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Play module · tutorial

Never played a card game? Start here.

A walkthrough for anyone who's never picked up a trading card game before. Read at your own pace — about 23 minutes end-to-end. At the end you'll play your first match, anonymously, no sign-in.

Step 1 of 10 · 1 minute

First, what is a trading card game?

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A trading card game (TCG) is a strategy game played with cards that each player buys, trades, or collects. Both players bring their own deck of cards. The game is played in turns: each turn, you draw cards from the top of your deck, hold them in your hand (private to you), and play cards from your hand onto the table to score, attack, defend, or set up bigger plays. The goal is usually to reduce the opponent's resource to zero — in some games that's life points, in some it's prize cards, in OPTCG it's life cards. Each TCG has its own rules but the universal pieces are: deck (face-down stack of cards), hand (private to owner), table (the shared play area), turns (alternating), and a win condition. If you've never played any TCG before, that's exactly who this tutorial is for.

Keywordstcgdeckhandturnwin_condition
Step 2 of 10 · 1 minute

What is OPTCG

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OPTCG (One Piece Trading Card Game) is a two-player constructed-deck card game. Each player builds a 50-card deck plus a Leader card, takes turns playing cards from their hand and attacking the opponent's Leader and characters, and wins by depleting the opponent's life to zero plus landing one more attack on the Leader.

Keywordsleaderdecklifehand
Step 3 of 10 · 2 minutes

How to read a card

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Every card has a few fields you'll read repeatedly. (1) Name — the character or event. (2) Cost — the number of DON!! you must rest to play this card from hand (Leader cards have no cost; they're placed at setup). (3) Power — used in battle, the higher number wins (with one exception named below). (4) Counter — a number printed on most Character cards (0, 1000, or 2000) usable from hand during the opponent's attack to boost your defender's power. (5) Color hexagon — bottom-left, showing the card's colors. Your deck can only include cards of colors your Leader has. (6) Type and Traits — short labels for tribal effects. (7) Effect text — what the card does, written in a small block at the bottom; we don't enforce effects in the current engine but the text tells you what would happen in a real game. (8) Block number — bottom-right, used to determine which sets are legal in Standard format.

Leader card
Cost: —5 life
ART
Leader Name
Type / Trait

[Effect text — what this leader does, if anything]

⬡ colorPower 5000Blk2
  • Life — top right; how many life cards you start with (usually 4 or 5).
  • Power — bottom centre; used in combat.
  • Color hexagon — bottom left; your deck must only contain these colors.
  • Block number — bottom right; which rotation block this card belongs to.
Character card
Cost: 3Counter: 1000
ART
Character Name
Type / Trait

[On Play] / [Trigger] / [Blocker] etc.

⬡ colorPower 4000Blk2
  • Cost — top left; how many DON!! you rest to play this from hand.
  • Counter — top right; the boost (0/1000/2000) you can spend from hand when defending.
  • Power — bottom centre; used in combat. Higher number wins; defender wins ties.
  • Effect text — what the card does. Keyword tags like [On Play] / [Trigger] / [Blocker] / [Once Per Turn] mark when the effect fires.

Illustrative diagram — actual cards have real art and Bandai-specific layout. Phase 4 of the play module roadmap will add per-card effect interpretation; today's engine plays vanilla combat without resolving keyword effects.

Keywordscostpowercountercolortraiteffect_textblock_number
Step 4 of 10 · 2 minutes

The playmat — where things go on the table

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Each player has eight zones on their side of the table, sourced from Bandai's official Rule Manual. Your Leader sits in the centre-left (the Leader Area, face-up, immobile). To its right is the Stage (face-up, max one card at a time). To the right of that is your Main Deck (face-down, the count is public, the contents are private). Above the Leader stretches your Character Area — up to five Characters in a row, face-up. Top-left is your Life pile (face-down, secret to BOTH players unless an effect reveals — even you can't peek). Bottom-left is your DON!! Deck (face-down, but the content is open to both players). Bottom-centre is your Cost Area where active and rested DON!! sit. Bottom-right is your Trash (face-up, ordered, either player may inspect). The opposite side of the table is your opponent's mirror. The four field zones (Leader, Character, Stage, Cost) are collectively called 'the field'.

