Blog/Palworld TCG/🎴Card Guides

Palworld TCG Keyword Abilities - All 10, and Retaliate Has 1

How to Play the Palworld TCG defines all ten keyword abilities in one summary table - 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 a keyword ability out of Bushiroad's official database and cross-referenced all 97 rulings: Interrupt covers nine Pals, 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.

Published September 4, 2026·12 min read·By Mythras
Official Palworld TCG card Depresso - Late Night Hustler, EBP01-079: a small purple raccoon-like Pal with a mug of coffee, cost 2 on a purple badge, Normal Pal, Power 100 and Strike 1, with the CONT Nocturnal ability printed twice in its text box.

Open the rules walkthrough for this game and there is a table near the bottom: ten keyword abilities, one line each. Brave gives Power on attack. Taunt forces the attack. Interrupt cancels one. That table tells you what each word means. It does not tell you how many cards actually carry one, which keywords barely exist in print, or what happens when two of them collide on the same card.

I pulled every card tagged with a keyword ability out of Bushiroad's own database - filtering the official card list search by each of the ten values in turn - and cross-referenced the hits against all 97 published rulings. The spread is lopsided in a way the definitions table can't show: one keyword covers nine cards, four of them cover two or fewer, and one covers exactly one. And there's a genuine anomaly sitting in the middle of it: a cost-2 Pal that prints the same keyword ability twice on one card, which Bushiroad has ruled stacks - the Pal cost breakdown covers it from the price-tag angle, and it belongs here too because it's the only case of a doubled keyword in the whole 166-card pool, not just an outlier at cost 2.

Ten keywords, one summary table, and no counts

Comprehensive Rules ver. 1.00 does not define keyword abilities as a formal rules category the way it defines colour or element. They are shorthand: a bolded word in a card's text box followed by a parenthetical that spells out what it does in full. Official Q&A #21 confirms the parenthetical is flavour, not function - "the text written in parentheses ( ) is explanatory text, so its presence or absence does not change the card's effect" - so a reprint that drops the reminder text is identical to the original.

The ten words are Interrupt, Nocturnal, Taunt, Vigilance, Assault, Stealth, Brave, Retaliate, Breakthrough and Serious. The rules walkthrough defines all ten in a single table and moves on to phases and deck construction. That's the right call for a rules primer - it is not the right depth for "which of these am I actually going to see," and nothing else in the vertical answers that question either. Colours, elements and Work Suitability have all had this treatment. Keyword abilities have not.

Every keyword ability, counted

Searching the official card database by keyword ability and collapsing every parallel printing and promo reprint down to one entry per distinct card name gives this:

KeywordCardsCard types
Interrupt109 Pal, 1 Event (reference only)
Nocturnal75 Pal, 2 Structure
Taunt53 Pal, 2 Structure
Stealth32 Pal, 1 Gear
Serious33 Pal
Vigilance21 Pal, 1 Gear
Assault22 Pal
Brave22 Pal
Breakthrough22 Pal
Retaliate11 Pal
Total37across 36 distinct cards

The total column reads 37 against 36 distinct cards because one card, Pyrin Noct - Steed of Azure Flames, carries two keywords at once. More on that below. Weighed against the pool's 166 base cards, a keyword ability sits on roughly one card in five - and that "roughly" hides an enormous spread, from Interrupt's nine Pals down to Retaliate's one.

Interrupt: nine Pals, and the event that only checks

Interrupt is the biggest keyword by a wide margin, and it's already the best-documented one in the vertical - the event cards guide covers its Quick-step timing in full, and the Lucky Pals guide covers which of the nine is worth running. The short version: rule 12.8.2 defines it as a Quick activated ability - rest one soul and discard the card, or discard the card plus one other from hand, to nullify an attack outright, skipping the damage step (rule 5.18). Official Q&A #51 confirms it only works from hand, never from the base.

