
DISNEY LORCANA COMPREHENSIVE RULES.
The Comprehensive Rules for Disney Lorcana TCG are designed to cover the technical details of official gameplay and are intended for high-level rules questions, rather than for learning the game. They are a living document that may be updated or corrected, with the most current version available on the Disney Lorcana Resources page. The English version of the cards, rules, rulings, and clarifications are considered the official versions for gameplay.
The Comprehensive Rules are organized in a numbered format for easy referencing and updating. The document covers a wide range of topics, including:
Concepts: General rules, official text, updates, tournament rules, golden rules, choices, active player, opponent, playing cards, types of abilities, the bag, players' cards, game state check, and multiplayer games.
Before the Game: Deck rules.
Gameplay: Starting a game and ending a game.
Turn Structure: Phases, beginning phase (Ready, Set, Draw), main phase (turn actions, inkwell, play a card, play for free, quest, challenge, move a character, use activated abilities), and end of turn phase.
Cards: Conditions (ready, exerted, damaged, undamaged).
Card Types: Characters, parts of a card (ink key, rarity key, characters with two names), actions (general, songs), items, and locations (parts of a card).
Abilities: General rules, action cards, keywords (general, reminder text), triggered abilities (abilities with two trigger conditions, floating triggered abilities), activated abilities (paying costs, steps to use), static abilities (duration, timing, outside of play), replacement effects, and ability modifiers.
Zones: General rules, deck, hand, play, inkwell, discard, and bag.
It's important to note that Disney Lorcana tournaments may have additional rules that can affect the rules in the Comprehensive Rules. You should refer to the Disney Lorcana TCG Tournament Rules for further reference.
The Comprehensive Rules were updated on August 9, 2024, in preparation for the release of the Shimmering Skies set. These updates included:
New technical definitions for Keyword Abilities.
Clarifications on the Game State Check.
A new rule for Reveal.
Clarifications on Replacement Effects.
A new rule for Triggered Abilities with Two Conditions.
A new rule for Floating Triggered Abilities.
Updates to language referencing non-ink Shift costs.
Quality-of-life updates regarding triggered abilities with an intervening "if," triggered abilities with two effects separated by a period, steps of paying the cost of an activated ability, what happens when a card has a negative Lore value, and hyperlinks to other rule documents.
In tournament play, players are expected to abide by the Comprehensive Rules, and the Head Judge is the final arbiter for any rules disputes, enforcing the Comprehensive Rules, along with other tournament documents.

COMPREHENSIVE RULES FOR DISNEY LORCANA.
Effective August 9, 2024
A NOTE FOR NEWER PLAYERS
Welcome! There are several ways to access the rules for the Disney Lorcana trading card game. The information outlined in this document is meant for high-level Disney Lorcana rules questions and not as a way to learn the game. If you’re new to the Disney Lorcana TCG, we recommend you start with our introductory videos here or download the official Disney Lorcana Trading Card Game Companion app on Apple or Google Play.
INTRODUCTION
This document covers the technical details of official Disney Lorcana gameplay. The rules described here are organized in a numbered format to make referencing and updating them easy and clear. The Comprehensive Rules are a living document. Go to the Disney Lorcana Resources page for the most current version.
UPDATES
We’ve used colored text to make it easier to spot updates made to this document since its last publication. Text that is new or changed is in Sapphire. Text that has been moved is in Amber. For a list of revisions, see the Update Summary at the end of this document.
