Rules help center
Palworld Card Game FAQ
Short answers to the questions players ask most, each linked to the rule number behind it.
How many cards are in a Palworld Card Game deck?+
Your main deck must be exactly 50 cards, and it may include up to 8 cards with the Lucky Pal icon. Separately, each player starts with a soul upper limit of 10.Rule 6.1.1.1 / 6.1.1.3 / 6.1.2.1
How many copies of a card can I play?+
Your main deck may contain 4 or fewer cards with the same card name.Rule 6.1.1.2
How does a game start?+
Each player shuffles, draws 5 cards, and may declare a redraw once per game — returning the whole hand, shuffling, and drawing 5 again. Life is set to 10, and the player going second puts 1 card from their soul deck into their soul area.Rule 6.2.1.6 / 6.2.1.7 / 6.2.1.7.1 / 6.2.1.8 / 6.2.1.5
How do I win a game?+
You win when your opponent loses: their life reaches 0 or below, or they have no cards left in their deck. If all players lose at the same time, the game is a draw. A player may also concede at any time, and loses immediately.Rule 1.2.1 / 1.2.1.1 / 1.2.1.2 / 1.2.2 / 1.2.3
How does a Damage Check work?+
Put the top card of your deck into your graveyard. If that card has the Lucky Pal icon, the resolution ends immediately — you lose no life and turn over nothing else. Otherwise, repeat until the cards milled equal the damage taken, then lose that much life.Rule 11.2.2.1 / 11.2.2.2 / 11.2.2.3 / 11.2.2.4
If I reveal a Lucky Pal on the first card of a 3-damage check, are the other two turned over?+
No. A Lucky Pal jumps straight to the end of the resolution, so only that one card goes to the graveyard and you lose no life at all. Life is only reduced on the step the Lucky Pal skips.Rule 11.2.2.2 / 11.2.2.4
What happens if my deck runs out during a Damage Check?+
The resolution also ends when your deck hits zero, and you still lose life equal to the full damage dealt — not merely the number of cards you had left. The deck-out loss is then checked separately.Rule 11.2.2.3 / 11.3.2
What is the difference between Power and Strike?+
Power is the damage a Pal deals to other Pals and structures, and what decides whether it survives damage. Strike is the damage it deals to a player. On a structure, Power is called Durability.Rule 2.8.1 / 2.9.1 / 2.8.3
Can I attack a standing Pal?+
No. The targets you may choose are the opposing player, one of their structures, or one of their Pals in the resting state. Assault is the ability that lets a card choose a standing Pal as its target.Rule 9.2.3 / 12.15.2
How does blocking work?+
In the block declaration step, the non-turn player may choose 1 standing Pal they control that is not already the attack's target. That Pal is rested and becomes the new target of the attack, and the two Pals become each other's battle opponent.Rule 9.4.2 / 9.4.2.1 / 9.4.3
Can I block an attack that is aimed at my Pal or my Structure, not at my life?+
Yes. Every battle runs through the block declaration step, and the only restrictions are that your blocker is standing, is not already the target, and is not stopped from blocking by an effect. Interposing a different standing Pal is legal no matter what the attack was originally aimed at.Rule 9.1.1 / 9.4.2
Is playing an Interrupt an alternative to blocking?+
No — they happen in different steps, so you can do both. Blocking is declared in the block declaration step; that step then leads into the quick step, which is where an Interrupt is played. Blocking first and then Interrupting is legal.Rule 9.4.4 / 9.5.2 / 12.8.1
When can I play Quick cards?+
In the quick step, the non-turn player may play an event card from hand or an active activated ability that can be played during that step, any number of times and in any order. The turn player cannot activate abilities during the quick step.Rule 9.5.2 / 9.5.2.1 / 9.5.2.2
What does Interrupt do?+
Interrupt is a Quick activated ability that nullifies an attack. Once the attack is nullified, the battle moves immediately to the end of battle step.Rule 12.8.1 / 12.8.2 / 5.18.1
What happens when I have more than five Pals?+
You keep Pals up to your maximum, giving priority to the ones placed most recently, then choose the rest from your older Pals. Everything not chosen is put into the graveyard at the same time.Rule 11.5.1.1 / 11.5.1.2 / 11.5.1.3
Does Breakthrough cause a Damage Check?+
Yes. Breakthrough deals damage to the master of the opposing combat Pal equal to this card's Strike when that Pal is put into the graveyard, and damage to a player is resolved by the normal player damage resolution.Rule 12.14.2 / 11.2.1
Can Power or Strike become negative?+
Yes. Numerical values on players and cards can be 0 or negative unless a limit is specified.Rule 1.3.2.4
What does it mean when it becomes Night?+
Night is a specific state. Nocturnal is a continuous ability that increases a card's Power by 300 while night is active.Rule 5.3.1 / 5.3.1.1 / 12.13.1 / 12.13.2
How do simultaneous automatic abilities resolve?+
Rule actions resolve first. Then the turn player resolves their pending automatic abilities one at a time, followed by the non-turn player.Rule 10.5.3
Can Antique Dresser enable The Adventure Begins?+
No. The Dresser gives your cards the declared name in addition to their own, and cards count as having the same name if any one of their names is shared. They are therefore no longer cards with different names.Rule 5.20.1.1 / 5.20.2