Nine Pals carry it as a printed ability: Bushi - Ephemeral Blade, Blazehowl - Hellflame Defender, Cryolinx - Arctic Ordeal, Wumpo Botan - Tropical Sentinel, Pyrin Noct - Steed of Azure Flames, Foxparks - A Toasty Hug, Reindrix - Icy Gaze, Dinossom - Radiant Fragrance and Blazehowl Noct - Darkflame Defender. The tenth card the search turns up, Black Marketeer, doesn't have Interrupt at all - its text reads "choose up to 2 Pals without Interrupt from your graveyard" - it's tagged in the database because it references the keyword as a filter, not because it grants or possesses it. That distinction matters if you're counting: nine Pals actually defend with it, one event just checks for it.

One more ruling worth having that isn't in the event guide: Bushi - Ephemeral Blade also carries "at the end of the battle this card attacked, you may return this card to hand," and official Q&A #45 confirms that ability still fires even if the attack it's attached to gets Interrupted by the opponent. Cancelling the damage doesn't cancel the trigger.

Nocturnal: five Pals, and one structure that grants it to everyone

Nocturnal reads simply on the card: "if it is night, this card gets Power +300." Five Pals print it - Helzephyr - Wings of the Moonless Night, Pyrin Noct - Steed of Azure Flames, Depresso - Late Night Hustler, Daedream - First Slumber and Daedream - Deep Slumber - and two Structures interact with it without carrying it themselves. Shoddy Bed only checks whether you have a Nocturnal Pal resting, for a card-draw payoff. Lamp does something bigger: its continuous ability reads "all of your Pals get the skill in 〈 〉. 〈CONT Nocturnal (If it is night, this card gets Power +300)〉" - which hands Nocturnal to every Pal you control, not just the five that print it. Official Q&A #80 confirms the effect is live: a Pal that doesn't naturally have Nocturnal can still trigger Helzephyr's on-deploy graveyard ability once Lamp is out, because Lamp made it Nocturnal.

Night itself is a named game state, not a keyword - official Q&A #13 defines it as "a game state that changes via card effects" with no rules effect of its own beyond what individual cards check for. It doesn't expire when its source leaves play either: Q&A #94 confirms that if the card that turned it night gets removed mid-effect, night stays in force until the duration it named runs out.

Official Palworld TCG card Depresso - Late Night Hustler, EBP01-079: a small purple raccoon-like Pal holding a coffee mug, cost 2 in a purple badge, Normal Pal, Power 100 and Strike 1, with two identical CONT Nocturnal ability lines printed in its text box.

The card that prints Nocturnal twice

Depresso - Late Night Hustler is a plain cost-2 Common: 100 Power, Strike 1, no other text. Its ability box reads "CONT Nocturnal (If it is night, this card gets Power +300)" on one line, and then the identical clause again on the next. It looks like a database duplication error, the kind that gets silently fixed in an errata pass. It isn't one.

Official Q&A #91 asks the question directly - "does BP01-079 Depresso possess two instances of CONT Nocturnal?" - and Bushiroad's answer is unambiguous: "Yes, that is correct. If it is night, it receives a total of +600 Power." A 100-Power cost-2 Pal that becomes a 700-Power body at night. Nothing else in the 166-card pool repeats a keyword ability twice on one printing, checked across all 36 keyword-carrying cards and their parallels - Depresso is the only card in the game where you have to double a number the card itself only states once.

It is the same design space Shadowbeak - Seed of Despair occupies from the other direction, doubling other cards' triggered abilities rather than its own static bonus - covered in full in the colours guide. Depresso does the doubling to itself, printed directly on the card, and the ruling exists because someone asked whether that was intentional.

