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Rules handbook

Glossary

3 min read Source: CR §§2–12, Play Guide Updated 1 August 2026

One line each, with a link to the page that explains it properly. Terms highlighted in the body of this handbook link here.

Assign#

Rest one of your standing Pals to attach it to a structure, usually to work. A resting Pal cannot be assigned. See Specific actions.

Base#

Your play area: Pals, structures and gear live here, standing or resting. See Zones.

Butcher#

Send one of your own Pals to the graveyard, as a cost or an effect. See Specific actions.

Check timing#

The moment the engine catches up: rule actions resolve, then triggered automatic abilities. See Turn structure.

Consume#

Spend a counted resource — Material or Ingredient. All or nothing. See Material and Ingredient.

Damage check#

The informal name for flipping cards off your deck when you take damage; a Lucky icon cancels the hit. See Rule actions.

Deploy#

Move a Pal, structure or gear from anywhere outside a base into a base. See Specific actions.

Durability#

A structure's version of power: how much damage it survives. See Card information.

Element#

One of nine icons a card can carry, Neutral included. See Card information.

Exile#

Remove a card from the game entirely, into the exile zone. See Zones.

Lucky#

The star icon that cancels player damage when revealed off the top of your deck; also the Pal subtype. See Lucky Pals and deck limits.

Master#

The player currently using a card, ability or effect — the owner of the zone it is in. See Card information.

Night#

The game's one named specific state; some cards switch it on and others get stronger during it. See Night.

Owner#

The player who started the game with the card in their deck. See Card information.

Play timing#

The moment a specific player may take an action. Always preceded by a check timing. See Turn structure.

Power#

How much damage a Pal deals to Pals and structures, and how much it survives. See Card information.

Quick#

The keyword and icon that let a card or ability be played during the quick step, on your opponent's attack. See Keywords.

Rest#

Turn a card sideways. Resting is how costs are paid — and a resting Pal can be attacked. See Souls, stand and rest.

Souls#

Your energy: 10 in the soul deck, 2 arrive per turn, rested to pay costs. See Souls, stand and rest.

Stand#

Turn a card upright. Everything you control stands in your stand phase, and standing Pals cannot be attacked. See Souls, stand and rest.

Strike#

How much damage a Pal deals to a player — a different number from power. See Battle basics.

Work suitability#

The job icons on a card, used by structures that put Pals to work. See Card information.

Source: Comprehensive Rules ver. 1.00 (30 July 2026) §§2–12, and the Palworld OFFICIAL CARD GAME Play Guide.

Unofficial summary. Official sources are linked from the handbook index.

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