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0% found this document useful (0 votes)
118 views12 pages

Lorcan A

asd

Uploaded by

carbonfyre
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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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.

©2024 ©Disney
Be sure to check out disneylorcana.com for videos with Ravensburger Verlag GmbH www.disney.com
deckbuilding and strategy tips. Postfach 24 60 · D-88194 Ravensburg disneylorcana.com
Imported into the UK by Ravensburger Ltd. ravensburger.com
Units 3-5 · Avonbury Business Park
Howes Lane · Bicester · OX26 2UA · GB
Ravensburger North America, Inc.
PO Box 22868 · Seattle WA 98122 · USA

NOTICE
21 22

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