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.

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