From the symbols on your first card to keeping your collection safe.
Lesson 1
Rarity symbols
Look next to the card number in the bottom corner. On recent sets such as Surging Sparks there are 8 symbols: black circle = Common, black diamond = Uncommon, 1 black star = Rare, 2 black stars = Double Rare, 1 gold star = Illustration Rare, 2 silver stars = Ultra Rare, 2 gold stars = Special Illustration Rare, 3 gold stars = Hyper Rare.
The number after the slash is the set total. Any card numbered higher than that is a secret rare, printed that way on purpose, not a misprint. Journey Together lists 159 cards but 190 exist: 160 to 190 are Illustration Rares, Ultra Rares, Special Illustration Rares and gold Hyper Rares. N's Zoroark ex comes as 098, 175, 185 and 189/159.
A bare card picks up scratches, dust and fingerprints fast. Put it in a penny sleeve first, slowly. Then slide it into a toploader with the sleeve upside down, open end first, so the card can't slide back out. Never put a bare card straight into a toploader, and never force it: if you have to push, stop.
Centering is how even the borders are, left to right and top to bottom. It's printed that way at the factory, so no sleeve or toploader will ever fix it, and graders look at it closely. Checking your own cards takes about five seconds.
A parked car in a UAE summer gets much hotter than it is outside, and heat plus humidity can make cards curl while direct sun fades them over time. Take your cards inside, every time. At home: sleeve, toploader, and a box somewhere cool and dry, with the cards standing upright. Stacked flat, the bottom card carries the weight of every card on top.
Rings press the cards nearest the spine every time you close the binder. Two cards in one pocket rub against each other. Pockets that open at the top let cards slide out when the binder tips. The fix: a zip binder with side-loading pockets, one card per pocket, stored standing up.
Grading means sending a card to be checked and sealed in a hard case (a slab) with a grade. Graders look at centering, corners, edges and surface. Our "Waiting for My Grade" story follows two cards: on day 61 the first one is home, and on day 90 the second grade comes back. The slab, label and grade in these videos are illustrations; no grading company is shown.
Read any One Piece card, then learn how real cards play.
TCV doesn't sell One Piece products. These lessons are free One Piece TCG info for fans.
Lesson 1
How to read a card
Every Character card has the same 6 spots: cost (what it costs to play), power (its strength in a battle), counter (extra defence from your hand), colour (it must match your Leader), category and type (what it is and its group), and the effect (what it does, and when). Learn them once and you can read any card.
Red changes power. Green rests cards. Blue sends cards back to the hand. Purple adds and spends DON!!. Black K.O.s by cost. Yellow works with Life and Triggers. These are common patterns, not rules. The one rule: your deck can only use your Leader's colours.
You get a 10-card DON!! deck, separate from your 50 cards. Each turn 2 DON!! come out (only 1 on the first player's first turn). Rest them to pay costs, or give them to your Leader or a Character for +1000 power during your turn. Watch for [DON!! x2] (the card needs 2 or more DON!! given to it) and DON!! −1 (return 1 DON!! to your DON!! deck).
[Blocker] means that when your opponent attacks one of your other cards, you can rest Hancock and she becomes the new target. With at least 1 DON!! given to her, she draws you a card when she attacks or blocks, as long as you have 5 or fewer cards in hand (OP01-078).
She costs 1. When you play her, look at the top 4 cards of your deck and you can add 1 [Sanji] or Big Mom Pirates card to your hand (not another Charlotte Pudding). The rest go to the bottom of your deck in any order (OP03-112).
With at least 1 DON!! given to him, every time you activate an Event you can draw 1 card, as long as you have 4 or fewer cards in hand. Only once per turn (OP01-062).
[Double Attack]: when she damages your opponent's Leader, it's 2 damage instead of 1. [Banish]: those Life cards go to the trash instead of the hand, so their Triggers don't activate. Her name also counts as Kouzuki Oden (OP01-121).
[Rush] lets him attack on the turn you play him. When he attacks, your opponent can't activate a [Blocker] with 2000 power or less during that battle. A bigger Blocker still works (OP01-120).
She costs 1. When you play her, look at the top 5 cards of your deck and you can add 1 Straw Hat Crew card to your hand (not another Nami). The rest go to the bottom in any order. Kept in your hand, she's also a +1000 counter (OP01-016).
Give Zoro at least 1 DON!!. During your turn, all of your Characters get +1000 power, and Zoro gets +1000 from the DON!! itself, like any card you give one to. On your opponent's turn the bonus is gone (OP01-001).
After the Block Step, the player being attacked can trash Character cards with a Counter value from their hand, and use [Counter] Events, to add power for that battle. The attack only wins if its power is equal to or higher than the target's (Comprehensive Rules v1.2.1, rule 7-1-3).
TCV is an independent shop, not affiliated with The Pokémon Company, Nintendo or Bandai. Lessons share facts only: no value, price predictions or advice.