EN
QUICK START RULES
     A    s an Illumineer in the wondrous realm of
          Lorcana, you’ll wield magical ink to summon new
     versions of Disney characters, items, and locations
     which are called glimmers. These glimmers—some
     familiar, some fantastic—will help you as you race
     across Lorcana to find and collect missing pieces of
     lore. Endless quests await!
           TABLE OF CONTENTS                                           GAME OVERVIEW
2.    Game Overview
9.    Parts of a Card
11.   Setting Up
                                                                          About the Game
12.   Playing the Game, Your Turn                  In this game, you race to locate pieces of lore scattered
13.   Your Inkwell                                 across Lorcana and collect them for safekeeping. Summon
14.   Playing a Card, Shift                        glimmers of Disney characters, items, and locations along
15.   Questing, Challenging, Damage                the way to help with quests, hinder your opponents, and
17.   Locations                                    challenge opposing characters. With the right strategy and
19.   Using Abilities                              a bit of luck, you can preserve your collected lore against
20.   Ending the Game                              future threats!
20.   Multiplayer Games
21.   Building a Deck
                                                                             Learn to Play
                                                   There are several ways to learn to play! The
                                                   best—and most fun—way to learn is to have a
                                                   friend teach you. You can also ask about events
          What Kind of Game is This?               at a game store near you and download the
The Disney Lorcana Trading Card Game is a          Disney Lorcana Trading Card Game Companion
strategy card game where each player makes         app for an interactive tutorial.
their own deck before the game starts, and the
decks aren’t mixed together. You can play with
one of the available ready-to-play decks, make
changes to one of those decks, or build a deck
that’s entirely your own!                                                     Winning
In a game like this, cards can allow you to do     Your goal is to be the first player to gain 20 or more lore.
things that aren’t normally a part of every        Some card abilities give you lore, but the most common
turn. If a card’s text ever contradicts the game   way to gain it is by playing characters and sending them on
rules, follow what the card says.                  quests.
                         1                                                      2
                     THE CARDS
Your Disney Lorcana TCG deck can have a mix of four
types of cards: characters, items, actions, and locations.
                     Characters                                                  Items
You’ll send character glimmers on quests and                 Item glimmers stay in play when you play them
into challenges. Some have special abilities.                and give you special abilities during the game.
                             3                                                     4
                Actions                                         Songs
Actions give you a one-time advantage and   Songs are a special type of action that offer a
are then discarded.                         different way to play them—without paying ink!
                    5                                             6
                                                               Ink Key
                                                 = Amber         = Emerald     = Sapphire
                Locations                        = Amethyst      = Ruby        = Steel
Location glimmers stay in play when you play
them. Some give you special abilities during
the game, and other cards can interact with
them in exciting ways.
                                                              Rarity Key
                                               = Common         = Rare         = Legendary
                                               = Uncommon       = Super Rare   = Enchanted
                      7                                           8
                  PARTS OF A CARD
                       On All Cards
                                                              1
1   Cost: How much ink {I} the card costs to play.
2   Inkwell Icon: Cards with        around the cost
    hexagon can be put into your inkwell to use as ink.       2
3   Name: Characters and locations have names and,
    in smaller print below that, version names.
4   Ink Type: This symbol and the colored band behind
    the card name indicate the card’s ink type.
5   Classifications: Categories sometimes referenced
    in card rules.
6   Abilities and Effects: The card’s special rules. On
    actions, these are called effects. On characters,
    items, and locations, most abilities have a story-
    based name. Especially common abilities instead       3                7   8
    use bolded keywords (like “Rush” and “Evasive” on
    this card).
                                                          4       5
                  Only on Some Cards
                                                          6
7   Strength {S}: How much damage the character
    deals during a challenge.                                                  9
8   Willpower {W}: How much damage it takes to
    banish the character or location.
9   Lore Value {L}: On a character, how much lore you
    gain when they quest. On a location, how much
    lore you gain at the start of your turn.
                             9                                        10
                      SETTING UP                                                PLAYING THE GAME
Each player needs their own deck. You’ll also need damage     A turn is divided into two parts. Each player takes their
counters and a way to track how much lore you have. Both      whole turn before passing the turn to the next player.
come with your starter deck.                                  On your turn, take these steps in order.
  1. Determine the first player by flipping a coin, rolling   Beginning Phase
     a die, or so on.                                             1. READY – Ready your exerted cards by turning
  2. Shuffle your deck.                                              them upright.
  3. Set your lore tracker to 0.                                  2. SET – Check for effects that happen at the start of
                                                                     your turn and follow their instructions.
  4. Draw 7 cards for your starting hand. You can look at
     the cards in your hand, but not anyone else’s hand!          3. DRAW – Draw a card from the top of your deck.
                                                                     The first player skips this step on their first turn.
  5. Alter your starting hand if you choose (see below).
     Skip this step in your very first game.                  Main Phase
                                                              Once per turn, you can put a card facedown into your
                                                              inkwell at any time.
                                                              Additionally, you can do any of the things listed below, any
                                                              number of times, in any order you want.
