Leader
Starts in play and decides your colours and your Life. It can attack every turn, and if it is hit with no Life left, you lose.
Learn to play
Everything you need to play: how a turn works, what every kind of card does, how to build a deck, which cards to look for and which ones collectors chase. Watch the guide video first, then read on.
The guide video plays here.
Each time your attack gets through to the other Leader, they lose a Life card. When they have no Life left, one more hit on their Leader wins the game.
A player who has no cards left in their deck loses the game.
Every card in a deck must share a colour with its Leader. Some Leaders are two colours.
Starts in play and decides your colours and your Life. It can attack every turn, and if it is hit with no Life left, you lose.
Has a cost, a Power and often a Counter value. Attacks from the turn after it is played, unless it has Rush.
A one-time effect. Many are [Counter] Events you play during your opponent's attack.
A place or ship that stays in play and gives an ongoing effect. You can have one.
The game's energy. Two arrive in your cost area each turn, up to ten.
DON!! given to your cards come back to your cost area, and every rested card is set active.
Draw a card. The first player skips this on their first turn.
Put two DON!! from your DON!! deck into your cost area (the first player gets one on their first turn).
“At the end of your turn” effects happen, then it's your opponent's turn.
Every Character card shows the same things in the same places. Here is Nami from the very first booster set, Romance Dawn (OP-01, 2022): a cheap card almost every Straw Hat deck has played.

Rarities from common to rare: Common, Uncommon, Rare, Super Rare, Secret Rare, plus Leader cards, alternate-art "parallel" versions, Special cards and the very rare Treasure Rares and manga-art cards.

Starts the game in play, face up. Its colours decide your deck, its Life (Zoro: 5) is how many Life cards you start with, and it can attack every turn from your second turn. Lose all your Life and take one more hit, and the game is over.

Most of your deck. Play them with DON!!; from your next turn they can attack (unless they have Rush). You can have five in play at once. Most also carry a Counter value for defending from your hand.

One-shot effects that go to the trash. [Main] Events are played on your turn; [Counter] Events are played while you're being attacked (Radical Beam!!: +2000 power to the defender).

Ships and places that stay in play and give a lasting effect. You can have one Stage at a time.
A separate deck of ten. Two come out each turn (the first player gets one on the first turn). Rest them to pay for cards, or give them to your Leader and Characters for +1000 power each. They all come back at the start of your next turn.
Face-down cards from the top of your deck, as many as your Leader's Life. Each hit on your Leader puts the top one into your hand, so getting hit also gives you cards. Some have a [Trigger] you can use for free when they're turned over.
These words in brackets come up all the time:
When your opponent attacks, rest this Character to make it the new target.
Can attack the turn it's played.
A hit on the Leader takes two Life cards.
Life cards it takes go to the trash, so their Triggers can't be used.
Happens when you play the card.
Happens when the card attacks.
Happens when the Character is K.O.'d.
Works only while the card has at least that many DON!! given to it.
An ability you choose to use on your turn (often [Once Per Turn]).
An Event you play during your opponent's attack.
Free effect when the card is turned over from your Life.
Rest that many of your active DON!! cards to use the effect.
A deck is one Leader and exactly 50 cards that share a colour with the Leader, with no more than four cards of the same number, plus your ten DON!! cards. A good starting shape:
Pick the Leader first: its colours, Life and ability shape everything else.
Cheap ones to play from turn one, a strong middle at 4–6 DON!!, and a few big finishers. Plenty should have a Counter.
Removal (K.O., rest, return to hand), card draw, and Counter Events to survive the big attacks.
Secret Rares, alternate-art parallels and the manga-art versions are what collectors chase most. A few favourites (they can turn up in Play Packs from their sets, just rarely):
ShanksRomance Dawn, Secret RareThe first set's top card, and its manga-art parallel is one of the game's grails.
YamatoRomance Dawn, Secret RareDouble Attack and Banish on one card.
SogekingPillars of Strength, Secret RareUsopp's masked hero, a fan favourite.
Monkey.D.Luffy (Gear 5)Awakening of the New Era, Secret Rare12000 power: the most famous card of the game so far.
Roronoa ZoroWings of the Captain, Secret RareZoro attacks, then stands back up to attack again.
Monkey.D.LuffyAwakening of the New Era, LeaderLeaders have their own parallel versions that collectors chase too.
Monkey.D.LuffyEmperors in the New World, Secret RareLuffy as one of the Four Emperors.
Mr.2.Bon.Kurei (Bentham)Memorial Collection, Secret RareA Secret Rare from the first extra booster, the Memorial Collection.
Collector prices change all the time and depend on condition. Play Packs are just for fun: your PlayBinder cards aren't real cards and can't be sold.
The Arena plays the real game: a Leader and 50 cards in its colours, a 5-card opening hand you may redraw once, Life cards, ten DON!! cards arriving two a turn, giving DON!! for +1000 power, attacks on the Leader or rested Characters, Blockers, Counters from your hand and Counter Events, Triggers, and the race to land the last hit. Each card's real cost, power, Counter and Life are used, and so are Blocker, Rush, Double Attack and Banish.
The most common card texts work too: drawing, K.O.s, power changes, resting, returning Characters to the hand or the bottom of the deck, adding and readying DON!!, looking at the top of your deck, and playing Characters from your hand or trash. Card text the Arena can't play yet is still shown on the card: such Events and Stages can't go in a practice deck, and such Characters and Leaders play with their power and keywords. Ongoing effects ([Your Turn], [Opponent's Turn]) and rarer abilities are coming later.