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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.

Published August 29, 2026·12 min read·By Mythras
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.

Bushiroad shipped the Palworld TCG on 30 July 2026 with an official Q&A attached, and then left it alone. Every one of the 97 entries carries a registration date of 30 July 2026, every one has a null update date, and not one is flagged as reflecting a rules revision. Thirty-one days on, the rulings you can read today are the rulings that were there on launch morning.

So I pulled all 97 and sorted them by what they actually point at. The shape is not what the entry count suggests. Only 32 of the 97 answer a question about a specific card, and those 32 land on just 26 of the 166 cards in the pool. Four cards hold 16 of the 32 between them. Their individual counts add up to 18, but entries #83 and #84 each name two of the four, so the distinct total is 16.

The other 45 in the largest category are not about any one card. They are wording rules — what "Choose up to X" means, what "Choose all" forbids, when an automatic ability is mandatory — filed against every card that happens to use the phrase. They will still be the answer when Booster Pack "Legends Awaken" arrives on 30 October with another 100 card types nobody has read yet.

What the official Q&A actually is

Five categories, 97 entries, numbered 1 to 97 with no gaps.

CategoryEntriesWhat lives there
Card Abilities45Generic wording and timing rules, tagged onto every card they touch
Q&A about Cards32One named card, one specific interaction
Flow of the Game12Phases, zones, limits, resolution order
Game Preparation7Deck legality, mulligan, sleeves, playmats
Tournaments/Events1Time limits

Twenty-three of the 97 reference no card number at all — they are pure rules questions. The remaining 74 are tagged to at least one card.

That single Tournaments/Events entry is #7, and it says only that a time limit is set per event and you should read that event's floor rules. Everything competitive lives in the Bushiroad floor rules document instead, which the promo card and organized play guide goes through.

Only 26 cards ever got a card-specific answer

Run every card number in the Q&A back against Bushiroad's own card database and 114 of the 166 base cards are tagged by at least one entry. But most of those tags come from the generic wording rules, which get attached to dozens of cards at once. Narrow it to the 32 card-specific entries and the field collapses to 26 cards.

By card type, the hit rate is lopsided:

Card typeCards in poolTagged by any ruling
Structure2624
Pal10066
Event1713
Gear1411
Soul90

Structures are the type most likely to be caught up in a ruling — 24 of 26 — which follows from what they do: they sit in the base indefinitely, 21 of the 26 carry a [Once Per Turn] clause, and they take Pal assignments. Souls are the opposite. Not one of the nine Soul cards appears in a single entry, and only one of the nine carries any text at all: the trial deck Soul's parenthetical reminder that you may rest 3 souls once per main phase to draw a card. The other eight are blank.

Here are the cards with more than one card-specific ruling, with their total tag count alongside for contrast.

CardNumberTypeColourCard-specificAll tags
Antique DresserEBP01-040StructureBlue59
Katress – Abyssal SorcererEBP01-075PalPurple59
Shadowbeak – Seed of DespairEBP01-074PalPurple58
Helzephyr – Wings of the Moonless NightEBP01-073PalPurple36
Digtoise – Seismic DrillbackEBP01-050PalGreen24
Digtoise – Keen NeedlebackEBP01-059PalGreen24
Elizabee – Queen of the Flower GardenEBP01-053PalGreen26
Wumpo – Frostpeak SentinelEBP01-033PalBlue22
Foxparks – A Toasty HugETD01-004PalRed23
Foxparks – Light of CourageEBP01-006PalRed23
Foxparks' HarnessEBP01-019GearRed25

The gap between the two columns is the tell. Reptyro Cryst – Glacial Devourer picks up seven tags but only one card-specific answer; it is a card that keeps getting swept up by generic rules about looking at the top of your deck, not a card Bushiroad had to explain. The four at the top are the reverse.

Official Palworld TCG card Reptyro Cryst - Glacial Devourer, an armoured icy quadruped Pal against a glacier backdrop, cost 8 in a blue diamond, Normal Pal, with an On Deploy draw ability and a once-per-turn structure-deploy ability, Power 1200 and Strike 3.

The most-ruled card in the game is a dresser

Antique Dresser is a 4-cost Blue structure at Uncommon with 1400 Durability, and it ties Katress for the most rulings of any card in the game. Five of its nine are about one clause: 〈Declare 1 card name. Choose all of your cards, and they get that declared card name in addition until end of turn.〉

Naming a card out loud turns out to need a lot of rules.

