Coming from One Piece TCG
Leader. Fifty cards. Rest to swing, block to survive. You already speak this language.
What changes is who decides the game. No Trigger flipping off your opponent’s Life to steal a win you earned: every point of damage on a Leader is yours, and it stays. Same instincts, sharper edges. Free to play, right in your browser.
Side by side
| Topic | One Piece TCG | Azuki TCG |
|---|---|---|
| Deck | 50 cards, 4 copies, Leader’s colors | 50 cards, 4 copies, leader’s element or Neutral, plus a Gate |
| Opening hand | 5 cards, one full redraw | 7 cards, one full redraw |
| Resources | DON!!, 2 a turn up to 10 | IKZ, 1 a turn up to 10; going second adds a one-use token |
| Leader | Has power and attacks every turn | Has 20 health (The Sisters 15) and attacks only with a weapon or an effect |
| Taking a hit | A Life card goes to your hand | Your leader loses health equal to the attack |
| Battles | Higher or equal power wins | Both sides deal damage to each other’s health at once |
| Targets | Leader or rested Characters | Leader or tapped Garden entities |
| Defending | Blocker first, then counters | Responses first, then Defender |
| Board | 5 Characters | 5 in the Garden and 5 more in the Alley |
| First turn | Nobody can attack | Charge entities and armed leaders can attack |
New to you
A back row attacks cannot reach
Entities in the Alley are safe while they wait. Once a turn, tap your Gate to move one into the Garden and trigger your Gate’s effect, sized by that entity’s Gate Power.
Step by stepDamage adds up within a turn
There is no power check: every hit lowers health, so two attacks or an attack plus a spell can finish an entity. Whatever survives heals fully at the end of the turn.
Weapons last one turn
Weapons give your leader or an entity attack right away, then go to the discard pile at the end of the turn.
Step by step
Start playing
More in the rules questions, every One Piece TCG mechanic compared, and the official game rules.