Taunt forces the attack, it does not block it

Taunt reads "your opponent cannot attack other targets if a card with taunt can be targeted for an attack" - it doesn't stop damage, it removes your opponent's choice of who takes it. Three Pals carry it intrinsically: Warsect - Iron Fortress, Eikthyrdeer Terra - Guardian of Nature and Broncherry - Brimming Adoration. Two Structures are involved differently. Wooden Wall has Taunt printed on itself - a structure can be forced to eat an attack the same as a Pal - and draws you a card when it finally goes down. No Pals Beyond Sign doesn't have Taunt itself; its activated ability grants it to whatever Pal is assigned to it, until the end of the opponent's next turn, turning any Pal you're willing to rest into a temporary lightning rod.

Official Palworld TCG card Wooden Wall, EBP01-091: a rough plank barricade structure, cost 3 in a purple badge, 300 durability, with a CONT Taunt ability and an AUTO ability that draws a card when the structure is destroyed.

Official Q&A #40 closes the one rules question Taunt raises with multiple copies on board: "the attacking player can choose the target of the attack from among the cards that possess Taunt" - Taunt narrows the legal target pool down to itself, it doesn't dictate which Taunt card gets hit if there's more than one.

The four keywords with two or fewer cards

Four keywords sit at two cards each, and none of them behaves quite the same way underneath.

Vigilance - "at the end of your turn, stand this card" - undoes the normal rest-to-attack tempo cost. Suzaku Aqua - Way of the Current has it printed permanently. Grappling Gun, a Blue Gear, grants it to whichever Pal you choose for the turn when you rest the Gear itself.

Assault - the keyword the rules walkthrough calls out as the sole exception to "you cannot attack a standing Pal" - lets its holder target Pals that haven't rested. Grizzbolt - Rumbling Tank has it as a permanent CONT ability. Gumoss - Curious Sprout only gets it for one turn, granted to itself by its own On Deploy trigger alongside a Power bump.

Official Palworld TCG card Grizzbolt - Rumbling Tank, ETD01-001: a red mechanical bear-like Pal crackling with electricity, cost 7 in a red badge, Power 1600 and Strike 4, with a CONT Assault ability letting it attack standing Pals.

Stealth - "this card cannot be blocked" - belongs to Cawgnito - Looming Shadow and Felbat - Lifestealer permanently, plus Cawgnito Hat, a Purple Gear that lends it to any Pal you attach it to.

Breakthrough - the answer to Taunt and to standing Pals in general, converting a kill into face damage on the opposing player - belongs to neither Digtoise variant by default. Both Seismic Drillback and Keen Needleback have to pay 2 Ingredient and activate an ability to grant it to themselves for the turn, alongside a Power boost. It's the only keyword in the pool with zero permanent holders; every copy of it that hits the table was paid for that turn. Official Q&A #65 has already settled the one edge case that matters here: if the attacking Pal's Strike gets reduced before Breakthrough triggers, the extra damage uses the reduced number, not the card's printed value.

Retaliate has exactly one card in the whole game

Menasting - Darkness-Dwelling Scorpion, a Purple cost-5 Pal, is the only card in the 166-card launch pool with Retaliate: "when this card is put into the graveyard during battle, put the opposing combat Pal into the graveyard too." Trade your Pal for theirs, guaranteed, regardless of the stat line on either side. Menasting also returns a Normal Pal to your hand when it dies for any reason, so the card is doing two jobs even before Retaliate triggers - it's covered from the resource-recursion angle in the dual-element table and the Pal cost breakdown, neither of which flags that its combat clause is the rarest keyword in the game. Whether that stays true past the launch set depends on Legends Awaken, which has no card list published as of this writing.

Brave and Serious are the two remaining keywords, and both are two- and three-card commons respectively that read the same way on every copy. Foxparks - Light of Courage and Univolt - Valiant Thunderclap both print "Brave 300 (On Attack, this card gets Power +300 until end of turn)" - identical text, different Pal. Rooby - Brave Sparks, Teafant - Fountain of Cheer and Tanzee - Cheerful Worker each print "Serious 400 (On Assign, choose 1 Pal and it gets Power +400 until end of turn)" at cost 2 - one in Red, one in Blue, one in Green. There is no Purple Serious card and none Colorless; every colour that has one has exactly one.

