Menu

Glossary

Palworld TCG terms, defined

Every keyword, attribute and mechanic in plain language. Need the icons too? See the visual legend.

Structure

Base
Where your Pals, Structures and Gear sit in play. You may have at most 5 Pals in your base; any beyond that go to the graveyard.
Exile
Where cards removed from the game entirely are placed. Public, and unordered.
Graveyard
Face up and public. Used Events, dead Pals and cards milled by damage end up here.
Hand
Cards you hold. Hidden from your opponent, who may still count them.
Life
Starts at 10 and is public. At 0 or below you lose. It has no upper limit, so cards can take you above 10.
Main deck
Your primary deck of exactly 50 cards — Pals, Structures, Gear and Events. At most 4 cards may share a name, and at most 8 may carry the Lucky Pal icon.
Resource
A tracked quantity you hold — Material and Ingredient. Cards consume them. Resources are not how card costs are paid; souls are.
Soul
What you pay costs with. You gain 2 per turn from your soul deck, and you spend one by resting it; rested souls stand again in your next stand phase.
Soul deck
A separate deck of 10 Soul cards, built alongside the Main deck rather than out of it. Souls move into your soul area during the game and are what you spend.
Stand / Rest
A card is either standing (upright) or resting (sideways). Attacking, blocking, assigning and paying soul costs all rest a card; your stand phase stands everything you control.
Turn player
Whoever is taking the turn. Only the turn player starts battles; only the non-turn player may block or act in the quick step.

Attributes

Colour
Red, blue, green or purple, shown by the background behind the cost. Some cards are colourless, meaning they have no colour rather than a colour called colourless. Distinct from Element.
Cost
What you pay in souls to play a card.
Durability
A Structure's power, under its own name. A Structure never deals damage back to a Pal attacking it.
Element
Neutral, Fire, Water, Grass, Electric, Ground, Ice, Dark or Dragon. Neutral is an element, not the absence of one. Distinct from Colour — do not confuse the two.
Lucky Pal
A Pal subtype, marked with an icon. Its icon is checked when you take damage, not when you attack: turning one over cancels the damage outright. At most 8 in a deck.
Parallel
An alternate printing of a card with different art and number, marked ◆. A collector distinction, not a rules one, and a separate axis from Rarity.
Power
Damage this Pal deals to Pals and Structures, and how much damage it absorbs before dying. In a Pal-versus-Pal battle both deal their power to each other at once, so both can die.
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. A printing fact, with no meaning in the rules.
Reminder text
Text in brackets explaining an ability. It is part of the card's text but has no effect on the game.
Strike
Damage this Pal deals to a player. Only used when attacking a player directly — against a Pal or Structure it deals its power instead.
Work Suitability
The kind of work a Pal is suited to. Card text refers to it by name in corner brackets.

Actions

Assign
To rest a standing Pal in order to put it to work on a Structure. A Pal already resting cannot be assigned.
Block
The defender resting one of their standing Pals to make it the target of an attack instead of the original target.
Butcher
To move one of your own Pals to your graveyard, usually as the cost of something.
Deploy
To move a Pal, Structure or Gear onto a base from anywhere that is not a base.
Night
A named state both players share. Cards can turn it on and cards care whether it is on — Nocturnal is built around it.

Keywords

Assault
This card may choose a standing Pal as its attack target, which no other card can do — ordinarily only resting Pals and Structures can be attacked.
Brave
Brave (number): on attack, this card's power increases by that number until end of turn.
Breakthrough
If this card is attacking and the Pal it fought is put into the graveyard, deal damage equal to this card's strike to that Pal's controller.
Interrupt
A quick ability that nullifies your opponent's attack, paid for by discarding this card — with a soul, or with another card from hand.
Nocturnal
While it is night, this card's power is 300 higher.
On Assign
Triggers when this card is assigned to a Structure.
On Attack
Triggers when this card attacks.
On Deploy
Triggers when this card is deployed.
Quick
Can be played during the quick step — the window inside a battle where the defender, and only the defender, may act.
Retaliate
If this Pal is put into the graveyard having battled, the Pal it was fighting goes to the graveyard too.
Serious
Serious (number): on assign, choose 1 Pal and its power increases by that number until end of turn.
Stealth
This card cannot be blocked.
Taunt
Your opponent must choose this card as their attack target if it is a legal one. If it cannot be targeted, they may choose freely.
Vigilance
Stands this card at the end of your turn. It still rests to attack; it is simply ready again before your opponent's turn.

Abilities

ACT
An activated ability you choose to play by paying the cost written in square brackets at the start of it.
AUTO
An automatic ability. It plays itself when its trigger condition is met — “when …”, “at the beginning of …”, “at the end of …”.
CONT
A continuous ability. It is never played; it is simply in effect for as long as it applies.

Nothing matches that.