EntryQuestionAnswer
#67Can you declare a card that has not been released or distributed yet?No
#68Can you declare a name that does not exist?No — it must exist in the official card list
#69What if you forget the exact name?Valid if both players can identify the card; call a judge at an event if you cannot agree
#66Does declaring 《Farming Hat》 make a structure count as a "Farming" structure?No — "Farming" means the Work Suitability, not the name
#97Does the granted name satisfy "3 or more Pals with different card names containing 《My First》"?No

The last two are the ones that matter for deckbuilding, because they both close the same loophole from opposite ends. Adding a card name does not add the properties that name implies, and it does not manufacture the different names a counting condition asks for. Work Suitability is a separate field, which is exactly the point entry #15 makes, and the structures guide covers how little Work Suitability currently gates.

The other four tags on Antique Dresser are generic: #27 (an unspecified zone means the base), #36 ("Choose all" cannot be trimmed), #44 and #48 (both about [Once Per Turn]).

Official Palworld TCG structure card Antique Dresser, an ornate wooden dressing table with an oval mirror and a cushioned stool in a stone room, cost 4 in a blue diamond, with two once-per-turn ACT abilities and Durability 1400.

Purple's night engine is the other half

Three of the four most-ruled cards are Purple: Shadowbeak – Seed of Despair, Katress – Abyssal Sorcerer and Helzephyr – Wings of the Moonless Night. Purple also leads the pool on total ruling tags at 85, against 74 Green, 72 Red and 66 Blue, off a pool that is 38 Purple cards to 37 each of the others.

The reason is one clause on Shadowbeak: 〈【CONT】 If it is night, your Pal's 【AUTO】 abilities activate twice〉, sitting on a card whose other continuous ability makes it night whenever the card is rested. Doubling every automatic ability you control creates ordering questions that a single card cannot answer on its own, and Bushiroad wrote five entries about it.

  • #82 — Shadowbeak's own 【AUTO】 ability is doubled by its own 【CONT】 ability.
  • #85 — Two copies of Shadowbeak in the base still means twice, not three times. The ability does not add an activation; it causes an 【AUTO】 to activate twice each time it triggers.
  • #86 — 〈Breakthrough〉 counts. It is an 【AUTO】, so it doubles.
  • #83 and #84 — Butchering Shadowbeak while it is the only source of night still doubles what that butcher triggers. Katress activates twice, not once, and #84 spells out the whole end-of-turn sequence: Shadowbeak's own ability activates twice and pends, resolving one of them butchers Shadowbeak, and Katress then activates twice anyway.

Katress is the card those doublings feed. Its 【AUTO】 deploys a Pal from the graveyard whose cost equals the butchered Pal's cost minus one, and three entries pin down what that means.

  • #88 — Butchering Katress itself still activates Katress's own ability.
  • #89 — "cost minus 1" is exact. Butcher a ◇5 and you may deploy a ◇4, not a ◇3.
  • #90 — If Katress triggers mid-resolution of Meat Cleaver, Meat Cleaver finishes first. That is #42's general rule applied to a specific pair.

Helzephyr's three are about 〈Nocturnal〉: it triggers on its own deployment because it has 〈Nocturnal〉 itself (#78), it does nothing extra if it is already rested at end of turn (#79), and a Pal that gains 〈Nocturnal〉 from Lamp counts (#80).

Official Palworld TCG card Shadowbeak - Seed of Despair, a large black winged Pal with glowing blue markings perched before ruined stone arches, cost 8 in a purple diamond, Lucky Pal, with two CONT abilities about night and an end-of-turn butcher AUTO, Power 1300 and Strike 3.

The 45 wording rulings that cover cards you have not read

This is the half of the database worth reading front to back, because these answers attach to a phrase rather than a card. Learn them once and they resolve cards that have not been printed yet.

Wording on the cardCan you take fewer?Entry
"Choose X cards"No — you must choose as many as possible, up to X#33
"Choose up to X cards"Yes — including 0, even when legal targets exist#34
"Choose all …"No — you cannot exclude any of them#36
"Consume X [resource]"Yes — 0 is a legal choice#35
"You may [do X]"Yes — the whole thing is optional#46
An automatic ability whose condition is metNo — it must activate#37

The split between the first two rows is the one to memorise. "Choose 2 Pals" with two Pals on the board forces both, including your own if they are the only legal targets; "Choose up to 2 Pals" lets you take none. The event card guide works through what that does to the Strategy cards specifically.

Four more entries handle the case where the effect simply cannot find what it wants — #59 and #60 for "look at the top X and take a specific card", #87 for the same from the graveyard, #95 for the same from hand. The answer is identical in all four: choose 0 and resolve the rest of the effect. The effect does not fizzle, and any "and then" clause after it still happens.