CONTENTS
1. CONCEPTS 1.1. General Languages, Official Text, Updates, Tournament Rules 1.2. Golden Rules Choices 1.3. Active Player 1.4. Opponent 1.5. Playing Cards 1.6. Types of Abilities 1.7. The Bag 1.8. Players’ Cards 1.9. Game State Check Game State Conditions, Required Actions, Order of Completion 1.10. Multiplayer Games 2. BEFORE THE GAME 2.1. Deck Rules 3. GAMEPLAY 3.1. Starting a Game Starting Player, Randomize, Track Lore, Draw, Alter Hands 3.2. Ending a Game Lore, Empty Deck, Last Player 4. TURN STRUCTURE 4.1. Phases 4.2. Beginning Phase Ready, Set, Draw 4.3. Main Phase Turn Actions, Inkwell, Play a Card, Play for Free, Quest, Challenge, Move a Character, Use Activated Abilities 4.4. End of Turn Phase 5. CARDS 5.1. Conditions Ready, Exerted, Damaged, Undamaged 6. CARD TYPES 6.1. Characters Requirements to Be a Character 6.2. Parts of a Card Ink Key, Rarity Key, Characters with Two Names 6.3. Actions General, Songs 6.4. Items 6.5. Locations Parts of a Card 7. ABILITIES 7.1. General Clauses, Multiple Effects in a Clause, “May,” “Put into Hand,” “Other/Another,” Playing Cards while Resolving Abilities, Loops, “Up to,” “That,” Revealing Cards 7.2. Action Cards 7.3. Keywords General, Reminder Text 7.4. Triggered Abilities Abilities with Two Trigger Conditions, Floating Triggered Abilities 7.5. Activated Abilities Paying Costs, Steps to Use 7.6. Static Abilities Duration, Timing, Outside of Play 7.7. Replacement Effects 7.8. Ability Modifiers 8. ZONES 8.1. General Public, Private, Fail to Find 8.2. Deck
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9. PLAYING THE GAME 9.1. Turn Structure Beginning Phase, Main Phase, End of Turn Phase 9.2. Inkwell Adding Ink, Using Ink 9.3. Playing Cards General, Paying Costs, Paying Ink Costs, Paying Alternate Costs, Playing Multiple Cards, Playing for Free, Playing Actions, Playing Songs, Playing Items, Playing Characters, Playing Locations 9.4. Questing 9.5. Challenging General, Who Can Be Challenged?, Who Can Challenge?, Declaring a Challenge, Dealing Damage, Banishment, Damage to Locations, Simultaneous Banishment 9.6. Moving Characters to Locations 9.7. Using Abilities General, Triggered Abilities, Activated Abilities, Static Abilities, Replacement Effects, Costs 10. KEYWORDS 10.1. General 10.2. Bodyguard 10.3. Chosen 10.4. Evasive 10.5. Reckless 10.6. Resist 10.7. Rush 10.8. Shift 10.9. Singer 10.10. Support 10.11. Support 10.12. Ward GLOSSARY UPDATE SUMMARY PREVIOUS UPDATE SUMMARY
1. CONCEPTS 1.1. General 1.1.1. Disney Lorcana cards are published in multiple languages. For the purposes of gameplay, the English cards, rules, rulings, and clarifications are the official versions. 1.1.2. Card text and rules may be updated or corrected. The most current updated or corrected information is the official version for gameplay. 1.1.3. The Disney Lorcana TCG is a game played with two or more people. Each player needs a deck of Disney Lorcana cards that they’ll use in the game. See 2.1 “Deck Rules” for deck requirements. 1.1.4. Each player needs a way to track their lore totals and mark damage on characters and locations. This can be any method players find convenient that is clear to all players in the game. 1.1.5. Disney Lorcana tournaments may have additional rules that can affect the ones in this document. Please refer to the Disney Lorcana TCG Tournament Rules found here for further reference. 1.1.6. Some cards include reminder text set in italics. Reminder text isn’t rules text. It’s only a memory aid and may vary without changing the meaning of keyword rules.
1.2. Golden Rules 1.2.1. If the text of a card contradicts a game rule, the card effect supersedes that rule. Example: The game doesn’t allow a character to challenge a ready character, but a player has a character with an ability that reads, “This character can challenge ready characters.” The ability overrides the game rule and allows that character to challenge a ready character. 1.2.2. If a rule or effect prevents something from happening, that rule or effect supersedes other rules and effects that allow it to happen. Example: An effect says that players can’t play actions. Another effect instructs a player they may play an action for free. That player still can’t play an action. 1.2.3. Do as much as you can – If an effect tells a player to do something, the player does as much as possible even if some part of that effect can’t be done, except in specific cases (see 7.1.2). Example: Strike a Good Match has an effect that reads, “Draw 2 cards, then choose and discard a card.” If an effect prevents the player of this action from drawing any cards, they still have to choose and discard a card.
1.3. Active Player 1.3.1. The active player is the player whose turn it is.
1.4. Opponent 1.4.1. A player’s opponent is any other player in the game who isn’t on their team. In a two-player game, each player has one opponent.
1.5. Playing Cards 1.5.1. To play a card, a player takes that card from their hand and puts it into play as described by the rules for that card type (see section 6, “Card Types”).
