This page mirrors the indexed rules corpus in Disney Lorcana Comprehensive Rules.
Start with quick answers, move to topic guides, then drill into rule-cited details.
Source path: .agents/skills/lorcana-rules/references/disney-lorcana-comprehensive-rules/Disney-Lorcana-Comprehensive-Rules.md
Common game situations with direct answers and links into the detailed rules index.
Can I challenge with a character I just played?
Not unless it has Rush. Characters are drying until your next Set step and cannot challenge normally.
Do I lose immediately if I try to draw from an empty deck?
No. The loss is checked at end of that turn during game state handling.
Who resolves triggered abilities first?
The active player resolves their abilities first, then priority passes in turn order until the bag is empty.
What happens to damage when I Shift on top of another character?
The shifted character retains damage from the character underneath.
Can I end my turn if I have a ready Reckless character?
Not if it can challenge a valid target. You must remove that ability to challenge first or exert it another legal way.
Can I ink a card without an inkwell symbol?
Normally no. You can only ink cards with the inkwell symbol unless an effect says otherwise.
What exactly does Ward stop?
Ward prevents opponents from choosing that card when resolving an effect. Non-targeted effects can still affect it.
What makes a constructed deck legal?
Use 60+ cards, up to 2 ink types, and no more than 4 copies of the same full name.
When do locations grant lore?
Location lore is gained during Set step at the start of your turn.
How does Pack Rush change normal rules?
Pack Rush uses two boosters, starts with 5 cards, starts with 2 marketing cards in inkwell, and wins at 15 lore.
Setup Stage
Shuffle, determine starting player, draw 7 cards, and optionally alter your opening hand once.
2.2.1.1-2.2.1.6
Start-of-Turn
Ready all cards, resolve start triggers in Set step, gain location lore, then draw (starting player skips first draw).
3.2.1 • 3.2.2 • 3.2.3.3
Main Phase
Take legal turn actions in any order: ink, play, activate, quest, challenge, and move.
3.3.1 • 4.1.1
End-of-Turn
Declare end of turn, resolve end-of-turn triggers, then pass turn to the player on your left.
3.4.1 • 3.4.2.4
Winning and Losing
Reach 20+ lore to win. Drawing from an empty deck causes a loss at the end of that turn.
1.11.2 • 1.11.3 • 2.3.2.2
When interactions conflict, resolve them by these priority rules first.
Card text overrides game rules
If a card contradicts a core rule, follow the card.
1.2.1Prohibition beats permission
Effects preventing an action override effects allowing it.
1.2.2Do as much as you can
When resolving instructions, complete every possible part even if one part cannot happen.
1.2.3Make choices during resolution
Targets and choices are generally made when an effect resolves, not when it is announced.
6.2.9Section-level navigation aligned with the official rulebook structure.
Section 1: Concepts
1.1-1.12Core definitions, golden rules, costs, abilities, game actions, damage, and game state check.
Section 2: Gameplay
2.1-2.4Setup, in-game loop, and cleanup stage with tie handling for winners.
Section 3: Turn Structure
3.1-3.4Defines Start-of-Turn, Main, and End-of-Turn phases plus timing for start/end triggers.
Section 4: Turn Actions
4.1-4.7Detailed rules for inking, playing, activating, questing, challenging, and moving.
Section 5: Cards and Card Types
5.1-5.6Card states plus character, action, item, and location behavior.
Section 6: Abilities, Effects, and Resolving
6.1-6.7Ability types, replacement effects, modifiers, and exact effect resolution process.
Section 7: Zones
7.1-7.7Public/private zone behavior and bag handling for triggered abilities.
Section 8: Keywords
8.1-8.15Technical definitions and interactions for all keyword abilities.
Section 9: Multiplayer
9.1-9.3Additional rules for 3+ player games and simultaneous team turns.
Section 10: Casual Variants
10.1-10.2Optional casual rules including Pack Rush setup and win condition changes.