One Piece Card Game

One Piece Card Game rules explained: Blocker, DON!!, Trigger, K.O. and more

·Reading time: 47 min
A One Piece Card Game match on a playmat, with characters in play, the row of DON!! cards and a player putting down a card
Editorial illustration · not a photograph of a real card.
By ·Sources and editorial policy · Content updated:
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One Piece Card Game is played with one Leader, a 50-card deck and a separate 10-card DON!! deck. Each turn you add DON!! cards to your cost area, rest them to pay for cards and effects or give them to your Leader and Characters for +1000 power each during your turn, then attack your opponent's Leader or their rested Characters. You lose when your Leader takes damage while you have no Life cards left, or when your deck runs out. This guide answers the rule questions players search for most, one section per question, starting with [Blocker], K.O. versus trash and given DON!!. Every rule was checked on 21 October 2026 against the official Comprehensive Rules, Version 1.2.1, last updated on 28 August 2026. Rule numbers appear in brackets so you can look them up.

Three principles from the start of the rulebook settle a lot of arguments. If a card's text contradicts the rules, the card wins (1-3-1). If you are told to do something impossible, you simply don't do it, and you do as much of a multi-part instruction as you can (1-3-2). And "up to" always lets you choose zero (1-3-5-1, 4-8-1). The rules say a DON!! card is "given" to a Leader or Character. Many players and older guides say "attached", and both words describe the same thing. If you are still choosing a first deck, the One Piece TCG beginner guide covers products and first purchases. This page is about how the game plays.

The rules at a glance

Rule or keywordShort answerRules
[Blocker]Rest this active Character in the Block Step to become the target of an attack on one of your other cards. Once per battle.7-1-2, 10-1-4
K.O. vs trashOnly losing a battle or an effect that K.O.s counts as a K.O. Other trashing doesn't.10-2-1, 10-2-17
Rested vs given DON!!Rested DON!! paid a cost. Given DON!! adds +1000 power during your turn and is neither active nor rested.4-4-2, 6-5-5
[Once Per Turn]Once per turn for each card. A card that leaves and comes back counts as new.10-2-13
[Activate: Main]Use it in your own Main Phase, outside battle, by paying the cost before the colon.10-2-2, 8-3
Attack targetsThe opponent's Leader or one of their rested Characters.7-1-1-2
[Trigger]When damage takes a Life card, use its Trigger instead of adding it to your hand, or add it to your hand without revealing it.10-1-5, 4-6-3
Stage cardsOne Stage at a time. Playing a new one trashes the old one.3-8-5
Deck building1 Leader, 50 cards in its colours, up to 4 per card number, 10 DON!!.5-1-2
Five CharactersTo play a sixth, trash one of your five. That trashing isn't a K.O.3-7-6
[Rush] / [Rush: Character]Attack on the turn it is played. The Character version can only attack Characters that turn.10-1-1, 10-1-6
CounterCharacter Counter is free from your hand. Event [Counter] costs DON!!. Both are used only in the opponent's Counter Step.7-1-3, 10-2-4
[Double Attack] / [Banish]2 damage instead of 1 / the Life card is trashed with no Trigger.10-1-2, 10-1-3
Losing the gameDamage to your Leader at 0 Life, or 0 cards in your deck.1-2-1, 9-2
MulliganRedraw the whole 5-card hand once. The first player decides first.5-2-1-6
First turnThe first player doesn't draw and gets 1 DON!!. Nobody battles on their first turn.6-3-1, 6-4-1, 6-5-6-1
[On Play] / [When Attacking]On Play activates when the card is played. When Attacking activates each time it attacks.10-2-5, 10-2-6
DON!! −XReturn X DON!! from your field to the DON!! deck as a cost.8-3-1-6, 10-2-10
[Unblockable]The opponent can't activate [Blocker] against this attacker.10-1-7

How a battle works, step by step

A battle in One Piece Card Game always runs in the same order: Attack Step, Block Step, Counter Step, Damage Step, then the end of the battle. The attacker wins if its power is equal to or higher than the defender's. Most of the rules below plug into one of these steps, so it helps to have the sequence in front of you (7-1).

  1. Attack Step. The turn player rests their active Leader or one active Character and picks a target: the opponent's Leader or one of their rested Characters. [When Attacking] effects activate, then the defender's [On Your Opponent's Attack] effects (7-1-1, 10-2-16-1).
  2. Block Step. The defending player may activate one [Blocker]. [On Block] effects then activate (7-1-2).
  3. Counter Step. The defender may trash Character cards from hand for their Counter value and play Event cards with [Counter], in any order and as many times as they can (7-1-3).
  4. Damage Step. Compare power. If the attacker's power is equal or higher, a Leader takes 1 damage or a Character is K.O.'d. If it is lower, nothing happens (7-1-4).
  5. End of the Battle. "At the end of the battle" effects activate and "during this battle" effects end (7-1-5).

