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Rules handbook

Tournament play

4 min read Source: Floor Rules v1.2.12 Updated 1 August 2026

A digest of the Bushiroad TCG Advanced Floor Rules as they apply to this game. The full document governs; this is orientation.

Matches and games#

A match between two players is decided by one or more games. Best-of-one settles the match in a single game; best-of-three goes to whoever wins two, or whoever is ahead on games when time is called. From the second game of a match onward, the player who lost the previous game chooses who goes first — no die roll.

The recommended time for a Palworld match is 30 minutes. When time runs out and the match is unfinished, the game in progress is a draw. In a Swiss event, equal game wins means a drawn match; in single elimination, an extra game decides it.

When time is called#

The protocol for this game is short: play stops immediately, even mid-resolution, and a judge steps in. If no winner has been determined, both players lose the game. Events that must produce a winner are advised not to set a match time at all.

What to bring#

Both decks in different sleeves for main and soul, a life counter, and material and ingredient markers. Dice, coins or beads may stand in for markers. Bring spare sleeves.

Conduct#

The floor rules are blunt about the basics, and all of it is enforceable:

  • know the rules of the game you entered, and follow judges' instructions;

  • declare your actions clearly and move cards one at a time so your opponent can see them — drawing several cards at once is specifically discouraged because it is how miscounts happen;

  • ask your opponent and get a judge's permission before leaving the table mid-match;

  • do not try to bait an opponent into a penalty; attempting to is itself an infraction;

  • keep your deck legal for the whole event.

Any player may call a judge with a question, and the audience may call one if they see an infraction. Stop play when you call — a game state that has moved on is often impossible to correct.

Penalties, briefly#

Enforcement scales with the tournament level: level 1 is a shop event where unfamiliarity is expected and penalties are educational; level 2 is a competitive qualifier; level 3 is a major, where even unintentional infractions are penalised strictly. Foul play is treated severely at every level.

The ranks, in ascending order:

  1. Caution — a minor infraction that impedes a match. A second caution in the same event may be upgraded.

  2. Warning — a moderate infraction that badly impedes a game or disrupts the event. A second warning is upgraded to a loss of match in principle.

  3. Loss of match — a major infraction. Given mid-match, the match ends there and then.

  4. Disqualification — for infractions affecting the fairness of the event or serious unsportsmanlike conduct. Normally only a head judge issues it; prizes and standings may be revoked.

Penalties last for the tournament they were issued in — a penalty on day 1 of a two-day event still applies on day 2, but does not carry to a different event at the same venue.

Things that are always foul play#

Deciding a match by anything other than playing it: a coin flip, a prize split, a bribe, or a conditional concession ("I'll concede when time is called"). Intentional draws are not permitted either.

Conceding and dropping#

You may concede a game or match at any time and immediately lose it — but not after the game or match has ended. Refusing to play is treated as a concession. To drop out, tell the scorekeeper before the next pairings; dropping after pairings are made counts as a loss for that round.

Source: Bushiroad TCG Advanced Floor Rules ver. 1.2.12 (9 July 2026), including the Penalty Guide and Annex A.

Unofficial summary. Official sources are linked from the handbook index.

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