Granted vs. printed: half these keywords are borrowed

Sort the 36 cards by whether the keyword is permanently printed on them or only shows up conditionally, and the picture changes:

KeywordPermanently printedGranted or self-triggered
Interrupt90 (1 references it)
Nocturnal5Lamp grants to all Pals
Taunt41 (No Pals Beyond Sign)
Serious30
Stealth21 (Cawgnito Hat)
Brave20
Retaliate10
Vigilance11 (Grappling Gun)
Assault11 (Gumoss, self only)
Breakthrough02 (both self, cost 2 Ingredient)

Four of the ten keywords - Vigilance, Assault, Stealth and Breakthrough - have a Gear card or a self-granting ability doing at least some of the work, rather than a Pal simply printing the keyword and having it always on. Breakthrough is the extreme case: nobody owns it permanently, so every point of Breakthrough damage in a real game was a soul-and-Ingredient investment made that turn, not a stat line you drafted around. Interrupt, Brave, Serious and Retaliate sit at the other end - every copy that exists does the thing every time, no activation required.

Quick reference

QuestionAnswer
Keyword abilities in the game10: Interrupt, Nocturnal, Taunt, Vigilance, Assault, Stealth, Brave, Retaliate, Breakthrough, Serious
Cards carrying at least one36 distinct (37 keyword instances - Pyrin Noct has two)
Biggest keywordInterrupt, 9 Pals plus 1 event reference
Smallest keywordRetaliate, 1 card - Menasting - Darkness-Dwelling Scorpion
Only card with a keyword twiceDepresso - Late Night Hustler, Nocturnal x2, ruled to stack (+600 Power at night, Q&A #91)
Keyword with zero permanent holdersBreakthrough - both Digtoise variants pay 2 Ingredient to grant it for the turn
Structure that grants a keyword to your whole boardLamp - all your Pals gain Nocturnal (Q&A #80)
Does the parenthetical reminder text change anythingNo - Q&A #21 confirms it's flavour only
Colours missing a Serious cardPurple and Colorless - Red, Blue and Green each have exactly one

Counts read from Bushiroad's official card database (166 base cards) and the official Q&A (97 entries) on 2-3 September 2026.

Frequently Asked Questions

What are the keyword abilities in the Palworld TCG?
There are ten: Interrupt, Nocturnal, Taunt, Vigilance, Assault, Stealth, Brave, Retaliate, Breakthrough and Serious. Each is shorthand printed in a card's text box for a rules effect spelled out in a parenthetical - official Q&A #21 confirms that parenthetical is explanatory only and does not change the effect if a reprint omits it. They are not a formal rules category the way colour or element are; Comprehensive Rules ver. 1.00 treats each keyword as ordinary card text.
How many Palworld TCG cards have Interrupt?
Nine Pals print it as an activated ability: Bushi - Ephemeral Blade, Blazehowl - Hellflame Defender, Cryolinx - Arctic Ordeal, Wumpo Botan - Tropical Sentinel, Pyrin Noct - Steed of Azure Flames, Foxparks - A Toasty Hug, Reindrix - Icy Gaze, Dinossom - Radiant Fragrance and Blazehowl Noct - Darkflame Defender. A tenth card, the event Black Marketeer, references Interrupt as a filter on its graveyard recursion but does not have the ability itself. Official Q&A #51 confirms Interrupt only works from hand, never once a card reaches the base.
Does Depresso - Late Night Hustler really have Nocturnal twice?
Yes. Its text box prints "CONT Nocturnal (If it is night, this card gets Power +300)" on two separate lines, and official Q&A #91 confirms this is intentional and stacks: "If it is night, it receives a total of +600 Power." It is the only card among the Palworld TCG's 166 base cards with a keyword ability printed twice on one card.
How many Palworld TCG cards have Retaliate?
One: Menasting - Darkness-Dwelling Scorpion, a Purple cost-5 Pal. Its Retaliate ability reads "when this card is put into the graveyard during battle, put the opposing combat Pal into the graveyard too," guaranteeing a trade regardless of either card's stats. It is the rarest keyword ability in the launch pool.
Which Palworld TCG keyword ability has no card that owns it permanently?
Breakthrough. Both cards associated with it, Digtoise - Seismic Drillback and Digtoise - Keen Needleback, only gain Breakthrough for the turn by paying 2 Ingredient and activating an ability, alongside a Power increase. Every other keyword ability in the pool has at least one card that prints it as a permanent, always-on effect.
Does the structure Lamp give Nocturnal to every Pal you control?
Yes. Lamp's continuous ability reads "all of your Pals get the skill in 〈 〉. 〈CONT Nocturnal (If it is night, this card gets Power +300)〉" - it grants Nocturnal to your entire board, not just the five Pals that print the keyword themselves. Official Q&A #80 confirms the grant is live: a Pal without Nocturnal printed on it can still trigger effects that check for Nocturnal once Lamp is in play.
What does Taunt actually do in the Palworld TCG?
Taunt removes your opponent's choice of attack target: if any card with Taunt is a legal target, the opponent cannot attack anything else. It does not prevent the attack or redirect damage on its own. Official Q&A #40 confirms that with multiple Taunt cards on board, the attacker can choose which one to hit - Taunt narrows the legal targets to the Taunt cards, it does not force a specific one.