At the end of the Attack, Block and Counter Steps, the game checks whether the attacker or its target has left its area. If either has, the battle jumps straight to the end and no damage is dealt (7-1-1-4, 7-1-2-3, 7-1-3-1-3).

One Piece Card Game turn phases and attack stepsOn the left, the five turn phases in order: Refresh Phase, Draw Phase, DON!! Phase, Main Phase and End Phase, with what you do in each. On the right, the steps of each attack, which happen inside the Main Phase: Attack Step, Block Step, Counter Step, Damage Step and End of the Battle, with what each one allows. An arrow from the Damage Step leads to Leader damage: at 0 Life the attacker wins; otherwise the top Life card goes to hand or its Trigger is used.Refresh Phaseeverything set active (6-2)Draw Phasedraw 1 (6-3)DON!! Phase+2 DON!! (6-4)Main Phaseplay cards, activate effects,give DON!! and attack (6-5-2),in any orderEnd Phase[End of Your Turn] (6-6)On each player's first turnnobody battles (6-5-6-1); thefirst player doesn't draw andplaces 1 DON!! (6-3-1, 6-4-1).Each attack, inside your Main Phase (7-1)Attack Steprest the attacker; target theLeader or a rested CharacterBlock Stepthe defender may activateone [Blocker] (7-1-2)Counter StepCounters from hand and[Counter] Events (7-1-3)Damage Stepwins with power ≥ defender:Character K.O. or Leader damageEnd of the Battleend-of-battle effects;back to the Main Phase (7-1-5-5)Leader damage: at 0 Life the attacker wins (7-1-4-1-1-1).Otherwise the top Life card goes to hand, or its owner revealsit and activates its [Trigger] instead (7-1-4-1-1-2, 10-1-5).
TradeMatches original diagram: the five turn phases (6-1-1) and the steps of each attack (7-1), from Bandai's Comprehensive Rules 1.2.1 (28 August 2026). Battle is not a separate phase: it happens inside the Main Phase, and play returns there afterwards (7-1-5-5).

When can you use Blocker in One Piece?

You can use [Blocker] only during the Block Step of your opponent's attack, when the attack targets one of your other cards (your Leader or a different Character). You rest the active Character with [Blocker], and it becomes the new target of the attack. You can activate one Blocker per battle. The keyword is defined in 10-1-4-1 and the one-per-battle limit in 7-1-2-1. Since the Block Step comes after the Attack Step, you always know the attacker and its target, and any [When Attacking] effect has already resolved, before you decide.

When you can't block

What happens after you block

The battle is now between the attacker and your Blocker. [On Block] effects activate (10-2-15-1), and you still get your Counter Step, so you can raise the Blocker's power from your hand (Q&A). In the Damage Step, if the attacker's power is equal to or higher than the Blocker's, the Blocker is K.O.'d. That counts as a real K.O., so its [On K.O.] effect works (7-1-4-1-2). If the Blocker has more power, nothing happens (7-1-4-2). Either way your Leader takes no damage, so no Life card moves and no [Trigger] comes into play.

The Blocker stays rested until your next Refresh Phase. For the rest of your opponent's turn it is therefore a legal target for any of their other attackers (7-1-1-2). A Blocker that survives a block can still be attacked and K.O.'d by the next attack.

When blocking is worth it: a worked example

The numbers here are made up to show the arithmetic. Your Leader has 5000 power and 3 Life. Your opponent attacks it with a 7000-power Character. You have one active 5000-power Blocker and a Character card with a 2000 Counter in hand.

Taking damage early is often fine, because each Life card becomes a card in hand. Blocking is strongest against attacks that would cost you more than one ordinary Life card: a [Double Attack] (two Life cards), a [Banish] attacker (the Life card is trashed and you get nothing), or any attack when you are on 0 Life and would lose. It is also worth blocking an attack aimed at a Character you want to keep, because a Character only gets this protection from a Blocker or Counters.

[Blocker] also appears in Digimon Card Game and Gundam Card Game, with the same idea of turning one of your own cards sideways so it becomes the target of the attack. If you play more than one of them, search for "Blocker" in the TradeMatches keyword glossary to see each game's definition side by side, so you don't carry one table's conditions over to another.

K.O. vs trash vs returning to hand

A Character is K.O.'d only when it loses a battle or when an effect K.O.s it. A Character that is trashed by an effect worded "trash", trashed to make room for a sixth Character, returned to the hand or placed in the deck has not been K.O.'d. [On K.O.] doesn't activate in those cases, and "cannot be K.O.'d" doesn't protect against them. The definition is in 10-2-1-1 and 10-2-1-2, and 10-2-1-3 states plainly that a Character trashed "due to some other method" is not treated as K.O.'d. The useful habit is to read the verb on the card: "K.O." and "trash" are two different instructions.