1.6. Types of Abilities 1.6.1. There are four types of abilities: triggered, activated, static, and replacement. 1.6.1.1. Triggered abilities start with “When,” “Whenever,” “At the start of,” or “At the end of” and describe a trigger condition and an effect. Triggered abilities follow the rules in section 7.4. 1.6.1.2. Activated abilities have a cost and an effect. They are written as “[Cost] – [Effect].” Activated abilities follow the rules in section 7.5. 1.6.1.3. Static abilities are effects that are continuously active either for a fixed length of time or for as long as the card generating the effect is in play. Static abilities follow the rules in section 7.6. 1.6.1.4. Replacement effects are generated by some static abilities. These replace one effect with another. Replacement effects follow the rules in section 7.7. 1.6.2. Whenever an effect would affect multiple players at the same time, the active player resolves that effect first, then in turn order each other player resolves that effect. Example: Donald Duck – Perfect Gentleman has the ability Allow Me that reads, “At the start of your turn, each player may draw a card.” While the triggered ability is resolving, the active player resolves their part of the effect first and draws a card. Then in turn order each other player resolves their part of the effect and draws a card. Once all players have finished resolving their respective parts of the effect, it has fully resolved and the game continues.
1.7. The Bag 1.7.1. The bag is the zone where triggered abilities wait to resolve. It’s not a physical zone but a way to picture the process of resolving triggered abilities. Think of each triggered ability as a marble and the bag as a place to put them until they’re resolved. Every marble is separate from every other marble, and a player can look through the bag of marbles to select the one they wish to resolve next. 1.7.2. For the rules for resolving triggered abilities in the bag, see 8.7, “Bag.”
1.8. Players’ Cards 1.8.1. A card belongs to the player who brought it to the game as part of their deck. 1.8.2. Some card effects can cause a player to gain control of another player’s card. This is noted in the rules for that effect. 1.8.3. You/Your/Yours – Card effects address the player who played that card. When a card refers to “you,” “your,” or “yours,” it’s referring to the player of the card, even if the ability containing the reference was granted by an opposing effect.
1.9. Game State Check 1.9.1. There is a set of conditions the game checks for with certain required actions happening when one or more of those conditions is met. This is called a game state check and is made up of two parts: the game state condition and the required action. A game state condition is a specific circumstance the game state can achieve. A required action is what happens in the game when a game state condition is met. The following are the conditions that the game state check looks for and the required action each creates. 1.9.1.1. If a player has 20 or more lore, that player wins the game. 1.9.1.2. If a player attempted to draw from a deck with no cards since the last game state check, that player loses the game. 1.9.1.3. If a character or location has damage equal to or greater than its Willpower {W}, that character or location is banished. 1.9.2. A game state check is made at the end of every step, after any action or ability is finished resolving, and after each effect in the bag is finished resolving. During a game state check, first check and complete all win and loss conditions and required actions. Then if there are no win or loss conditions met, check and complete all other conditions and required actions. Once all required actions are complete, the game state check repeats until there are no further required actions to complete. Triggered abilities that occurred during this process are then added to the bag to resolve. 1.9.2.1. Any required actions generated from a game state check happen in turn order. If a player would win and lose the game at the same time as a result of the same game state check, that player wins the game. 1.9.3. Once a required action is completed, the game state check occurs again. 1.9.4. Abilities that trigger as a result of a game state check are added to the bag as soon as the check and any required actions are fully completed. 1.9.5. If multiple required actions would happen at once, a single combined required action takes place, and all of the required actions are considered to have happened simultaneously.
1.10. Multiplayer Games 1.10.1. Some multiplayer game formats allow more than two players to participate in a single game. These formats may have additional rules or modify the rules in this document. 1.10.2. In all multiplayer game formats, unless otherwise specified, each player has their own turn and the turn order proceeds clockwise around the table. 1.10.2.1. Effects that refer to “your opponent” refer to the opponent whose turn is currently happening. 1.10.2.2. If a player leaves the game for any reason, all cards they own immediately leave the game. 1.10.2.3. If a player must draw a card and their deck has run out, they lose and must immediately leave the game. All of that player’s cards and effects are removed from the game, including any static effects that would have ended during their current or future turns. 1.10.3. Some multiplayer game formats use simultaneous turns. 1.10.3.1. During a simultaneous turn, all players on the same team progress through the phases and steps of the game at the same time. During the Main Phase, the players can take any turn action they could take normally in any player order they wish. Players must complete one turn action in its entirety before moving to the next turn action. 1.10.3.2. If triggered abilities or effects are added to the bag by multiple players during a simultaneous turn, these triggered abilities or effects are added to the bag by the team as a whole, and the order in which they are resolved is chosen by the team. Otherwise, resolving follows the same rules found in section 8.7, “Bag.” Example: Three players are members of the same team taking a simultaneous turn. During the Ready step of the Beginning Phase, all three players ready their cards at the same time. During the Set step, all three players gain lore from locations they have in play with a {L} characteristic and then add any effects or abilities that triggered during the Ready step to the bag at the same time. In the Draw step, all three players draw a card from their decks at the same time. After the game moves into the Main Phase, the players take a simultaneous turn together. The first player wants to put a card into their inkwell. The second wants to quest, and the third has decided to have one of their characters challenge an opposing character. The players can decide the order of these turn actions, but each turn action must be completed in its entirety before the next player can act. During the End of Turn Phase, the players declare the end of their turn. All triggers are added to the bag at the same time and all “this turn” effects end at the same time.
