Palworld Trading Card Game: Card Guides
Best cards by color, format staples, new-set standouts, budget alternatives.
September 2026
3 posts
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
3 posts
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.