How the Character leavesIs it a K.O.?[On K.O.] activates?Where it goes
Loses a battleYes (7-1-4-1-2)YesOwner's trash
An effect says "K.O."Yes (10-2-1-1)YesOwner's trash
An effect says "trash this Character"No (10-2-1-3)NoTrash
Trashed to play a sixth CharacterNo (3-7-6-1-1, Q&A)NoTrash
Returned to handNoNoHand
Placed at the top or bottom of the deckNoNoDeck

How [On K.O.] resolves

[On K.O.] works differently from every other automatic effect. It activates while the Character is still on the field. The card then goes to the trash, and the effect resolves from there (10-2-17-1, 10-2-17-2). It refers to the Character that has the text being K.O.'d, not to that Character K.O.ing something else (Q&A).

What happens to everything attached to it

A card that moves from the Character area to another area becomes a new card. Effects that applied to it don't follow it (3-1-6). DON!! given to it go back to your cost area rested, so you can't reuse them that turn (6-5-5-4). For bounce effects this matters: a Character returned to hand loses any cost reduction it had, and you pay the normal cost to play it again (Q&A).

"Trash" in costs means your hand

When "Trash" appears as a keyword, as in "Trash 1 card from your hand:", it means choosing a card from your hand and putting it in the trash (10-2-14-1). That has nothing to do with Characters on the field, and it is never a K.O.

Rested vs given (attached) DON!!

A rested DON!! has been turned sideways in your cost area to pay a cost, and it stays rested until your next Refresh Phase. A given DON!! (what many players call "attached") sits under your Leader or a Character and gives it +1000 power during your turn. A given DON!! is neither active nor rested, so it can't pay costs that require resting DON!!. The relevant rules are 4-4-2 (given DON!! have no state), 6-5-5-1 and 6-5-5-2 (giving and the +1000) and 8-3-1-5 (costs paid by resting active DON!! in the cost area).

Active in cost areaRested in cost areaGiven to a Leader or Character
Can pay a cost by restingYesNo, already usedNo
Can be givenYes (6-5-5-1)NoCan't be moved to another card (Q&A)
Adds powerNoNo+1000 each, during your turn only (6-5-5-2)
Can be returned for DON!! −XYesYesYes (8-3-1-6, Q&A)
In your Refresh PhaseStays activeBecomes active (6-2-4)Returns to the cost area rested, then becomes active (6-2-3, 6-2-4)
How DON!! cards move during a One Piece turnFlowchart. In the DON!! Phase, 2 cards move from the DON!! deck to the cost area, active (1 on the first player's first turn). From the cost area, during the Main Phase, an active DON!! is rested to pay a cost or given to a Leader or Character, which gets +1000 during your turn. In the Refresh Phase, given DON!! go back to the cost area rested, as they also do when their card leaves its area, and every rested card becomes active. A dashed arrow shows the DON!! −X cost, which returns active, rested or given DON!! to the DON!! deck.A DON!! card's route through your turnOrder: Refresh Phase (6-2),DON!! Phase (6-4), then in theMain Phase, pay or give (6-5).DON!! deck10 cardsopen areaCost areaactive DON!!(3-9-3)DON!! Phase: +21 on the firstplayer's turn oneGiven (attached)under a Leader or Character+1000 on your turn (6-5-5-2)neither active nor rested (4-4-2)Restedturned sideways in the costarea; can't pay againGive (Main Phase)6-5-5-1Pay a cost(8-3-1-5)Goes back rested:Refresh Phase (6-2-3)or when its card leavesits area (6-5-5-4)Refresh Phase:active again (6-2-4)DON!! −X: active,rested or given DON!!go back to theDON!! deck (8-3-1-6)
TradeMatches original diagram: where a DON!! card goes during your turn, from the Comprehensive Rules 1.2.1 (6-2, 6-4, 6-5-5, 8-3-1-5 and 8-3-1-6). Solid arrows are rules that apply every turn; the dashed one is a cost you only pay when a card asks for it.

The rules for giving DON!!

What given DON!! do on your opponent's turn

Given DON!! come back only in your own Refresh Phase (6-2-3), so they stay under your cards during your opponent's whole turn, but the +1000 applies "during your turn" only (6-5-5-2). Your Leader therefore defends at its printed power. The DON!! still count for [DON!! xX] conditions, which check how many DON!! are given to the card (8-3-2-3, 10-2-9-1), and having more than X is fine (Q&A). The DON!! you rested to pay for things also stay rested until your next Refresh Phase. On your opponent's turn, only the DON!! you left active can pay for an Event [Counter].

Planning a turn: an example

You start your Main Phase with 6 active DON!!. You play a 4-cost Character by resting 4 (2-7-2). With the other 2 you have a choice:

Counting this before you act avoids the most common DON!! mistake: spending the same DON!! twice in your head, once as a cost and once as power.

Once Per Turn: what it limits

[Once Per Turn] means that effect on that card can be activated and resolved once in each turn. Two copies of the same card each get their own use, and the limit resets every turn, yours and your opponent's. The definition is in 10-2-13-1, and 10-2-13-2 adds that cards with the same effect can each use it once. The official Q&A confirms this for cards with the same name.

