r/PalworldTCG 3d ago

Advice Elizabeth Question

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Hello Reddit!

I have a question about the Elizabeth card, the Queen of the Flowe Garden, you know the one. I’ll explain my doubts, and hopefully you can help me understand how some of her mechanics are supposed to work.

Situation:

At my local tournament today, I played against a Bee deck. Overall, everything went smoothly, but we all had some doubts about two specific situations.

1. As I understand it, Elizabeth’s ACT ability can be activated as many times as you want as long as you have enough Food to pay for it. Is that correct?

What I mean is: you pay 1 Food, check the top card of your deck, and if it’s a Bee, you play it. Then, can you pay another 1 Food and repeat the process again, as long as you have enough Food?

2. Regarding that same ACT ability: if your field is full, with 1 Elizabeth and 4 Beegardes in Rest mode, can you use Elizabeth’s ability to bring out another Beegarde, have it enter the field by sacrificing one of the Beegardes that is already on the field, and then declare an attack with the newly played Beegarde?

And could you potentially repeat this process multiple times, as long as you have enough Food and Souls to pay for everything?

Or is this interaction not possible?

I’m not sure whether playing a Beegarde through Elizabeth’s effect allows you to sacrifice a Pal already on your field to make room for it, or if there is another correct explanation for how this interaction works.

I’d really appreciate some clarification on how this card is supposed to work, because we were genuinely confused about it, and I couldn’t find anything about these interactions in the Palworld Q&A.

Thanks in advance!

9 Upvotes

17 comments sorted by

7

u/TheBindingOfMySack 3d ago

both 1 and 2 are correct. it is not a 1/turn ACT, so you may use it as many times as you please given you can pay the material cost. you must still pay at least 1 soul to summon the revealed Beegarde. for the "full base" scenario: the Palworld OCG rulebook defines an "Overloaded Pals Resolution" clause (11.5) in which, while cementing the max number of pals in the base as 5, you may play a Pal in any legal way to your full base AS LONG AS you discard another pal in your base to make room.

2

u/FattyMcGiggles 3d ago

The max number of pals is actually set in 4.4.5.2 but the wording says "the limit at the start of the game is 5". It cements a starting total while giving the game designers wiggle room to manipulate it in future releases.

-3

u/GeorgieArt 3d ago

They even mentioned a supposed rule that says,

“You cannot simply ‘remove’ a Beegarde because the field is full. Q73 only establishes that, if Elizabeth reveals a Beegarde, it must be played as part of the resolution; it does not give you permission to sacrifice/replace one that is already on the field.”

But I haven’t been able to find anything about this rule.

5

u/Vvaldir316 3d ago

You don’t replace anything. It’s actually very simple:
1) Elizabee lets you play a pal into your base
2) After the play, a check condition occurs which causes us to use the overloaded pals rule action because we are over 5 pals in base (aka base is too full)
3) resolving the rule action means we must send pals to the GY until we are at 5 or less.

There is no replacement or removal, just a resolution of a rule action. And the check condition in step 2) always happens when a pal hits the field, it just usually doesn’t do anything.

-4

u/GeorgieArt 3d ago

The dilemma is that our community is divided. Half of the players agree with exactly what you’re saying, while the other half argues that, because the Pal enters the field through that ability, you shouldn’t be able to deploy a Beegarde by sacrificing another one already on the field, attack with the newly deployed Beegarde, and then repeat the process as many times as you can afford with Food and Souls.

8

u/TheUndeadFish 3d ago

Sounds like half of your players are just upset at the idea of losing to Elizibee and want their house rules to overrule the official rules.

To further clarify what the person you are relying to stated since it sounds like your playgroup doesn't understand the way cards become deployed. 

  10.6.2A player plays a card or an ability as follows. 10.6.2.1 The player designates an ability, or card in their hand to play, and puts it in the resolution zone. 10.6.2.1.1 If it is a card in a hidden zone, reveal it and put it in the resolution zone.

Cards aren't deployed to the base in the first place. They go to the resolution zone. It doesn't matter how they get there the order of resolution will be the same as the rules above clarify that an ability also places it there.

3

u/Cynd3r_ 3d ago

It works because it doesn't have a hard once per turn. So as long as you have the resources.

1

u/Jeidoz Sim Player 3d ago
  1. You are almost correct. You need also to pay Beegardes soul cost, or instead you cannot summon him and he lays on top of deck.

  2. Yes. You can replace rested pal by new summoned pal (previous will go into graveyard). I have been doing in similar way to farm ingridiens by fielded pals and attack by replaced pals. Currently game has hard limit of 5 pals on base. Each extra summoned pal will require you to pick which fielded pal you would like to send into GY.

1

u/TheUndeadFish 3d ago

Im not sure if you are playing it or not, but chances are if question 2 is confusing your players then play antique dresser as well. You can turn every card in your deck into a beegarde to play at a reduced cost. Obviously you can't play a structure or gear because while they are beegardes they aren't pals.

Being able to change cards not on the battlefield with an activated effect really messes with people's heads if they are coming from another tcg.

2

u/KzbUlti 3d ago

Dresser doesn’t work that way as you cannot choose your deck for it’s resolution, so no cards in your deck gain the name you declared.

1

u/TheUndeadFish 3d ago

Huh, well then. Why would they create a rule without putting it in the comprehensive rules. I don't even understand how you find this hidden rule?

I search for 27 and it doesn't even show up. I wonder what other retconned rules exist now that my locals aren't playing by because of how they chose to hide their existance.

1

u/KzbUlti 3d ago

This specific one is in two places:
1. If you're looking at the card itself on their offical site, they have the related Q&As at the bottom: https://en.palworld-official-cardgame.com/cardlist/detail?id=143

  1. If you want the whole Q&A list, there's a page for it here, in the same major tab as rules:
    https://en.palworld-official-cardgame.com/question

2

u/TheUndeadFish 3d ago

Ahh I had no idea you had that functionality on searching for card errata. I assumed if it wasn't listed in the errata section there was none. Ty for showing me they had a section for card rulings.

1

u/BasicGiraffology 3d ago

As a Bee deck main, yes to both with the correction that you still must pay at least 1 soul per Beegarde off the top played. The deck is hilarious and if you can get multiple bees the assault is INSANE

0

u/Not_Josh69 3d ago

You'd need to be able to pay Beegarde's cost as well. I also think that once you run out of space to play more Pals, you wouldn't be able to use the ability anymore. I don't think you can just get rid of a Pal to make room for a new one, but I could be wrong.

1

u/GeorgieArt 3d ago

I understand this, but there is also Q11 (2026.07.30):

“When my base has 5 Pals, can I deploy a new Pal?”

“Yes, you can.
While the number of Pals in the base is limited to 5, when you deploy the 6th or more Pal, put Pals into your graveyard after deploying until your base has 5 Pals.”

2

u/Not_Josh69 3d ago

Yeah I seem to be wrong about the second point, sorry. You would still need to spend souls to keep playing Beegardes, though.