Running the deck low is also safe. Entries #38 and #39 both say that looking at or revealing more cards than your deck holds resolves with what is there, and that a deck temporarily hitting zero mid-resolution does not lose you the game as long as there is at least one card in it when resolution finishes.

Where an ability works from

Five entries define the zone rules, and they do not all point the same way.

SituationRulingEntry
Any ability, zone unstatedEffective only in the base#31
"Choose X Pals" with no zone namedRefers to cards in the base#27
【On Deploy】Activates from deck, graveyard or anywhere else, not just hand#32
〈When this card is put into the graveyard〉Only from the base — not from hand or deck#41
〈Interrupt〉Only from the hand; cannot be activated in the base#51

〈Interrupt〉 is the one that reads backwards. It is printed on a Pal card, but it is a hand ability — the nine Pals that carry it, thirteen printings once parallels and the two promo reprints are counted, are discarding themselves out of hand to nullify an attack. A copy sitting in your base does nothing.

Do not read #51's tag list as the roster, though. It lists eleven printings, and two of them are wrong in opposite directions: it tags ETD02-014 (Leezpunk – Treasure Bandit), whose card text carries no Interrupt at all, and omits ETD02-017 (Blazehowl Noct – Darkflame Defender), which carries it. The card database is the authority on who has the keyword; the Q&A is the authority on how it works.

Two more that are easy to get the wrong way round: an 【On Deploy】 ability fires when a card is deployed by another card's effect, not only when you play it from hand (#32), while a graveyard trigger does not fire when the card is milled or discarded (#41).

Once per turn means once per copy, and once per ability

Three entries triangulate [Once Per Turn], and the answer is more generous than the wording suggests.

QuestionAnswerEntry
Two copies of the same card in the base — one activation each?Yes, each card gets its own#44
One card with two [Once Per Turn] 【ACT】 abilities — both usable?Yes, each ability once#48
One ability with two alternative costs — pay the other and go again?No, still once#52

Antique Dresser is where the first two stack: it carries two [Once Per Turn] 【ACT】 abilities on one card, so both fire, and a second copy in the base doubles that again — four activations from two cards. #52 is the limit on the other side, and it was written about Jormuntide Ignis – Savage Lava Dragon, whose ability offers a choice of costs: paying the other one does not buy a second activation.

Resolution order is #42 and #43. An 【AUTO】 that triggers mid-resolution waits; you finish what you are doing first. When several are pending, the turn player resolves all of theirs in any order they like, then the non-turn player does the same — and a newly triggered ability does not have to go last.

Power 0 does not kill a Pal

Three entries cover the damage model, and together they say something the card faces do not.

  • #92 — A Pal whose Power drops to 0 or less is not put into the graveyard for that reason alone.
  • #93 — It dies once the damage it has already taken reaches its Power.
  • #74 — A Pal kept alive by a 【CONT】 Power buff dies the moment the condition lapses, if its accumulated damage has already reached the number it falls back to.

Power is a threshold checked against damage, not a pool that empties, which is the model the Pal cost breakdown works from. A Power-reduction effect kills only if the Pal is already damaged.

One caution on the exact boundary. The closing sentence of #92 and of #93 both phrase the trigger as damage becoming "greater than" the Pal's Power, which reads as though a Pal sitting on damage exactly equal to its Power survives. It does not. Rule 11.4.1 of the Comprehensive Rules ver. 1.00 puts a Pal or structure into the graveyard when it "takes greater than 0 damage, and it is equal to or greater than that Pal's power or structure's durability" — and the Q&A itself agrees everywhere it puts the boundary to an actual case. #93's question is the boundary case: a Pal whose Power is reduced to "equal to or less than" the damage it has already taken, answered "Yes, it is put into the graveyard." #74 uses the rulebook's wording verbatim. So a 900-Power Pal carrying exactly 900 damage dies; the loose "greater than" in those two summary lines is a phrasing slip, not a third rule.

Strike behaves differently again: #64 says Strike can go to 0 or below, and a player-damage effect at 0 or less Strike simply deals nothing.

Five setup answers that are not the obvious one

Buried in the Game Preparation and Flow of the Game categories are five that read the other way from the card text.