The details that come up at the table

One reading worth stating. The limit counts effects that are "activated and resolved" (10-2-13-1). An optional effect ("you may") that you choose not to activate (8-1-2) has not been used, so it stays available if its event happens again that turn.

Three quick cases

  1. You have two copies of the same Character, each with an [Activate: Main] [Once Per Turn] draw effect. You can use both in one turn, once each.
  2. Your Leader has a [Once Per Turn] effect that triggers when you are attacked. It works on the first attack your opponent makes and not on later ones that turn. On your own next turn it is available again.
  3. You begin paying a cost that includes DON!! −2 but only have 1 DON!! to return. The effect doesn't resolve, and [Once Per Turn] counts it as used.

Activate: Main: when and how to use it

[Activate: Main] marks an effect on a card on your field that you can choose to use during your own Main Phase, whenever no battle is in progress. You can't use it on your opponent's turn or in the middle of a battle. To use it, you pay whatever cost is written before the colon. See 10-2-2-1 for the keyword, 8-1-3-2 for "activate effects" belonging to the turn player in their Main Phase, and 8-3-1 for activation costs.

[Activate: Main] vs [Main]

[Main] is found only on Event cards. You play the Event from your hand in your Main Phase, outside battle, by paying its cost and trashing it before the effect resolves (10-2-3-1, 2-7-3, 8-4-2). [Activate: Main] belongs to a Leader, Character or Stage that is already in its area, and its text only works there (2-8-2). Both are blocked during a battle. Neither can be used in the Counter Step.

Reading the cost

How often, and on the turn it is played

Main Phase actions can be taken in any order and as many times as you like (6-5-2). An [Activate: Main] effect without [Once Per Turn] can therefore be repeated as long as you can keep paying. In practice, a cost that rests the card itself limits it to once. The rule that stops new Characters acting on the turn they are played covers attacking only (3-7-4). On a literal reading, a Character played this turn can use its [Activate: Main], even when the cost rests it.

Triggers that activate [Main]

Some [Trigger] effects let you activate a card's [Main] outside the Main Phase (10-2-3-1-1). You still pay its cost: the official Q&A gives the example of OP03-074 Top Knot, whose [Main] still requires its DON!! −2.

Who can you attack in One Piece?

You can attack your opponent's Leader or one of their rested Characters. Active Characters, Stages and DON!! can't be attacked. The attacker must be your active Leader or one of your active Characters, and you rest it to declare the attack during your Main Phase. Rule 7-1 sets out attackers and targets, and 7-1-1-1 and 7-1-1-2 repeat them for the Attack Step.

Possible targetLegal?
Opponent's LeaderAlways, whatever its state
Opponent's rested CharacterYes
Opponent's active CharacterNo, unless a card says otherwise (1-3-1)
Stage, DON!!, Life cardsNo

Who can attack

After each battle, the game returns to your Main Phase (7-1-5-5). You can attack once with every active card, playing cards or giving DON!! between attacks.

Why only rested Characters

Characters rest when they attack or when an effect or cost rests them, and they stay that way until their controller's next Refresh Phase. Every Character you attack with on your turn is therefore a target on your opponent's turn. That is the main trade-off of attacking with Characters rather than only with your Leader.

After you pick the target

The target can still change or disappear. A [Blocker] can take its place (10-1-4-1). If an effect removes the target or the attacker from its area before the Damage Step, the battle ends at the next step check with no damage (7-1-1-4). With [Rush: Character], a Character can attack on the turn it is played, but only against Characters (10-1-6-1).

Trigger: what to do when you lose a Life card

When your Leader takes damage, you take the top card of your Life area. If it has [Trigger], you may reveal it and use its Trigger effect instead of adding it to your hand. Otherwise you add it to your hand without showing it. A card whose Trigger you used is trashed afterwards unless it says otherwise. Life damage is processed one card at a time (4-6-2-1). The choice is described in 4-6-3 and 7-1-4-1-1-2, and the keyword itself in 10-1-5-1 to 10-1-5-3.

The sequence for each point of damage

  1. Check that you have Life cards. With 0 Life, the attacker wins instead (7-1-4-1-1-1).
  2. Take the top Life card (3-10-2).
  3. If it has [Trigger], decide: reveal it and activate the Trigger, or put it in your hand unrevealed (10-1-5-2).
  4. If you activated it, resolve the effect. While it resolves the card is in no area, and afterwards it goes to the trash (10-1-5-3).

When there is no Trigger choice

Two or more damage

Each damage is handled in full before the next. With [Double Attack], you resolve the first card's Trigger before taking the second Life card (Q&A). The rules allow damage processing to be paused for that Trigger (8-6-2-1). Other effects that trigger during the damage wait until all of it is done (8-6-2).

