Palworld Trading Card Game
Bushiroad's Palworld card game. The four colours, souls and cost, Power vs Strike, base-building win conditions, the Dawn of Palpagos launch set, and trial decks.
November 2026
1 post
Palworld TCG Legends Awaken Card List: All 100 Cards
Legends Awaken's card text is finally in the English database: 100 base cards, 64 parallels, three cost-8 Legendary Pals, the first cost-8 gears and a Pal wipe. Here is what the set contains, how the new Legendary rule works under Comprehensive Rules 1.01, and what Bushiroad has still not ruled on.
October 2026
4 posts
Palworld TCG Recommended Decks: All 4, and Which One Wins
Bushiroad recommends four decks to build from Dawn of Palpagos: Material, Dragon, Ingredient and Nocturnal. Its English site posted all four on 1 October, and on 7 October it posted the first tournament lists played with English cards, from the Grand Challengers Cup at Bushiroad EXPO 2026 in Kuala Lumpur. Here are all four recommended lists, card for card, and what happened when I checked each one against the 49 tournament lists in Bushiroad's own databases as of 14 October 2026.

Palworld TCG PR Card Pack Vol.2 - All 9 New Promo Cards
Every promo Pal handed out at a Palworld TCG shop tournament so far has been a reprint. PR Card Pack Vol.2, the shop-tournament prize from November, is not: none of its nine card designs was in Bushiroad's English or Japanese card database when the prizes were announced, and they include a Red Lucky Pal with Assault, a Colorless Interrupt Pal (the first, before Legends Awaken), a 700-Power 3-drop and two saddles for Legends Awaken Pals. All nine have since turned up as same-name booster cards in Legends Awaken. Here is every card, who gets the pack, and the rules and prizes for the Legends Awaken Release Tournament that runs in the same month.

Palworld TCG Tokyo Autumn Results: How the New Cards Did
Japan's second Palworld TCG Masters League qualifier ran at Tokyo Big Sight on 3 October 2026, the day after Sleeve & Card Set Vol.1 went on sale in Japan, and Bushiroad has posted all 18 podium decks. They are the first published decklists with any of the sleeve set's five cards in them. Chillet – Final Frostneedle made eight lists and Quivern seven, Blue-Purple took three of the six blocks, and a Blue-Green deck won Block B, eleven days after Kyoto's podium had no Green cards at all.

Palworld TCG Sleeve & Card Set Vol.1 - All 5 New Cards
Every promo Pal in the English Palworld TCG database is a reprint of a launch card. The five cards in Sleeve & Card Set Vol.1 are the first new card text since 30 July, and they entered the English database in early October, ahead of the 16 October English release. One of them is the game's first Colorless Lucky Pal, and it is level with the biggest cost-6 Pal in the pool. Here is what all five do, the three Japanese rulings published for them, and when they are legal.
September 2026
6 posts
Palworld TCG Meta: What Won the Kyoto Masters League
Bushiroad has published the decks that finished first, second and third in all four blocks of Japan's first Masters League 26-27 qualifier, held in Kyoto on 22 September 2026. Every card in them has an English printing, so this is the first Masters League data for the Dawn of Palpagos format, which English Masters League qualifiers will leave behind now that Legends Awaken is legal. Eight of the 12 are Blue-Purple, ten run four Chillet, all 12 run exactly eight Lucky Pals, and not one contains a Green card.

Palworld TCG Masters League 26/27 - Dates, Format, Prizes
Bushiroad's English Masters League 26/27 page now lists 24 qualifiers across the Americas, Asia-Oceania and Europe, every one with a date, the first on 7-8 November 2026 in Kissimmee - eight days after Legends Awaken released. Here is every date and venue, which sets are legal at each stop under the page's own release-date rule, how Japan's separate leg fits in, the one-day and two-day formats with their time-up rules, the full prize ladder including an eight-card promo pack, and how a top-three finish turns into a World Finals invitation.

Palworld TCG Challengers Cup Prizes and 2 New Promo Cards
Two cards landed in the Palworld TCG's official database by 21 September 2026 that break a pattern our promo card guide called out by name a month ago: not one of Bushiroad's first sixteen promos carried the Lucky Pal icon, or reprinted anything rarer than an Uncommon. EPR-010 does both - a reprint of the RR-rarity Lucky Pal Jormuntide Ignis, whose own card image shows a 000/750 serial-number window. Neither it nor its Common-tier companion, EPR-011, is in a booster or either PR Card Pack. Both were exclusive prizes for the Grand Challengers Cup, whose October 2026 window has now closed (updated 1 November 2026).

Palworld TCG AUTO, CONT and ACT Abilities Explained
Every ability on a Palworld TCG card opens with one of three tags - AUTO, CONT or ACT - and Comprehensive Rules 10.1 makes that tag the most important word in the text box. It decides whether the ability works on your opponent's turn, whether you are allowed to decline it, and whether a [Once Per Turn] clock applies. I counted all 153 printed abilities across the 157 distinct cards in the launch pool and sorted them by category, trigger and cost.

Palworld TCG Keyword Abilities - 10 Counted, 15 in the Rules
Comprehensive Rules ver. 1.00 defined fourteen keywords in one section (ver. 1.01 of 29 October 2026 adds Legendary, making fifteen), and How to Play the Palworld TCG tables all of them - what Brave does, what Taunt does - and stops there. Nobody has counted how many cards actually carry each one. I pulled every card tagged with one of the ten keyword abilities Bushiroad's official database filters on and cross-referenced all 97 rulings: Interrupt covers nine launch-set Pals (nine more in Legends Awaken), Retaliate covers exactly one, and Depresso - Late Night Hustler prints Nocturnal twice on the same card, which the official Q&A confirms stacks to +600 Power.