Player perspective (opponent's side mirrors above)
                                                                                          ┌──────┐
                                                                                          │ ❶ Ch │
        ┌────────┐                  ╔═════════════════════════════════╗                   │   1  │
        │  ❽ Life │                  ║   ❶  CHARACTER AREA  (max 5)    ║                   ├──────┤
        │ secret │                  ╟──────┬──────┬──────┬──────┬─────╢                   │ ❶ Ch │
        │ to all │                  ║  C1  │  C2  │  C3  │  C4  │ C5  ║                   │   2  │
        └────────┘                  ╚══════╧══════╧══════╧══════╧═════╝                   └──────┘
                                                                                            ...etc
                                ┌──────┐    ┌──────┐         ┌──────┐
                                │  ❷   │    │  ❸   │         │  ❹   │
                                │Leader│    │Stage │         │ Main │
                                │face-up    │max 1 │         │ Deck │
                                │immob.│    │      │         │ ░░░░ │
                                └──────┘    └──────┘         └──────┘

        ┌────────┐         ┌──────────────────────────────────┐         ┌──────┐
        │  ❼ DON │         │  ❻  COST AREA  (active + rested) │         │  ❺   │
        │  Deck  │         │  ┌──┐┌──┐┌──┐┌──┐┌──┐┌──┐┌──┐    │         │Trash │
        │ open!! │         │  │D │D │D │d │d │d │d │... up to │         │face- │
        │ both pl│         │  └──┘└──┘└──┘└──┘└──┘└──┘└──┘    │         │up    │
        │ see it │         │  vertical = active; flat = rest  │         │stack │
        └────────┘         └──────────────────────────────────┘         └──────┘

❶ Character Area — up to 5 Character cards, face-up, open to both players.

❷ Leader — face-up at setup; never moves from this slot.

❸ Stage — at most 1 Stage card. Face-up.

❹ Main Deck — face-down. Both players can see the count; only the owner sees contents.

❺ Trash — K.O.'d Characters + activated Events. Face-up, ordered, either player may inspect.

❻ Cost Area — your active + rested DON!! pool. Open to both players. Active = vertical, rested = horizontal.

❼ DON!! Deck — face-down stack, but open: either player may view contents and order.

❽ Life — face-down, secret to BOTH players unless an effect reveals. Even you can't peek at your own life cards.

Keywordsleader_areacharacter_areastage_areamain_decktrashcost_areadon_decklife_areafield
Step 5 of 10 · 2 minutes

Game setup

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Both players place their Leader card face-up in the Leader area. They shuffle their 50-card deck, place it face-down, and draw a starting hand of 5 cards. They may mulligan once (shuffle hand back, redraw 5). Each player places 5 cards from the top of their deck face-down as life cards in the Life area. Roll or flip to determine who goes first; that player does NOT draw on their first turn.

Keywordsleader_arealife_areamulliganfirst_player
Step 6 of 10 · 3 minutes

Turn structure

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Each turn has five phases: Refresh (untap all your tapped cards), Draw (draw one card; skip on first turn for the player going first), DON!! (add DON!! cards from the DON!! deck to your DON!! pool; 1 on first turn, 2 on subsequent turns), Main (play cards, attach DON!!, activate effects, attack), End (resolve end-of-turn effects).