Triggers on Event cards

Using an Event's [Trigger] does not count as "activating an Event", so effects that care about activating Events don't see it (Q&A). Some Triggers let you use the card's [Main] or [Counter] effect (10-2-3-1-1, 10-2-4-1-1), and you still pay that effect's cost.

Trigger or card in hand?

The choice is a trade: a free effect now, or a card you can use later, for example as a Counter. Checking the Trigger text of your own cards before the game starts makes the decision quicker when the damage arrives.

Face-up Life cards

A face-up Life card is still a Life card. It stays in its place in the Life area, both players can see it, and if it has [Trigger] you can still use the Trigger when damage takes it. The Life area is normally secret, but a face-up Life card is treated as being in an open area (3-10-2-1). The official Q&A confirms you can activate the Trigger of a face-up Life card.

A face-up Trigger is public information. Your opponent knows what the next point of damage will give you and can plan around it, for example by attacking with [Banish] or with a smaller attacker first.

Stage cards: playing and replacing

You play a Stage from your hand during your Main Phase by paying its cost, and you can only have one. To play a second Stage, reveal it, trash the Stage you already have, and then put the new one in your Stage area. Rule 3-8-5 limits you to one Stage and 3-8-5-1 sets out the replacement. The official Q&A confirms this, and you pay the new card's cost as usual (2-7-4).

What a Stage is and isn't

Replacing a Stage: an example

You have a Stage whose effect you have already used this turn, and a different Stage in your hand. In your Main Phase you reveal the new Stage, pay its cost, trash the old one and place the new one active. If the new Stage has an [Activate: Main] effect, you can use it straight away, because it is a fresh card in the Stage area. The old Stage is in the trash and can only come back if an effect returns it.

Deck building: Leader, 50 cards and 10 DON!!

A legal One Piece Card Game deck is exactly 1 Leader, a 50-card main deck of Characters, Events and Stages that share your Leader's colours, with no more than 4 copies of any card number, plus a separate 10-card DON!! deck. These are rules 5-1-2 to 5-1-2-3. The Tournament Rules Manual repeats them and adds that side decks are not allowed (2.4).

Checks that catch most illegal decks

When you present your deck before a game, it must meet these rules at that moment (5-2-1-1). Counting the 50 cards and the 10 DON!! separately is the quickest way to spot an extra card or a DON!! shuffled into the main deck.

The five-Character limit

You can have at most 5 Characters in your Character area. To play a sixth, reveal it, trash one of the five you already have, and then play the new card. That trashing is rule processing, not a K.O., so [On K.O.] doesn't activate and no effect can stop or replace it. The limit is 3-7-6, the procedure 3-7-6-1, and 3-7-6-1-1 says no effect can be applied to the trashing. The official Q&A confirms that [On K.O.] doesn't activate.

Replacing a Character makes sense when the one you trash has nothing left to offer, for example one whose [On Play] has already given you its value, or a small Character that can no longer win battles. It also gets rid of a Character with an [On K.O.] effect your opponent was counting on, without giving you that effect. That works against you if you wanted the K.O. effect.

Rush: attacking on the turn a Character is played

[Rush] lets a Character attack on the turn it is played, against the opponent's Leader or a rested Character. [Rush: Character] only lets it attack the opponent's Characters on that turn. Neither one overrides the rule that no player can battle on their first turn. See 10-1-1-1 for [Rush], 10-1-6-1 for [Rush: Character], 3-7-4 for the normal rule that Characters can't attack on the turn they are played, and 6-5-6-1 for the first-turn ban.

What still applies

[Unblockable]

[Unblockable] is a separate keyword that often sits next to attack keywords: the opponent can't activate [Blocker] against a card with it (10-1-7-1). It doesn't stop Counters.

Cost vs power

Cost is the number in the top-left corner that you pay to play a card. Power is a Leader's or Character's strength in battle. Changing one never changes the other: a −2 cost effect doesn't lower power, and a −2000 power effect doesn't make a Character count as cheaper for an effect that checks "cost X or less". Cost is defined in 1-3-9-1 and 2-7, power in 2-6.

CostPower
Who has itCharacters, Events, Stages (2-7-5)Leaders and Characters (2-6-2)
What it doesDON!! you rest to play the card (2-7-2 to 2-7-4)Compared in the Damage Step (7-1-4-1)
Can it go below 0?Only during a calculation, otherwise it counts as 0 (1-3-6-2)Yes, and the Character stays on the field (1-3-6-1)
What usually changes itCost-reduction effects, which can bring a target under a thresholdGiven DON!!, Counters, power effects

Power below zero and ties

The official Q&A works through this. A 6000-power Character hit by −10000 has −4000 power and stays on the field. Giving it 1 DON!! takes it to −3000. Because the attacker wins when its power is equal or higher (7-1-4-1), a −2000 attacker beats a −2000 defender, and 0 power beats 0 power. "Set power to 0" lowers the power by whatever it was when the effect activated, and does nothing to a card that is already below 0 (4-12).