Palworld TCG Elements - All 9, and Why Only 3 Cards Care
Every Pal card in the Palworld TCG carries an element icon, and the video game trained you to expect that icon to decide fights. It does not. Comprehensive Rules ver. 1.00 spends three sub-rules on elements and never mentions them again, and exactly two of the 166 cards in the launch pool have text that reads an element; Legends Awaken added a third. Here is the full census of all nine across the 100 launch Pal cards, and the one element that already has support.
August 2026
11 posts
Palworld TCG Rulings - All 97 and the Most-Ruled Cards
The Palworld TCG shipped with an official Q&A of 97 entries and has not added or revised one since. Pulling the whole database and sorting it by card shows where the game is genuinely hard: 45 of the 97 are wording rules that apply to cards nobody has printed yet, only 26 of the 166 launch-pool cards ever earned a card-specific answer, and four cards account for 16 of the 32 that exist.

Palworld TCG Rarities - All 13 Codes and 89 Parallels
Bushiroad prints thirteen different rarity codes on Palworld TCG cards and publishes a legend for exactly two of them. Pulling the whole card database and running the official parallel filter over it turns the letters into a structure: 167 base cards, 89 parallel printings, and a chase tier that is nested rather than stacked. No card in the launch pool exists in more than three printings before promo reprints, and 97 of them exist in only one.

Palworld TCG Pal Cards - Power and Strike by Cost
Pals are 100 of the 166 distinct cards in the Palworld TCG launch pool, and the two numbers along the bottom of each one are most of what they do. Sorting all 91 unique Pal designs by cost turns up a ladder: Strike is not a design lever at all, it is a straight function of cost, with three exceptions in the whole set. Power is the only stat Bushiroad negotiates, and the textless Pal at each cost sets the price.

Palworld TCG Gear Cards - Launch Pool and Attack-Proof Rule
There were 14 gear cards in the Palworld TCG launch pool (Legends Awaken, released 30 October, added 13 more), and the rules never give your opponent a way to attack one. Rule 9.2.3 lists the legal attack targets - the player, structures, rested Pals - and gear is simply not in the sentence. I read all 14 launch gears off the official card database, checked every card in the 166-card launch pool for an answer to a deployed gear, and found exactly one; a 1 November recheck of the Legends Awaken cards found one conditional second. Here is what each gear does, when the rules let you use it, and why the safest card type in the game still is not an auto-include.

Palworld TCG Event Cards - All 17 and the Quick Timing Rule
There are 17 event cards in the Palworld TCG launch pool and exactly five of them carry Quick. Three of those five are trial-deck cards, which means a booster box hands you almost no instant-speed interaction. Worse, there is one moment on your own turn where a Quick card is illegal - and it is the moment you will most want it. Here is all 17, the timing rules from Comprehensive Rules ver. 1.00 (the rule numbers cited here are unchanged in ver. 1.01 of 29 October), and the official rulings that decide the edge cases.

Palworld TCG Promo Cards - Every Prize and Its Source
Bushiroad's first sixteen Palworld TCG promo cards were all reprints: I diffed every PR2026 entry against the rest of the official database on 14 August, and the nine promo Pals matched Common, Uncommon or trial-deck cards while the seven Souls carry no rules text. That is no longer the whole story. EPR-010 was a serial-numbered Lucky Pal, and PR Card Pack Vol.2, the shop-tournament prize from November, holds nine designs that were new when announced. Here is the full list, which event hands out which card, and the floor rules that will actually cost you a game.

Palworld TCG Structures and Assigning, Explained
Assigning a Pal to a structure is the base-building half of the Palworld TCG, and it costs you more than most new players notice. Here is every one of the 26 structures in the launch pool, the exact rules text behind assigning, the eight Work Suitabilities and how little they currently do, and the Material versus Ingredient split - all checked against Comprehensive Rules ver. 1.00 and Bushiroad's official Q&A.

Palworld TCG Lucky Pals - All 24 in the Launch Pool
The Lucky Pal icon is the single most important number in Palworld TCG deck-building, and almost nobody has counted the pool. I pulled every card from Bushiroad's own card database and found 24 Lucky Pals across the three launch products - six per colour, at costs 5, 6, 7, 7, 8 and 8, in all four colours, identically. Not one of them is a Common. Here is the full list, the real cancel probabilities, and why raising your Strike is the worst way to beat them.

How to Play the Palworld TCG - Souls, Power vs Strike, and How You Actually Win
Bushiroad's Palworld card game launched 30 July 2026, and its comprehensive rules landed the same day. Here is the full walkthrough - the four colours plus colourless, the soul deck, the Power and Strike split that decides every attack, structures and Pal labour, and the Damage Check that turns your own deck into your life total. Everything here is sourced from the official rules, and I flag what Bushiroad has not published.

Palworld TCG Trial Decks and Dawn of Palpagos, Compared
Bushiroad put three Palworld TCG products on shelves on 30 July 2026: two trial decks and Booster Pack 01 "Dawn of Palpagos". Both decks cost the same and contain the same 60 cards by count, but the official card list shows they answer a big Pal in completely different ways. Here is every confirmed contents line, a card-by-card read on how each deck actually plays, and an honest note on the two misprints Bushiroad has already owned up to.

Palworld TCG Colours Explained: What Each Colour Does
Bushiroad has published comprehensive rules for the Palworld TCG, but it has not published a colour-identity document - there is no official page telling you what Red or Purple is supposed to do. So I read the rules for what colour legally means, then went through all 150 unique cards in the launch pool and counted. Here is what colour actually is, the single hard rule it imposes, why souls make it cheaper than you think, and what the card pool says each colour was built for.