Rules · 10 min

Palworld Card Game keyword and rules glossary

Clear explanations for Assault, Brave, Interrupt, Quick, Taunt, Stealth, Vigilance, Breakthrough and more.

Updated July 30, 2026Official card text + Q&ALaunch-day edition
Keyword examplesInterrupt, Quick, Taunt and Stealth
Bushi — Ephemeral Blade (EBP01-004), red Pal card from the Palworld Card Game featured in Interrupt, Quick, Taunt and StealthPyrin Noct — Steed of Azure Flames (EBP01-077), purple Pal card from the Palworld Card Game featured in Interrupt, Quick, Taunt and StealthWarsect — Iron Fortress (EBP01-054), green Pal card from the Palworld Card Game featured in Interrupt, Quick, Taunt and StealthFelbat — Lifestealer (ETD02-018), purple Pal card from the Palworld Card Game featured in Interrupt, Quick, Taunt and Stealth
Official card examples for four important Palworld Card Game combat and response keywords.Official card and product images · ©Bushiroad ©PALWORLD
How to read a keyword

The bold keyword is a reusable rules shortcut. Parenthetical text explains it. The official Q&A says the effect is unchanged when a card omits the reminder text.

Combat keywords

Assault
The Pal can attack opposing Pals in the stand state.
Brave X
When this Pal attacks, it gets the printed amount of Power until end of turn.
Breakthrough
When the opposing combat Pal goes to the Graveyard during this card's attack, the opposing player is also dealt damage.
Stealth
This card cannot be blocked.
Taunt
If a card with Taunt can legally be attacked, the opponent cannot choose another target. If several Taunt cards are available, the attacker chooses among them.
Vigilance
At the end of your turn, stand this card.

Response keywords

Quick
During your Main Phase it can be played normally. During the opponent's turn it can be used only during battle. Multiple Quick cards may be played one at a time.
Interrupt
An ability used from the hand at Quick timing. Pay its listed cost to nullify the opponent's attack so battle damage does not occur.

Ability timing labels

AUTO
Activates automatically when its condition is met. You normally cannot choose to ignore it.
ACT
An activated ability you choose to use by paying the shown cost and meeting its timing.
CONT
A continuous ability that applies while the card is in the Base and its condition is true, unless the text says otherwise.
On Deploy
Activates whenever the card is deployed, including deployment from the deck or Graveyard by an effect.

Palworld-specific terms

Assign
Rest a standing Pal to work at a Structure or pay the displayed assignment cost.
Butcher
Put the specified Pal from your Base into the Graveyard.
Material / Ingredient
Player resources created and consumed by card abilities. They have no effect by themselves.
Night / Nocturnal
Night is a game state created by card effects. It has no default rule effect, but it enables cards that refer to night. Nocturnal gives the printed benefit while it is night.
Rules priority: for a specific interaction, search the official Q&A by card number. This glossary explains the general rule but does not replace a card-specific ruling.

Sources & verification

Where these facts came from

We explain official material in our own words and add examples or editorial analysis. Rule and card facts are checked against the sources below.

Official Rule & Q&AOfficial card list
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