Glossary
Palworld TCG terms, defined
Every keyword, attribute and mechanic in plain language. Need the icons too? See the visual legend.
Structure
- Main deck
- Your primary deck of exactly 50 cards. Contains Pals, Structures, Gear and Events.
- Resource
- The currency used to play cards, supplied by Soul cards. Each card has a Cost paid in resources of its Color.
- Rest
- To turn a card sideways to pay a cost or after it acts. Rested cards generally cannot act again until they ready.
- Soul deck
- A separate deck of exactly 10 Soul cards that provides resources over the course of a game. Built alongside the Main deck, not as an afterthought.
Attributes
- Color
- A card’s resource identity — Red, Blue, Green, Purple or Colorless. A deck may use at most two Colors plus unlimited Colorless. Distinct from Element.
- Cost
- The number of resources needed to play a card.
- Element
- A Pal-only attribute (Fire, Water, Electric, Ground, Grass, Ice, Dragon, Dark, Neutral) that drives interactions. It does not affect cost — do not confuse it with Color.
- Lucky
- An icon marking cards that can cancel incoming damage. A deck may contain at most 8 Lucky cards — a hard cap and a key deckbuilding decision.
- Parallel
- An alternate printing of a card with different art and number, marked ◆. A separate axis from Rarity.
- Power
- A Pal’s value in combat. Higher Power wins clashes.
- Rarity
- A card’s scarcity tier: C, U, R, RR, SR, SP, SSP, OSR, trial-deck TD/TSR/TSP and promo, plus compound printings like RR/SSP. RR is holo; SR and above are foil.
- Strike
- The damage a Pal deals when it attacks, shown alongside Power on Pal cards.
- Work Suitability
- Small tags on Pals (Kindling, Cooling, etc.) that let them activate matching Structures.
Keywords
- Assault
- Can act the turn it is played instead of waiting to ready.
- Brave
- Ignores certain blocking or interception effects when attacking.
- Breakthrough
- Excess combat damage carries over to the player.
- Interrupt
- Can be played in response to an opponent’s action, before it resolves.
- Nocturnal
- Gains an effect or protection while a related condition (often a rested Dark Pal) is met.
- Quick
- A card that can be played at quick timing — during either player’s turn, including in response to an action. Most cards are turn-restricted; Quick is the exception.
- Retaliate
- Deals damage back to a Pal that damages it.
- Serious
- A conditional power boost that triggers under pressure, such as low life.
- Stealth
- Cannot be targeted by the opponent for a turn or until it attacks.
- Taunt
- Opposing Pals must attack this Pal if able, drawing fire away from the rest of your board.
- Vigilance
- Does not rest when attacking, so it can still defend afterward.
Abilities
- ACT
- An activated ability you choose to use, usually by paying a cost such as [Rest].
- AUTO
- An automatic ability that triggers on its own when a condition is met (e.g. “when played”).
- CONT
- A continuous ability that is always on while the card is in play.
Nothing matches that.