Palworld TCG — turn structure and core rules
The Palworld OFFICIAL CARD GAME is a two-player duel where each side plays Pals, Gear, Structures and Events, pays costs by revealing Soul cards, and attacks until the opponent's life is gone.
Updated for the current Palworld patch

- ✓Win condition
- ✓Turn phases
- ✓Soul cost system
- ✓Zones
Win condition
Each player starts with 10 life. You win when your opponent's life reaches 0, or when they cannot draw a card from an empty main deck.
Turn phases
Every turn runs Stand Up → Draw → Soul → Main → End. Stand Up refreshes your rested cards, Draw takes one card, the Soul phase adds Soul cards from your Soul deck, and everything else — playing Pals, Gear, Structures, Events and attacking — happens in the Main phase.
Soul cost system
Costs are paid by resting Soul cards, not by playing energy from your main deck. Your Soul deck is a separate 10-card pile, so your soul count grows on a fixed curve every turn.
Zones
You have a Field for your active and benched Pals, a Soul area, a main deck, a discard pile, and slots where Gear attaches to a Pal and Structures sit on your side of the field.
Pocketpair's official Palworld site: patch notes, roadmap and news.