               Altering Your Starting Hand                        ♦ Play a card.
   Before the game begins, each player can alter their            ♦ Use a character ability that doesn’t require them
   starting hand one time, beginning with the first                 to exert.
   player. (Usually, a player does this if they don’t have        ♦ Use an item ability.
   very many cards with inkwell icons          on them or         ♦ Use a location ability.
   if too many of their cards have a high cost.) To do            ♦ Move a character to a location.
                                                                  ♦ Take an action with a character that’s been in play
   this, put any number of cards from your hand on
                                                                    since the start of your turn. These include:
   the bottom of your deck without revealing them,
   then draw cards until your hand has 7 cards again.                  ▪ Quest.
   Finally, reshuffle your deck.                                       ▪ Challenge an opponent’s location or exerted
                                                                         character.
                                                                       ▪ Use an ability that requires them to exert.
                              11                                                            12
                                                                                         Playing a Card
                                                                Playing a card just means taking it from your hand and
           What Are Ready and Exerted Cards?                    putting it faceup on the table. Each card has an ink cost in
 Some game rules and card effects require you to exert {E}      a hexagon in the upper left corner. To play the card, you
 a card in play. To exert a card, turn it sideways.             must exert that many cards in your inkwell.
                                                                When you play a character card, put it on the table above
 Once a card is exerted, you can’t exert it again until it’s
                                                                your inkwell. Characters enter play in the ready position,
 been readied by a game rule or card effect. To ready a
                                                                but you can’t do anything with them until your next
 card, simply turn it back upright. Remember to ready all
                                                                turn. You need to wait for their ink to dry!
 your exerted cards at the beginning of your turn.
                                                                When you play an item card or a location card, put it on
                                                                the table above your inkwell. Unlike characters, you can
                                                                use items and locations right away.
                                                                When you play an action card, do what the card tells you
                                                                to do, then put the card into your discard pile. Always put
                                                                cards into your discard pile face up so everyone can see
                   Ready           Exerted                      them.
                                                                Songs are a kind of action card, but there’s a special rule that
                                                                gives you another way to pay for them. Each song says “(A
                       Your Inkwell                             character with cost X or more can {E} to sing this song for free.)”
                                                                If you have a character with the listed cost or higher, you can
Your inkwell is where you’ll put your ink cards, facedown.      exert that character to play the song card instead of exerting
You’ll use the cards in your inkwell to pay costs, such as      cards in your inkwell to do it! Using this approach still counts
for cards you play from your hand.                              as playing the card. Rules for when you can exert a character
You may put a card from your hand into your inkwell once        still apply, of course, so characters can't sing songs the same
each turn. The card you choose must have the inkwell icon       turn they come into play.
   around its cost {I} in the upper left corner. The more ink                                 Shift
cards you have, the more you’ll be able to do.
                                                                You can play a Floodborn character using their Shift
To put a card in your inkwell, show the card to your            ability if you have a character with the same name in
opponents and then put it facedown into your inkwell as         play. Pay the Shift cost instead of their ink cost and cover
ink. Every card in your inkwell represents 1 {I}, no matter     the original card with the new one. (You could play Robin
what’s on the front. Choose wisely! Cards put into your         Hood — Sneaky Sleuth on top of any Robin Hood card, for
inkwell stay there for the rest of the game. Once you put       example.)
a card in your inkwell, nothing on the front matters—           The shifted character has their own rules but keeps any
including its cost and ink type. It’s simply ink.               damage or effects that were on the original. If the original
                              13                                                                14
was exerted, so is the shifted one. If the original was           Example: Challenge and Damage
able to challenge, quest, or use abilities, though, the shifted   Pete — Game Referee is challenging Taffyta Muttonfudge —
character can do those things as soon as they come into play!     Ruthless Rival.
When a shifted character leaves play, all the cards in their
stack go with them.                                               Pete has 3 {S}, so he deals 3 damage to Taffyta, who gets 3 damage
                                                                  counters. Taffyta has 2 {S}, so she deals 2 damage to Pete, who gets
                          Questing                                2 damage counters.
To quest with one of your characters, exert them and gain         With 3 damage and only 2 {W} Willpower, Taffyta is in trouble.
lore equal to their Lore value {L}. Remember, you can’t quest
                                                                  Because her damage is equal or greater than her {W}, she is banished
with a character the same turn you play them.
                                                                  and goes to her player’s discard pile. Pete wins the challenge!
                        Challenging                               He needs to watch out, though. He has 2 damage and his own
Questing is how you win the game, but sometimes you need          {W} is 3, so if he takes 1 more damage later, he’ll be banished too.
to slow your opponents down. This is where challenging
comes in. First, exert one of your characters to send them
into the challenge. Then choose an opponent's exerted
character to challenge. You can’t challenge a ready                                                           STAYS IN PLAY
character! Both characters in a challenge deal damage at
the same time. Look at each character’s Strength {S} and put
that many damage counters on the other character.