Keep Reading

Sources & Further Reading
Last updated September 4, 2026.

Related Guides

Official Palworld TCG card Chillet - Dragon Whisperer, EBP01-025: a blue weasel-like Pal amid snowflakes, cost 5 on a blue badge, Lucky Pal, two element icons beside its name for Ice and Dragon, Power 900, Strike 2, with an AUTO On Deploy ability that reveals the top card of your deck and deploys it if it is a cost 8 or less Dragon Pal.
🎴Card GuidesSep 2, 2026·11 min read

Palworld TCG Elements - All 9, and Why Only 2 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. Here is the full census of all nine across the 100 Pal cards, and the one element that already has support.

Read article
Official Palworld TCG card Katress - Abyssal Sorcerer in its SP full-art printing: a purple cat-like sorcerer in a wide hat against swirling blue and magenta energy, cost 6, Lucky Pal, Power 900 and Strike 2, with an ACT butcher ability and an AUTO graveyard-deploy ability.
🎮Game GuidesAug 30, 2026·12 min read

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 cards ever earned a card-specific answer, and four cards account for 16 of the 32 that exist.

Read article
Palworld OFFICIAL CARD GAME "Learn to Play" key art showing Cattiva waving beside scattered Palworld card backs.
🌱Beginner GuidesAug 1, 2026·15 min read

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.

Read article
Official Palworld OFFICIAL CARD GAME announcement art for the Vol.1 Trial Decks and Booster Pack, showing four Pal illustrations and the 30 July 2026 simultaneous release date.
🌱Beginner GuidesAug 1, 2026·11 min read

Palworld TCG Colours Explained - What Red, Green, Blue and Purple Actually Do

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.

Read article
Official Palworld TCG beginner graphic showing a 50-card main deck and a 10-card soul deck beside sample Pal, Gear, Event and Structure cards with their soul costs marked.
🎴Card GuidesAug 20, 2026·13 min read

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.

Read article
Official Palworld TCG explainer graphic contrasting Pal cards, showing cost, Power and Strike, with Gear cards described as tools and weapons that empower Pals.
🎴Card GuidesAug 17, 2026·11 min read

Palworld TCG Gear Cards - All 14, and the Attack-Proof Rule

There are 14 gear cards in the Palworld TCG launch pool, 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 off the official card database, checked every card in the 166-card pool for an answer to a deployed gear, and found exactly one. 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.

Read article