A One Piece Card Game opening turn begins before the first card is played. The opening hand, full-hand redraw, Life setup and different resources for the first and second player can all shape the game. This guide turns setup into a verifiable routine. It does not promise a “perfect” hand; it helps you decide what your deck needs to achieve across its first two turns.
Set up the game in the correct order
Each player prepares one Leader, a 50-card main deck and a 10-card DON!! Deck. After deciding who goes first, both draw five cards. The first player chooses first whether to keep their hand or redraw, then the second player decides. A redraw replaces the whole hand: return all five cards to the deck, shuffle and draw five new cards. You cannot keep three and replace two.
Life cards are placed after that choice, following the Leader's LIFE value. You therefore do not inspect Life before deciding on a redraw. Base the decision on the visible hand, the deck's role and whether you are first or second. Keep Life face-down and do not build a plan around unknown contents.
Redraw for a plan, not a star card
Describe your opening plan in one sentence before shuffling: play a useful low-cost Character, prepare the next turn and keep one interaction, for example. A coherent hand usually contains a card you can play with the first DON!!, a curve that continues on the following turn and at least one card supporting the Leader's identity. A hand full of powerful but expensive cards may do nothing while the field is being established.
The useful question is not “Do I have my best card?” but “Do I have a legal, productive action for my opening resources?” Search cards can make a hand stable because one card finds several possible pieces. Conversely, multiple searchers with no immediate play can delay your development. Evaluate function and timing rather than card reputation.
First and second player open differently
| Checkpoint | First player | Second player |
|---|---|---|
| Draw Phase on first turn | Does not draw | Draws normally |
| DON!! Phase on first turn | Adds 1 DON!! | Adds 2 DON!! |
| Battle on own first turn | No | No |
| Deck-building emphasis | Useful odd-cost line and continuity | Useful even-cost line and response |
The first player has initiative but begins their first Main Phase having drawn one fewer card and with one fewer DON!!. The second player immediately reaches two DON!! and has seen an extra card. Neither position is universally better: some Leaders and curves use odd resource steps more efficiently, while others prefer even steps.
Announce the opening phases
- Refresh Phase: set rested cards to active and return attached DON!! to the cost area. There may be little to refresh on turn one, but saying it builds a reliable habit.
- Draw Phase: draw one card, except for the first player on their first turn.
- DON!! Phase: move the required DON!! from the DON!! Deck to the cost area as active cards—one for the first player on turn one, and two in the other normal openings.
- Main Phase: play cards, activate Main effects, attach DON!! and, when permitted, battle in the order you choose.
- End Phase: resolve end-of-turn effects and pass the turn.
Neither player may battle during their own first turn. The Main Phase still exists: you can develop the field, use permitted effects and attach DON!! when it helps the plan. Read our guide to DON!! cards and resource management for the complete resource cycle.
Build an opening sequence
Ask four questions in order. How many DON!! are available? Which play creates lasting presence or advantage? Which card should stay in hand as a response? What resource step comes next turn? Projecting one turn is enough; hidden information makes a full-game script unreliable.
When several actions are available, information-gaining plays such as a search effect can come before spending every resource. Always check the exact condition, though. Colour, type, name and Leader requirements matter. A line that looks efficient is not legal when those conditions are missing.
Common setup mistakes
Taking a partial redraw
The redraw applies to all five cards. Clearly announce keep or redraw, return the full hand, shuffle properly and draw five again.
Taking two DON!! when going first
The first player adds only one DON!! in their first DON!! Phase. Normal two-card progression resumes later. Keep DON!! Deck, cost area and attached cards visually separate.
Attacking on your first turn
Battle is unavailable to both players during their own first turn. Prepare the field for the opposing turn instead. Review active and rested cards, Blocker and Rush in our guide to reading the One Piece field.
Thirty-second checklist
- Are the Leader, 50-card deck and 10-card DON!! Deck separate?
- Is the first/second-player order clear?
- Does the redraw include all five cards?
- Was Life placed only after the redraw decision?
- Did the first player skip the first draw and add one DON!!?
- Does the active player know they cannot battle on their first turn?
- Does the hand contain a play for the current and next DON!! step?
A clean opening cannot guarantee a win, but it ensures that decisions use the right information. Practise with a French One Piece Starter Deck: draw several five-card hands and record separate choices for going first and second. Browse the One Piece Card Game selection to compare curves. Repetition turns the redraw, phase order and first DON!! into a routine rather than a hesitation.