                          Damage
A character is banished when they have damage counters
on them that reach or exceed their Willpower {W}. Put the
character card into its player’s discard pile.
                      Moving Damage
Moving damage counters from one character or location to
another doesn’t count as “dealing damage” or “damaging”
                                                                                                             2
the character or location receiving the damage counters.
                                                                                                 2
Effects that modify the amount of damage dealt don’t
apply to damage being moved.
                                                                       BANISHED
                               15                                                                 16
                      Location Abilities                                          Gaining Lore with Locations
Some locations have abilities that give you benefits, often      At the start of your turn, gain lore equal to the Lore value {L}
based on characters being at the location. These abilities can   on each of the locations you have in play. Note that this is not
be used the same turn the location comes into play.              questing, which only characters can do.
              Moving Characters to Locations
During your turn, you can move one of your characters to                      PARTS OF A LOCATION CARD
one of your locations by paying the location’s move cost .
Your characters can move only to your locations.
A character can move to a location the same turn either one
is played. It doesn’t matter if the character being moved is                                                                 1
exerted or ready. There’s no limit to the number of characters
who can be at a location at a time.
A character can’t move from a location except to move
to another location. You can do this by paying the other
location’s move cost.
              Location Challenges & Damage                         2                                                         3
On their turn, opposing characters may challenge a location
the same way they’d challenge an exerted character. A
character’s Challenger ability applies when challenging
                                                                   4                                                         5
locations. When a location is challenged, it takes damage
equal to the challenging character’s Strength {S}. It doesn’t
deal damage of its own in the challenge, however.
Locations can also take damage from some actions and
abilities. Locations can’t be chosen for actions and abilities                                               3
                                                                   1                    2
unless that text specifies a location can be chosen.
When a location has damage equal to or greater than its            4                    5
Willpower {W}, it’s banished and you put that card in your
discard pile.
Characters who are at a location when it’s banished simply
find themselves abroad again. They’re fine; they’re just no
longer at a location.
                              17                                                               18
                        Using Abilities
                                                                                      ENDING THE GAME
Many items and characters have abilities you can use during
your turn (and only during your turn). These normally affect
other cards in play. Cards in a player’s deck, discard, hand,       The first player to reach 20 lore or more wins. If your deck
or inkwell aren’t “in play,” so they aren’t affected by other       runs out of cards, you lose the next time you would have to
cards unless the card says otherwise.                               draw a card.
A card ability that has a cost lists it before the effect. The
cost might include an exert cost {E}, an ink cost {I}, text that
explains the cost, or a combination of any of these. You must
                                                                                     MULTIPLAYER GAMES
pay every part of an ability’s cost in order to play the ability.
Remember, you can’t use the abilities of a character you            This is a fun 2-player game, but there’s nothing stopping you
played this turn.                                                   from playing games of 3 or more players!
                                                                    The game rules remain the same except that at the end of a
  Example: Merlin’s Carpetbag has the ability Hockety               player’s turn, the player to their left takes the next turn.
  Pockety, which reads, “{E}, 1 {I} — Return an item card from
  your discard to your hand.” On your turn, you may use this        Whenever an ability requires more than one player to do
  ability by exerting the card and paying 1 {I} (by exerting 1      something at the same time, start with the player whose
  card in your inkwell.) Because the Carpetbag is an item, you      turn it is, then proceed to the left until each affected player
  can even use its ability the same turn you played the card!       has done their action.
                               19                                                                 20
                    BUILDING A DECK                                                     TURN ORDER AT A GLANCE
Making your own deck is part of the fun! You get to choose                                          Beginning Phase
which characters you want, which abilities you include, and           1. READY – Ready all your cards.
the strategies you want to employ.
                                                                      2. SET – Start of turn effects happen.
There are 2 ways to approach building a deck. The easiest is          3. DRAW – Draw a card. (Skip this on the first turn.)
to switch out cards in an existing deck, like one of the ready-
to-play starter decks. You can also build a new deck from
                                                                                                        Main Phase
scratch using the cards in your collection. This method is          Choose as many as you like (except as noted), in any order:
more work, but it can be a lot of fun!                                  ♦   Once a turn, add a card to your inkwell.
                                                                        ♦   Play a card.
Each Disney Lorcana TCG deck must follow these rules:                   ♦   Use a character ability that doesn’t require {E}.
 ♦ Your deck must have at least 60 cards in it.                         ♦   Use an item ability.
 ♦ Your deck can’t contain more than 4 copies of any                    ♦   Use a location ability.
   single card.                                                         ♦   Move a character to a location.
                                                                        ♦   With a character that was in play during the Set step:
    Example: You can’t have more than 4 copies of Anna                       ▪ Quest -or-
    — Eager Acolyte in your deck. Different versions of a                    ▪ Challenge a location or an exerted character -or-
    character count as different cards, so having 4 copies of                ▪ Use an ability that requires {E}.
    Anna – Eager Acolyte in your deck doesn’t keep you from
    adding up to 4 copies of Anna – Mystical Majesty!
 ♦ Your deck can only contain cards from 1 or 2 inks.
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