Cost reductions

Lowering an opponent's Character's cost is mostly a way to bring it into range of an effect that only hits Characters "with a cost of X or less". A cost can't stay below 0. A Character that leaves the field loses its modifiers, so a cost-reduced Character returned to your hand costs its full amount again (Q&A, 3-1-6). When a card refers to "base" cost or power, it means the printed number (4-9-2).

How long the change lasts

Read the duration on every modifier. "During this battle" ends when the battle ends (7-1-5-3). "During this turn" ends in the End Phase (6-6-1-3). "Until the start of your next turn" ends in that player's Refresh Phase (6-2-1).

Character Counter vs Event Counter

A Character card's Counter is the number printed on its side. In your opponent's Counter Step you trash that card from your hand, without paying anything, to give your Leader or one Character that much extra power for the battle. An Event with [Counter] costs DON!!: you pay its cost, trash it and resolve its text, and only during the Counter Step of an attack by your opponent. See 2-10 and 7-1-3-1-1 for Character Counters, and 7-1-3-1-2 and 10-2-4-1 for Event [Counter].

Character card CounterEvent with [Counter]
CostNone (Q&A)The Event's cost, paid by resting active DON!! (2-7-3)
Where it comes fromYour hand only, never the field (Q&A)Your hand
Effect+power to your Leader or 1 Character for that battleWhatever the Event says
WhenYour opponent's Counter StepYour opponent's Counter Step (10-2-4-1). Not your Main Phase (Q&A)

Rules worth knowing

Counting a defence

Your opponent's 6000-power Character attacks your 5000-power Leader. Because ties go to the attacker (7-1-4-1), you need 7000, not 6000. One 2000 Counter is enough, and so is a 1000 Counter plus an Event that adds 1000 or more. A habit that saves cards: add up what you need before you trash anything, because Counter cards you trash in a battle you lose anyway are wasted.

Double Attack vs Banish

[Double Attack] makes a successful attack on the Leader deal 2 damage instead of 1, so two Life cards are taken one after the other. [Banish] sends the Life card to the trash instead of the hand, and no [Trigger] can be used. Neither keyword adds power, and neither does anything when the attack targets a Character. The definitions are in 10-1-2-1 and 10-1-3-1, and 7-1-4-1-1-3 says Life damage is repeated once for each point.

[Double Attack][Banish]
ChangesHow many Life cards (2 instead of 1)Where the Life card goes (trash, not hand)
TriggersAllowed, one card at a timeNot allowed
Can the attacker choose not to use it?No, can't deal just 1 (Q&A)No, the card must be trashed (Q&A)
Against a CharacterNo effectNo effect

Rulings from the official Q&A

On a card with both keywords, each Life card it takes would be trashed without a Trigger, because [Banish] applies to every damage that attack deals to the Life. That is our reading of 10-1-3-1, not a separate ruling. The defence is the same for both keywords: block the attack, or Counter it, before the Damage Step.

How you lose: zero Life and an empty deck

You lose when your Leader takes damage while you have 0 Life cards, or as soon as your deck has 0 cards. Running out of Life doesn't end the game by itself, and an empty deck doesn't wait for you to try to draw. These are the two defeat conditions in 1-2-1-1. Rule processing checks them and applies them immediately, even in the middle of another action (1-2-2, 9-1-2, 9-2-1).

Zero Life

When an attack wins against your Leader, the game checks your Life at the moment it is decided that damage will be dealt. If you have 0, the attacker wins on the spot. If you have 1 or more, you take a Life card as usual (7-1-4-1-1-1, 7-1-4-1-1-2). This is why your last Life card is not your last chance: an opponent who empties your Life still needs another successful attack on your Leader. That is also when [Blocker] and Counters matter most.

Empty deck

The second condition is having 0 cards in your deck (1-2-2-2, 9-2-1-2). Draws, placing Life cards and effects that move cards from the top of your deck all count. The loss happens at the next rule processing, which is immediate, not at your next Draw Phase. Keep an eye on deck size in long games, especially if your deck searches or mills itself.

Other ways a game ends

Mulligan and setting up the game

Each player draws 5 cards and may redraw once: shuffle the whole hand back into the deck and draw 5 new cards. The player going first decides first. You can't keep part of the hand, and your Life cards are only placed from the top of the deck after both players have decided. This is 5-2-1-6 and 5-2-1-6-1. The Life cards come next, in 5-2-1-7.

