PalworldCenter

Turn Structure

A single turn is divided into four distinct phases. Mastering the flow of these phases is critical to outplaying your opponent.

Phase Flowchart

graph TD
    A[Standby Phase] --> B[Main Phase]
    B --> C[Battle Phase]
    C --> D[End Phase]
    D --> E((Opponent's Turn))

    subgraph Standby Phase
      A1[Active Step] --> A2[Draw Step]
      A2 --> A3[Soul Step]
    end

1. Standby Phase

This phase sets up your turn and happens in a strict order:

  • Active Phase: Switch all your rested (horizontal) cards to active (vertical) position.
  • Draw Phase: Draw 1 card from your Main Deck.
  • Soul Phase: Play 1 Soul card from your Soul Deck to your Soul Zone facedown (optional).

2. Main Phase

You may perform any of these actions in any order, as many times as you want (as long as you can pay the costs):

  • Play Pals, Gears, Events, or Structures from your hand (by resting the required Souls).
  • Move Pals between the Active Zone and Bench Zone.
  • Use a Pal's Work Suitability ability (by resting the Pal).
Tip: Always position your Pals before entering the Battle Phase! Once in the Battle Phase, you cannot move them back to the bench.

3. Battle Phase

  • Attack with your active Pals! Rest an active Pal to declare an attack.
  • The opponent can block with an active Pal.
  • Damage is calculated: Power vs Durability. If damage equals or exceeds Durability, the Pal is defeated.
  • If the opponent's Active Zone is empty, your attack hits their Player HP! Defeat their HP to win.

4. End Phase

  • Resolve any "At the end of your turn" effects.
  • All damage on Pals is wiped clean! Damage does not carry over to the next turn.
  • Pass the turn to your opponent.