1. Refresh
Stand up every card that was lying down (rested). DON!! attached to your characters returns to the Cost Area as active.
2. Draw
Draw 1 card from your deck. The player going first SKIPS this on turn 1 — a deliberate handicap because going first is a big advantage.
3. DON!!
Move 2 DON!! cards from your DON!! deck to your Cost Area, set as active. The player going first only gets 1 on turn 1.
4. Main
The phase where everything happens. Play Characters, Events, or Stages by resting DON!! equal to their cost. Attach DON!! to your Leader or a Character to boost it. Declare attacks.
5. End
End-of-turn effects resolve. Then it's your opponent's turn.
Keywordsrefresh_phasedraw_phasedon_phasemain_phaseend_phasedon_pool
Step 7 of 10 · 4 minutes

DON!! cards (the resource system)

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DON!! is the game's resource. Each player has a separate 10-card DON!! deck. Each turn you add DON!! to your active pool; you spend DON!! to play character/event cards or to attach DON!! to your Leader/Characters (giving +1000 power per attached DON!! that turn). At end of turn, attached DON!! returns to your active pool.

Keywordsdon_active_pooldon_attacheddon_restedcard_costpower_buff
Step 8 of 10 · 5 minutes

Combat — attacking and defending (four sequential steps)

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Combat in OPTCG is four sequential steps. Step 1 — Attack Declaration: rest your active Leader or Character; choose target (opponent's Leader is always legal, OR one of opponent's rested Characters; active Characters cannot be targeted). [When Attacking] effects on the attacker fire here. Step 2 — Block: defender may rest one of their active Blockers to redirect the attack onto itself. Step 3 — Counter: defender may discard Counter cards from their hand (each adds +1000 or +2000 power to the defending unit for this combat); defender may play [Counter] Events from hand by paying DON cost. Step 4 — Damage: compare effective powers. **The defender survives only if defender_power > attacker_power (strictly greater); ties favor the attacker.** If attacker wins, Character target is K.O.'d (sent to Trash; [On K.O.] fires); Leader target's controller flips top of Life Pile (resolve optional [Trigger]; card enters hand). Life=0 plus successful Leader hit = game over.

  1. Step 1Declare

    Choose an active Character (or your Leader) of yours and a target — the opponent's Leader, or one of their rested Characters. Rest the attacker.

  2. Step 2Block

    Opponent may activate a [Blocker] Character from their field. That Character intercepts the attack instead of the original target. (Optional for opponent.)

  3. Step 3Counter

    Opponent may discard cards from their hand with a printed Counter value (1000 or 2000) to add that much power to their defender, just for this attack.

  4. Step 4Damage

    Compare powers. Higher number wins. Defender wins ties — this is the rule that decides edge cases. Loser is K.O.'d (Character → trash) or takes a life (Leader).

Keywordsattackactiverestedcountertriggerlife_flipblockeron_kowhen_attacking
Step 9 of 10 · 2 minutes

Win conditions

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A player wins when their opponent's life is at zero AND they land one more successful attack on the opponent's Leader. A player also wins if their opponent cannot draw a card during their Draw phase (deck-out). Drawing the final card from the deck is a draw event; the next draw that finds no card is a loss.

Keywordslife_zerodeck_outwinner
Step 10 of 10 · 1 minute

Prepare for your first game

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The deck builder and six pre-built starter lists remain available for learning and preparation. Durable PVE battles and rewards are paused while server-side deck and action legality is rebuilt. /play/adventure exposes level and prior-progress status only; it does not start or advance a match. No guest identity is created for PVE, and no PVE reward is granted during the pause.

Keywordsdeck_builderstarter_deckcolor_pickerguest_playpveadventure_mode

For agents and machine readers: the same content (minus the visual diagrams) is published in structural form at /api/v1/play/tutorial. Each section has typed preconditions / transitions / outcomes + an examples array of state-before / action / state-after triples.

For Japanese players or anyone who learned OPTCG in Japanese: the bilingual glossary maps every term across English and Japanese (kanji/kana + romaji + a structural definition that doesn't require natural-language understanding).

For Competitor-archetype players: this tutorial teaches the substrate. For deck-building doctrine, meta history, ban-list and tournament-format details, see /play/compete.

The play module declares its rules-fidelity level at /methodology/tutorial: core ruleset, vanilla effect interpretation. Card-effect interpretation lands in Phase 4 of the play-module roadmap.