The full setup order

  1. Each player presents a legal deck, shuffles it and places it face-down (5-2-1-1, 5-2-1-2).
  2. Leaders go face-up in the Leader area (5-2-1-3).
  3. Rock-paper-scissors or another method decides who chooses to go first or second (5-2-1-4, 5-2-1-5). The Tournament Rules Manual asks for a random method and, in a best-of-three, lets the loser of the previous game choose (4.6).
  4. Leader effects that read "At the start of the game" happen now, before the opening hand (5-2-1-5-1).
  5. Draw 5. Starting with the first player, each player may redraw once (5-2-1-6).
  6. Place Life cards from the top of the deck equal to your Leader's Life value, so that the top card of the deck ends up at the bottom of the Life area (5-2-1-7, 2-9-2-1).
  7. The first player starts their turn (5-2-1-8).
One player's One Piece Card Game play areaOne player's half of the table, as on the official playsheet. At the top, the Character area with five slots. On the left, the Life area with its cards face-down, drawn dashed because it is secret. In the middle, the Leader area, the Stage area and the 50-card deck, also secret. At the bottom, the 10-card DON!! deck, the cost area with three active DON!! and two rested ones turned sideways, and the trash. The Leader, Characters, Stage and cost area make up the field.Lifeface-downCharacter area · max. 5 (3-7-6)The field = Leader, Characters,Stage and cost area (3-1-2).open areasecret area (3-1-5)Leaderface-upStagemax. 1 (3-8-5)Deck50 cardsface-downDON!!deck10 cardsCost areaactiverested (turned sideways)Trashface-up
TradeMatches original diagram: one player's half of the table, laid out like Bandai's official playsheet, with the areas from the Comprehensive Rules 1.2.1 (3-1 to 3-10). Solid line: open area; dashed: secret area (3-1-5). Your hand is secret too and has no place on the table (3-4-2).

Deciding whether to redraw

The rules give you one all-or-nothing redraw, so the question is whether this hand does something on your first three turns. Count how many DON!! you will have (see First turn) and check whether you can play something useful with them. A hand of expensive cards is more of a problem for the player going first, who gets 1 DON!! on turn one. There is no limit on hand size (Q&A), so keeping a slow hand doesn't cost you cards later.

To see how far you can rely on drawing a specific card, the opening hand probability calculator already has the One Piece format (50-card deck, 5-card hand). With 4 copies of a card, you will open it 35.3% of the time. If you always redraw when it is missing, the new hand comes from all 50 cards freshly shuffled, so the chance of seeing it in one of the two hands rises to 58.1% (1 − 0.647 × 0.647).

First turn: draw, DON!! and attacks

The player going first doesn't draw on their first turn and places only 1 DON!!. The player going second draws normally and places 2 DON!!. Neither player can battle on their own first turn, even with [Rush]. See 6-3-1 for the draw, 6-4-1 for DON!! and 6-5-6-1 for the ban on battling.

A turn has five phases: Refresh, Draw, DON!!, Main and End (6-1-1). On the first turn there is nothing to refresh, but everything else runs normally. In the Main Phase you can play cards, use [Activate: Main] effects and give DON!! (6-5-2). You just can't attack.

Own turn number123456
DON!! available, going first1357910
DON!! available, going second24681010

The table assumes no effect has added DON!! or returned them to the DON!! deck. You place 2 a turn while the DON!! deck has them, 1 if only one is left, and none once it is empty (6-4-1 to 6-4-3). Since all your DON!! refresh each turn (6-2-3, 6-2-4), the number in the table is how much you can spend or give in that turn.

On Play vs When Attacking

[On Play] activates once, when the card is played. [When Attacking] activates every time that card declares an attack, in the Attack Step before any block. Playing a card never activates its [When Attacking], and attacking never repeats its [On Play]. See 10-2-6-1 and 10-2-5-1, and 7-1-1-3 for where When Attacking sits in the battle.

KeywordWhen it activatesRule
[On Play]When the card is played10-2-6-1
[When Attacking]When you declare an attack with that card10-2-5-1
[On Your Opponent's Attack]After the opponent's attack is declared and their Attack Step effects have activated10-2-16-1
[On Block]When you activate [Blocker]10-2-15-1
[On K.O.]When that Character is K.O.'d10-2-17-1
[End of Your Turn]In your End Phase, once10-2-7-1, 6-6-1-1-1

Rulings that settle most disputes

DON!! −X

DON!! −X is a cost: choose X DON!! cards from your Leader area, Character area and cost area, in any mix of active, rested and given, and return them to your DON!! deck. If you can't return all X, you can't pay it, and the effect after the colon doesn't happen. See 8-3-1-6 and 10-2-10-1 for the definition, 8-3-1-3 for unpaid costs, and the Q&A for using given DON!!.

Circled number (rest)DON!! −X (return)
Which DON!!Active DON!! in your cost areaAny DON!! in your Leader area, Character area or cost area
Where they end upRested in your cost area until your next Refresh PhaseBack in the DON!! deck
Effect on powerNoneReturning a given DON!! removes its +1000

The DON!! deck is an open area that both players can check (3-3-2). Returned DON!! come back through your DON!! Phase, 2 per turn (6-4-1). Paying DON!! −X late in the game, once your DON!! deck is empty, also means you will place DON!! again on your next turn. Early in the game it slows down how many DON!! you have on the field. If you start paying a DON!! −X cost on a [Once Per Turn] effect and can't finish, the effect counts as used (10-2-13-5).

