TCG Rules · Article 2

The five turn phases, step by step

A Palworld TCG turn runs through five phases in a fixed order: Start Phase, Draw Phase, Soul Phase, Main Phase and End Phase. Attacks, Gear attachments and Structure placement all happen in the Main Phase.

Updated 2026-08-01

Key takeaways
  • Start Phase
  • Draw Phase
  • Soul Phase
  • Main Phase

Start Phase

Stand your rested Pals and resolve any 'at the start of your turn' text on Structures and Gear.

Draw Phase

Draw one card. The first player does draw on turn one in the current rules, so the second player's Soul advantage is the balancing lever.

Soul Phase

Set one card from hand face-down as an available cost source. This is your ramp — skipping it once usually costs you a full turn of tempo.

Main Phase

Play Pals, Gear, Structures and Events, move Pals between Base and Battle Area where allowed, and declare attacks. Quick-icon cards can also be played during your opponent's turn.

End Phase

Discard down to the hand limit and resolve end-of-turn effects. Damage does not carry over unless a card says it does.