Card advantage is an old idea from trading card games: the player with more useful cards usually wins. Our article on card advantage in cube explains it for Magic. The One Piece Card Game has its own version, and it has a twist: your opponent’s attacks are one of your best sources of cards.
Where your cards come from
In a typical game you get cards from four places:
- Your opening hand, 5 cards.
- Your Draw Phase, 1 card a turn, except the first player’s first turn.
- Your Life, 1 card each time your Leader takes damage, unless you use a Trigger instead or the hit has Banish.
- Card effects that draw, search your deck, or return cards to your hand.
The third source is the one new players miss. Getting hit is painful, but it hands you a card. The player who is behind on Life often has the fuller hand.
Your hand does two jobs
Every Character in your hand is a card you might play, and a Counter you might throw. Every card you play is one fewer shield. So the question each turn is not just “what can I play?” but “what do I need to keep?”
There is no hand size limit in the rules, and the number of cards in each player’s hand is public information. You can always ask, and so can your opponent.
What each trade costs
Count trades in cards. A few common ones:
Your Character attacks their rested Character, and wins. Their Character is K.O.‘d. You spent nothing from your hand. That is a clean gain of one card.
They counter to save it. Now they spent one or two cards from hand to keep one Character. Sometimes worth it for them, often not.
You use an Event to K.O. a Character. One card for one card. An even trade, unless the Character was worth more than your Event.
Your Leader hits their Leader. They lose a Life card, and that card goes to their hand. In card terms, you just gave them a card. You did it to move them closer to losing, which is the point of the game, but it is not free.
They counter your Leader’s attack with two cards. They spent two cards to keep one Life card, which would have become a card in their hand anyway. That is a good trade for you.
Why that last trade matters
Put the last two together. Early in the game, an attack on the Leader that gets countered is often better for you than one that lands. It costs your opponent cards from their hand, not Life cards that would have refilled it.
That is one reason to keep attacking the Leader early, even when you expect a Counter. Each attack forces a choice: spend cards, or take a hit that hands over a card and lowers the Life total. The blocking and countering lesson is the same trade from the other side of the table.
Board versus hand
Cards on the table and cards in hand are different kinds of advantage.
- Board is power you use now. Characters attack, block, and carry effects every turn.
- Hand is power you hold. It protects your Leader and your Characters, and it gives you choices next turn.
A big board with an empty hand is strong until your opponent attacks your Leader at low Life. A full hand with an empty board cannot pressure anyone. Most turns, you want enough on the table to keep up pressure and enough in hand to survive the swing back.
A quick count each turn
Before your Main Phase, look at both sides and count:
- Cards in each hand.
- Characters on each side.
- Life on each side.
If you are ahead on cards and behind on Life, slow the game down: block, counter, and trade Characters. If you are behind on cards and ahead on Life, speed it up: attack the Leader, and make your opponent spend cards to stay alive.
At Level 3 you will turn these counts into exact numbers. For now, the habit is enough: before every attack and every Counter, ask what it costs in cards.
Next lesson
One Piece Release Events and Sealed: Build From Six Packs
Next, release events and sealed play: opening packs at the table and building a 40-card deck from only what you opened.
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Unofficial. Not affiliated with or endorsed by Bandai, Shueisha, or Toei Animation. The ONE PIECE CARD GAME is published by Bandai. ONE PIECE © Eiichiro Oda/Shueisha, Toei Animation.