Main Deck: 50 cards, up to 2 colors plus colorless, max 4 copies per name.
Each player draws 5 opening cards and may take one all-or-nothing mulligan.
The game does not auto-deploy starting Pals: all opening cards stay in hand.
Separate Soul Deck, up to 10 cards. Soul Phase adds 2 Soul, or 3 for player two on their first turn.
Stand, Draw, and Soul resolve automatically; the first player skips their first-turn draw.
Pals enter ready and can attack immediately.
After an attack there is a block step. Once blockers are confirmed, the Quick window opens.
During the Quick window, priority starts with the attacker, then alternates until both players pass.
Combat damage resolves only after two consecutive Quick passes.
Pals can attack directly, tapped opponent Pals, or Structures. Any attack can be blocked by ready, unassigned Pals.
If multiple Pals block, the attacker chooses damage order for lethal assignment.
Pals assigned to a Structure work until their next Stand and cannot attack or block.
Direct damage mills cards from deck. A Lucky Pal stops the damage and HP does not change.
Structures use durability in power scale: attacks against Structures deal the attacker's power.
Damage on Pals is removed at end of turn. At 0 HP or 0 cards in deck, you lose.