 Pal] You gain 1 life, choose all of your Pals, and they get Power +1000 until end of turn. (You can rest your standing Pal to assign it)
Rules3.27.6.410.1.1.110.4
Open card page →ACT [Rest this card] Choose 1 Pal, and it gets Power +900 until end of turn.
Rules7.6.410.1.1.110.4
Open card page →AUTO OnDeploy Choose up to 1 Pal, and it gets Power -1000 until end of turn (It is not put into the graveyard even if Power becomes 0 or less). AUTO OnAttack Choose all Pals with Power 300 or less, and put them into the graveyard (Choose your Pals too).
Rules5.157.6.49.311.412.312.4
Open card page →AUTO When this card is put into the graveyard, your opponent chooses 1 card from their hand, and discards it.
Rules5.1010.5.311.4
Open card page →ACT Interrupt (Hand Quick [①, discard this card] OR [Discard this card and 1 other card from hand] Nullify the opponent's attack. Battle damage does not occur)
Rules9.512.8
Open card page →CONT Stealth (This card cannot be blocked) AUTO OnAttack Gain 1 life.
Rules3.29.39.412.412.11
Open card page →ACT 1/Turn [Assign 1 Pal] If there are no Pals exiled by this card in the exile zone, choose 1 Pal, and exile it. (You can rest your standing Pal to assign it) AUTO When this card leaves the base, deploy the Pal exiled by this card into the owner's base in the rest state.
Rules4.105.5.110.1.1.110.4
Open card page →ACT [Rest this card] Choose 1 Pal, and it gets Power +200 and the skill in 〈〉 until end of turn. 〈CONT Stealth (This card cannot be blocked)〉.
Rules7.6.410.1.1.110.410.6.3
Open card page →Choose 1 ◇8 or less Pal from your graveyard, and deploy it in the rest state.
Rules4.55.1512.3
Open card page →