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Shonen TCG · General

Reviewing
One Piece TCG
TL;DR: One Piece TCG attack and battle rules run in a fixed order: declare an attack by resting an active Character or your Leader, choose a legal target (the opponent's Leader or a rested Character), let the opponent use a Blocker, then both players resolve the Counter step from hand, and finally compare power. Attacker wins ties. You can only attack the Leader or rested Characters, never active ones. Combat is one-directional: the defender takes no damage back.
Note: The two rules new players forget most: you can only attack rested Characters or the Leader, and ties go to the attacker.
A single attack always follows the same steps:
Two rules govern everything: you can only attack the Leader or rested Characters, and the attacker wins ties.
GODEEPER: New to the full turn? See how the battle step fits the rest of the game. One Piece TCG How to Play: Rules & Mechanics
To attack, you rest (turn sideways) an active Character or your Leader. Resting is the cost of attacking, and it carries a consequence: a rested Character cannot block and can itself be attacked on the opponent's next turn.
A Character cannot attack the turn it is played unless it has Rush. This summoning-sickness rule means freshly deployed bodies usually wait a turn before they can swing. Plan your board so the threats you want attacking are ones that have been in play since last turn (or have Rush).
This is the rule that catches every new player. You may attack only:
You cannot attack an active (un-rested) Character. So a Character that attacked, blocked, or was rested by an effect is exposed, while a fresh active Character is safe that turn. This creates a constant rhythm: attacking with a Character rests it, opening it up to be attacked back next turn. Reading which bodies are rested tells you exactly what you can and cannot hit.
You can attack the Leader or rested Characters only. Active Characters are safe, so resting a body to attack exposes it on the opponent's next turn.
Once you declare an attack, the defender gets the first response: an active Blocker. The defender may rest a Blocker to redirect the attack onto that Blocker instead of the original target.
This is the defender's main tool to protect the Leader or a key Character. As the attacker, you should expect Blockers and plan around them, sometimes attacking specifically to bait or burn a Blocker before sending your real threat. A Blocker can only redirect one attack and must be active to do it.
After any Blocker, both players reach the Counter step, where the defender can play cards from hand to boost the defending Character or Leader. Each card has a counter value (commonly 1000 or 2000), and the defender adds those to the defender's power to try to survive.
This is why you count the opponent's hand and DON!! before attacking. A defender with cards in hand can often add 2000-4000 power to survive, turning a "winning" attack into a wasted one.
GODEEPER: The Counter step is deep enough to deserve its own study. Master it here. One Piece TCG Counter Mechanic Explained
Finally, compare the attacker's power to the defender's effective power (base power plus any DON!!, Counters, and effects):
Remember: ties go to the attacker. Matching the defender's power exactly is enough. And combat is one-directional, the defending Character never deals damage back, so attacking risks only the tempo of resting your body, not its life.
Compare the attacker's power to the defender's effective power after Counters. Equal or higher wins, ties go to the attacker, and the defender deals no damage back.
You will usually attach DON!! before or as you attack to raise your power. Each attached DON!! adds +1000, and it returns to your cost area next turn, so boosting is cheap pressure. The interplay is a guessing game:
This DON!!-versus-Counter tension is the core skill of OPTCG combat. Over-attaching wastes a window; under-attaching gets your attack countered.
Run that sequence enough and the steps become automatic, freeing you to focus on the reads that actually decide games.
When you have several attackers, the order you attack in matters as much as the attacks themselves. A few sequencing principles:
Plan the whole turn as a sequence, not a series of isolated swings, and you will win exchanges that look even on paper.
GODEEPER: Want to build a board that attacks efficiently? The deck guide covers curve and threats. One Piece TCG Deck Building Guide
OP-16 Box Opening Strategy: How Many Boxes to Open: OP-16 box opening strategy.
One Piece TCG How to Play: Rules & Mechanics: The full turn the battle step lives in.
One Piece TCG Counter Mechanic Explained: The defender's side of combat.
One Piece TCG DON Card System Explained: Boosting attacks with DON!!.
One Piece TCG Keywords Explained: Rush, Blocker, and Double Attack in combat.
One Piece TCG Life Cards Explained: What happens when an attack connects.
Q: How does attacking work? A: Rest a Character or Leader, pick a legal target, let the opponent Blocker and Counter, then compare power.
Q: What can you attack? A: The opponent's Leader or their rested Characters. You cannot attack active Characters.
Q: What is the Counter step? A: When the defender plays cards from hand to add counter value (power) to survive the attack.
Q: Do both sides take damage? A: No. Combat is one-directional; the defending Character deals no damage back to the attacker.
Q: What happens on a power tie? A: The attacker wins. Equal or higher power K.O.s a Character or connects on a Leader.
Q: Why rest to attack? A: Resting is the cost; a rested Character cannot block and can be attacked next turn, so each attack is a tempo trade.
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TCG Deck Analyst
Former card game tournament organiser turned analyst. Covers One Piece TCG meta, deck efficiency, and card valuation. Builds spreadsheets for decks most people just play.
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