S3 Quick Start Book EN
S3 Quick Start Book EN
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 glimmers of Disney characters, items, and locations along
14. Shift the way to help with quests, hinder your opponents, and
15. Questing, Challenging, Damage challenge opposing characters. With the right strategy and
17. Locations a bit of luck, you can preserve your collected lore against
19. Using Abilities future threats!
20. Ending the Game
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
at a game store near you and download the
What Kind of Game is This? Disney Lorcana Trading Card Game Companion
The Disney Lorcana Trading Card Game is a app for an interactive tutorial.
strategy card game where each player makes
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
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!
ities
The Bare Necess
Act ion • Son g
to sing this
t 2 or more can {E}
(A character with cos
song for free.)
discards a
eals their hand and
Chosen opponent revof your choice.
non-character car d
...
rries and your strife.
Forget about your wo ©Disney
D i s n e y L o r c a n a” Gilkys on
Bare Neces sities
“The © Renew ed
Navarro Arenas ©196 4 WMC (BMI)
Maxine Vee / David
28/204 • EN • 3
5 6
Ink Key
= Amber = Emerald = Sapphire
Rarity Key
= Common = Rare = Legendary
7 8
PARTS OF A CARD
On All Cards
1 Cost: How much ink {I} the card costs to play. 1
2 Inkwell Icon: Cards with around the cost
hexagon can be put into your inkwell to use as ink.
2
3 Name: Characters also have a version name listed
below the character’s name.
4 5
Only on Some Cards
7 Strength {S}: How much damage the character 6
deals during a challenge.
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.
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 take any actions listed below, any
number of times, in any order you want. This allows
Altering Your Starting Hand you to take full advantage of what your cards can do in
combination with other effects.
Before the game begins, each player can alter their
starting hand one time, beginning with the first ♦ Play a card.
player. (Usually, a player does this if they don’t have ♦ Use a character ability that doesn’t require them
very many cards with inkwell icons on them or to exert.
if too many of their cards have a high cost.) To do ♦ Use an item ability.
♦ Use a location ability.
this, put any number of cards from your hand on
♦ Take an action with a character that’s been in play
the bottom of your deck without revealing them,
since the start of your turn. These include:
then draw cards until your hand has 7 cards again.
Finally, reshuffle your deck. ♦ Quest.
♦ 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.
Once a card is exerted, you can’t exert it again until it’s When you play a character card, put it on the table above
been readied by a game rule or card effect. To ready a your inkwell. Characters enter play in the ready position,
card, simply turn it back upright. Remember to ready all but you can’t do anything with them until your next
your exerted cards at the beginning of your turn. turn. You need to wait for their ink to dry!
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
Ready Exerted cards into your discard pile face up so everyone can see
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
character with cost X or more can {E} to sing this song for free.)”
Your Inkwell 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
still apply, of course, so characters can't sing songs the same
You may put a card from your hand into your inkwell once
turn they come into play.
each turn. The card you choose must have the inkwell icon
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 play.
opponents and then put it facedown into your inkwell as Pay the Shift cost instead of their ink cost and cover the
ink. Every card in your inkwell represents 1 {I}, no matter original card with the new one. (You could play Pluto –
what’s on the front. Choose wisely! Cards put into your Determined Defender on top of a Pluto card, for example.)
inkwell stay there for the rest of the game. Once you put The shifted character has their own rules but keeps any
a card in your inkwell, nothing on the front matters— damage or effects that were on the original. If the original
including its cost and ink type. It’s simply ink. was exerted, so is the shifted one. If the original was
13 14
able to challenge, quest, or use abilities, though, the shifted Example: Challenge
character can do those things as soon as they come into play! Patch – Intimidating Pup is challenging Magic Broom
When a shifted character leaves play, all the cards in their – Dancing Duster.
stack go with them.
Patch has 3 {S} (Strength) and Magic Broom has 3 {S}. At
Questing the same time, Patch deals 3 damage to Magic Broom,
To quest with one of your characters, exert them and gain which gets 3 damage counters. Magic Broom deals 3
lore equal to their Lore value {L}. Remember, you can’t quest damage to Patch, who gets 3 damage counters.
with a character the same turn you play them.
With only 3 {W} (Willpower), Magic Broom is in trouble.
Challenging Because its damage is equal or greater than its {W}, it
is banished and goes to its player’s discard pile. Patch
Questing is how you win the game, but sometimes you need
wins the challenge! He needs to watch out, though. His
to slow your opponents down. This is where challenging
own {W} is 4, so if he takes 1 more damage later, he’ll be
comes in. First, exert one of your characters to send them
banished too.
into the challenge. Then choose an opponent's exerted
character to challenge. You can’t challenge a ready
character! Both characters in a challenge deal damage.
Look at each character’s Strength {S} and put that many STAYS IN PLAY
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
Into the Inklands introduces the ability to move damage
counters from one character or location to another. Moving
damage doesn’t count as “dealing damage” or “damaging”
the character or location receiving the damage counters.
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.
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Using Abilities
Many items and characters have abilities you can use during
ENDING THE GAME
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
player’s turn, the player to their left takes the next turn.
Example: Heart of Te Fiti has the ability Create Life, which
reads, “{E}, 2 {I} — Put the top card of your deck into your Whenever an ability requires more than one player to do
inkwell facedown and exerted.” On your turn you may use something at the same time, start with the player whose
this ability by exerting the card and paying 2 {I} (by exerting turn it is, then proceed to the left until each affected player
2 cards in your inkwell). Because the Heart is an item, you has done their action.
can even use its ability the same turn you played the card!
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BUILDING A DECK TURN ORDER AT A GLANCE
Making your own deck is part of the fun! You get to choose
which characters you want, which abilities you include, and Beginning Phase
the strategies you want to employ. 1. READY – Ready all your cards.
There are two ways to approach building a deck. The easiest 2. SET – Start of turn effects happen.
is to switch out cards in an existing deck, like one of the 3. DRAW – Draw a card. (Skip this on the first turn.)
ready-to-play starter decks. You can also build a new deck
from scratch using the cards in your collection. This method Main Phase
is more work, but it can be a lot of fun!
Choose as many as you like (except as noted), in any order:
Each Disney Lorcana TCG deck must follow these rules: ♦ Once a turn, add a card to your inkwell.
♦ Play a card.
♦ 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 character ability that doesn’t require {E}.
single card. ♦ Use a location ability.
Example: You can’t have more than 4 copies of Kida – ♦ With a character that was in play during the Set step:
Atlantean in your deck. Different versions of a character ♦ Quest -or-
count as different cards, so having 4 copies of Kida – Royal ♦ Challenge a location or an exerted character -or-
Warrior in your deck doesn’t keep you from adding up to 4 ♦ Use an ability that requires {E}.
copies of Kida – Atlantean!
{I} Cost {S} Strength {L} Lore Value
♦ Your deck can only contain cards from 1 or 2 inks. Inkwell {W} Willpower Move Cost
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