QuestionOfficial answerEntry
Mulligan — can you redraw some of the five?No. All five or none#9
Your base has 5 Pals. Can you deploy a sixth?Yes. Deploy it, then put Pals into the graveyard until you are back to 5#11
Can you decline your draw in the Draw Phase?No. The draw is mandatory#22
Is there a hand size limit?No#10
Is there a cap on structures and gear?No. Only Pals are capped#12

Entry #11 is the useful one. The five-Pal ceiling is not a restriction on deploying — it is a rule action that trims afterwards, and you choose which Pals go. Deploying over the cap to bin a Pal you want in the graveyard is legal.

Two more worth carrying: souls cap at 10 and an effect that would raise you past it simply cannot (#76), and abilities that refer to "all red Pals" do not include Colorless Pals, because Colorless is the absence of a colour rather than a fifth one (#47) — the distinction the colours guide is built on.

Three references in the index point at nothing

Cross-checking every card number cited in the Q&A against the official card list turns up three that do not resolve, and all three come back with a blank card name in Bushiroad's own data.

Cited asAppears inProblem
BT01-039, BT01-039SR#32, #34BT01 is not an English expansion prefix. EBP01-039 is Antique Curtain, and EBP01-039SR exists
ETD01-0011#28, #29, #30One digit too many. The card is ETD01-011, Ignis Breath
ETD02-002TSR#14, #32ETD02-002 is Gumoss – Dreamy Seedling, but it has no TSR printing

None of the three changes a ruling, and two of them cost you nothing in practice, because a correctly numbered printing is tagged alongside the typo. Entries #28, #29 and #30 also carry ETD01-011TSR, and #14 and #32 also carry ETD02-002, so a card-number lookup on Ignis Breath or Gumoss still returns them — the filter matches any printing, parallels included.

The BT01-039 pair is the one that actually costs something. Neither #32 nor #34 carries an EBP01-039 tag alongside it, so a card-number lookup on Antique Curtain comes back empty in Bushiroad's own database even though two rulings apply to the card.

The ETD02-002TSR case is the odd one. Each launch trial deck has exactly 12 TSR printings, and ETD02-002 is not one of them, so the Q&A is citing a parallel that was never printed.

How to look up the rulings for one card

The official Q&A page at en.palworld-official-cardgame.com/question/ is the front door, and its underlying database accepts a card number filter — pass EBP01-075 and you get Katress's nine entries, base printing and parallels together. A keyword filter works too, so Quick returns the five Quick-timing entries.

Two things to know before you trust a lookup. Rulings are filed against every printing they touch, so an entry tagged to EBP01-002, EBP01-002OSR and EBP01-002SP is one ruling, not three — and because the filter matches any printing, a typo on one number is usually absorbed by a correct tag on its parallel. The exception is Antique Curtain: EBP01-039 returns 0 entries, because the only tags on the two rulings that cover it are the mistyped BT01-039 and BT01-039SR.

What the database does not have

  • No revisions. All 97 entries are dated 30 July 2026 with no update date, and none is marked as reflecting a rules revision.
  • No entries added since launch. All 97 carry a registration date of 30 July 2026, and the total read 97 again on 30 August 2026.
  • Almost nothing on tournament play. One entry, on time limits, which defers to per-event floor rules.
  • No entry for 140 of the 166 cards. They have no card-specific answer, which means the generic wording rules and the comprehensive rules are all you get.

Errata are kept separately, at the errata page, and there is still exactly one: ETD01-024TSR, the Trial Deck Super Rare printing of Ribbuny – Little Princess, dated 31 July 2026. The trial deck comparison has the notice in full.

Quick reference

QuestionAnswer
Official rulings published97, numbered 1 to 97
Date on every entry30 July 2026
Entries revised since0
Card-specific entries32
Cards with a card-specific ruling26 of 166
Cards tagged by any ruling114 of 166
Most-ruled cardsAntique Dresser and Katress – Abyssal Sorcerer, 9 tags each
Largest categoryCard Abilities, 45 entries
Entries naming no card23
Soul cards with a ruling0 of 9
Broken card references3
Errata issued1 (ETD01-024TSR)

Counts read from Bushiroad's official Q&A and card databases on 30 August 2026. Booster Pack "Legends Awaken" arrives 30 October with another 100 card types, and the Sleeve & Card Set Vol.1 on 2 October adds five more; expect the entry count to move then rather than before.

Frequently Asked Questions

Ninety-seven. Bushiroad's official Q&A for the Palworld Official Card Game holds 97 entries, numbered 1 to 97, and every one carries a registration date of 30 July 2026 — the game's release day. As of 30 August 2026 none has been updated or revised, and none is flagged as reflecting a rules revision.

Keep Reading

Sources & Further Reading
Last updated August 29, 2026.

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