A practical tip: return rested DON!! first when you can. They are already spent for the turn, while active and given ones are still doing something.

Simultaneous effects: what resolves first

When effects of both players trigger at the same time, the turn player resolves theirs first, then the non-turn player resolves theirs. An effect that triggers while another is resolving waits until the effects already pending have resolved. The main rule is 8-6-1, and its example in 8-6-1-1 shows the waiting: if effects A and B trigger together and resolving A triggers C, C resolves after B.

A few tie-break rules also help. Text resolves from top to bottom (1-3-7, 2-8-3). When both players must choose or act at the same time, the turn player goes first (1-3-4, 1-3-10). A prohibition beats an instruction (1-3-3). If an effect says to rest a card and another says to make it active at the same time, resting wins (1-3-8).

Public and private information

You can always ask how many cards are in each of your opponent's areas, and you can look through either player's trash. The contents of a hand, the deck and face-down Life cards stay private. The number of cards in every area is open information (3-1-4). The trash, Leader area, Character area, Stage area, cost area and DON!! deck are open areas, while the deck, hand and Life are secret (3-1-5, 3-2 to 3-10).

Public (Tournament Rules Manual 4.11)Private (4.12)
Number of cards in handWhich cards are in a hand
Number of cards in the deck and DON!! deckThe cards in the main deck
Number and names of cards in the trashWhat the Life cards are
Number of Life cards leftWhich cards were played or activated last turn, unless an active effect makes it relevant
Printed information on a card that is named or clearly described
Which cards have been played this turn

At official events, players must answer questions about public information truthfully. Lying about it or refusing to answer can lead to disqualification, as can giving false information about private knowledge (4.11, 4.12). You may not search your opponent's hand, deck or Life unless an effect tells you to, and you can't ask a judge to do it for you without evidence of a problem (4.13).

Some effects reveal or let you look at secret cards. An effect that lets you look applies only to you unless the card says otherwise, the cards stay where they are, and they go back as they were (11-3). Revealed cards become hidden again once the effect is done (11-2-2). A card searched from the deck into your hand is always revealed, even if the effect doesn't say so (11-2-1).

Attributes, types and colours

Attributes (Slash, Strike, Ranged, Special, Wisdom and "?") and types (the names in the type line) are separate details on a card. Neither gives any bonus by itself; they only matter when an effect mentions them. In card text, attributes are written in < >, types in { } and card names in [ ]. See 2-5-2 and 2-5-6 for attributes, 2-4-3 for types and 2-1-2 for names.

An example from the official Q&A shows how literal these checks are. A Leader treated as having all names, types and attributes counts as a <Slash> card. It therefore can't K.O. in battle a Character that "cannot be K.O.'d in battle by <Slash> attribute cards". Rarity, the block symbol and the illustration don't affect play (2-13, 2-15, 2-16), so a parallel printing plays exactly like the standard one.

Finding the cards your deck needs

When a list calls for a fourth copy of a card number or a specific Blocker, TradeMatches lets you keep lists of the cards you have and the cards you want, see matching collectors near you and talk in your province's chat. Before you agree a swap, our guide to proposing a trade both collectors want covers how to put the offer together.

FAQ

Can a Character that attacked last turn use Blocker?

Not until it becomes active again. Attacking rests a Character, it only turns upright in its owner's Refresh Phase, and a rested card can't pay the rest cost that [Blocker] needs. So anything you attack with is unavailable as a Blocker for your opponent's following turn.

Do DON!! given to my Leader help on defence?

No. The +1000 per given DON!! only applies on your own turn, so during your opponent's attacks your Leader uses its printed power plus any Counters. The DON!! do stay under the card until your Refresh Phase, which still matters for [DON!! xX] conditions.

Does the attacker win ties in One Piece Card Game?

Yes. The Damage Step only asks whether the attacking card's power is at least the defender's, so equal power means the attack succeeds. When you count Counters, aim for at least 1000 more than the attacker.

Can I play an Event with [Counter] during my own turn?

No. An Event's [Counter] effect is reserved for the Counter Step of an attack your opponent makes. The only exceptions are effects that say they let you activate [Counter], such as some Triggers.

Does a [Double Attack] beat an opponent on 1 Life?

Not on its own. The two damage take the last Life card and then find nothing to take, and the game only ends if the player was already at 0 Life when damage was decided. A further successful attack on the Leader is still needed.

Is a Character trashed by "trash 1 of your Characters" K.O.'d?

No. Trashing and K.O.ing are different instructions, and only K.O.s from battles or K.O. effects count. A Character removed with the word "trash" won't activate [On K.O.], and protection from K.O. won't save it.

Sources and checks

On 21 October 2026 we read the full official Comprehensive Rules (Version 1.2.1, last updated 28 August 2026) and checked each section of this guide against the rule numbers cited. We also went through every entry of Bandai's general rules Q&A dated 28 February 2025, the public and private information sections of the Tournament Rules Manual, the banned and restricted card notice, and Bandai's page on card languages.