Lorcana Rules Hub Comprehensive Rules v2.0.1 Effective February 5, 2026
Comprehensive rules navigation for real game decisions

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

Quick Questions

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.

3.2.2.34.6.28.9

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.

1.11.32.3.2.2

Who resolves triggered abilities first?

The active player resolves their abilities first, then priority passes in turn order until the bag is empty.

7.7.4.2-7.7.4.5

What happens to damage when I Shift on top of another character?

The shifted character retains damage from the character underneath.

8.10.4

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.

3.4.1.28.7.1

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.

4.2.14.2.4

What exactly does Ward stop?

Ward prevents opponents from choosing that card when resolving an effect. Non-targeted effects can still affect it.

8.15.1-8.15.2

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.

1.102.1

When do locations grant lore?

Location lore is gained during Set step at the start of your turn.

3.2.2.25.6.4

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.

10.2.1-10.2.4
Turn Flow and Win Conditions

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

Golden Rules

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.

1.2.1

Prohibition beats permission

Effects preventing an action override effects allowing it.

1.2.2

Do as much as you can

When resolving instructions, complete every possible part even if one part cannot happen.

1.2.3

Make choices during resolution

Targets and choices are generally made when an effect resolves, not when it is announced.

6.2.9
Comprehensive Rules Map

Section-level navigation aligned with the official rulebook structure.

Section 1: Concepts

1.1-1.12

Core definitions, golden rules, costs, abilities, game actions, damage, and game state check.

golden rulescostsabilitiesgame state checklore

Section 2: Gameplay

2.1-2.4

Setup, in-game loop, and cleanup stage with tie handling for winners.

setupstarting playeropening handcleanup

Section 3: Turn Structure

3.1-3.4

Defines Start-of-Turn, Main, and End-of-Turn phases plus timing for start/end triggers.

readysetdrawmain phaseend-of-turn

Section 4: Turn Actions

4.1-4.7

Detailed rules for inking, playing, activating, questing, challenging, and moving.

inkplayquestchallengemove

Section 5: Cards and Card Types

5.1-5.6

Card states plus character, action, item, and location behavior.

dryingstacksonglocationmove cost

Section 6: Abilities, Effects, and Resolving

6.1-6.7

Ability types, replacement effects, modifiers, and exact effect resolution process.

triggeredactivatedstaticreplacementresolve

Section 7: Zones

7.1-7.7

Public/private zone behavior and bag handling for triggered abilities.

publicprivateinkwelldiscardbag

Section 8: Keywords

8.1-8.15

Technical definitions and interactions for all keyword abilities.

shiftwardbodyguardresistsupport

Section 9: Multiplayer

9.1-9.3

Additional rules for 3+ player games and simultaneous team turns.

clockwisesimultaneous actionsleaving game

Section 10: Casual Variants

10.1-10.2

Optional casual rules including Pack Rush setup and win condition changes.

pack rush15 loremarketing cards