2. BEFORE THE GAME 2.1. Deck Rules 2.1.1. Each player’s Disney Lorcana deck must meet the following requirements. Alternate play formats may have different requirements. 2.1.1.1. The deck must contain at least 60 cards. There’s no upper limit to the number of cards in a deck. 2.1.1.2. The deck can contain cards of up to two ink types. 2.1.1.3. The deck can contain up to 4 cards with the same full name (see 6.2.5). 2.1.1.4. The deck can’t contain any banned cards.
3. GAMEPLAY 3.1. Starting a Game 3.1.1. Players should sit across from each other. 3.1.2. Players determine who goes first using a mutually agreed-upon random method (coin flip, roll a die, etc.). 3.1.3. Each player shuffles their deck and offers it to their opponent to shuffle or cut. 3.1.4. Each player sets their lore tracker to 0. 3.1.5. Each player draws 7 cards from the top of their deck. This is their starting hand. 3.1.6. Each player may then choose to put any number of cards from their hand on the bottom of their deck in any order and draw back up to 7 cards. This is called a mulligan. Each player may take only one mulligan. 3.1.7. The first player skips the Draw step of their first turn. 3.1.8. Certain formats and tournament policies may add to, remove from, or otherwise adjust these rules.
3.2. Ending a Game 3.2.1. A game can end one of these ways: 3.2.1.1. When a player reaches 20 lore, they win the game. 3.2.1.2. If a player attempted to draw from a deck with no cards since the last game state check, that player loses the game. All cards in play and any abilities or effects waiting to resolve that belong to a player who loses the game are immediately removed. If this occurs in a multiplayer game, the game continues. If it was the losing player’s turn, the game progresses to the next player’s turn after any other effects have been resolved.
4. TURN STRUCTURE 4.1. Phases 4.1.1. A turn is divided into two phases: the Beginning Phase and the Main Phase. After the Main Phase, the turn ends, and the next player takes their turn. 4.1.2. Each phase has one or more steps that happen in order. 4.1.3. The Main Phase is where a player can act on their turn, choosing to perform any of the Main Phase turn actions. (See 4.3, “Main Phase.”) 4.1.4. The End of Turn Phase is where all effects that end at the current turn end. If effects would be added to the bag as a result of effects ending, those effects are resolved and the game proceeds to the next player’s Beginning Phase. (See 4.4, “End of Turn Phase.”)
4.2. Beginning Phase 4.2.1. Ready 4.2.1.1. The active player readies all their cards in play and in their inkwell. 4.2.1.2. Effects that apply “During your turn” start applying. 4.2.1.3. Effects that end “at the start of your turn” or “at the start of your next turn” end. 4.2.1.4. Effects that trigger “at the start of your turn” and “at the beginning of your turn” trigger but do not yet resolve (see 4.2.2.3). 4.2.2. Set 4.2.2.1. Effects that happen at the start of the turn occur. 4.2.2.2. If the active player has any locations in play with a Lore value {L}, they gain that much lore. Gaining lore from a location isn’t a triggered ability. 4.2.2.3. The active player puts any abilities that triggered at the start of their turn or during the Ready step into the bag. 4.2.3. Draw 4.2.3.1. The active player draws one card from the top of their deck. 4.2.3.2. The first player skips this step on their first turn.
4.3. Main Phase 4.3.1. Turn actions are the actions that the game allows a player to take during their turn. No effect or other card is needed in order to take these turn actions. 4.3.2. The active player may take turn actions in any order during the Main Phase of their turn. Unless otherwise noted, they may take each action any number of times, provided they have the necessary resources to pay any associated costs and complete the turn actions. 4.3.3. Put a card into the inkwell. This turn action is limited to once per turn. 4.3.4. Play a card. 4.3.4.1. A player can play a card only during their turn. 4.3.4.2. These steps apply to all cards that can be played. Cards can normally be played only from a player’s hand. Only the active player can play cards; no player may play a card on an opponent’s turn. 4.3.4.3. First, the active player announces the card they intend to play and reveals it from their hand. 4.3.4.4. Second, the player announces how they intend to play the card, whether for its ink cost or an alternate cost. If multiple alternate costs could apply to the card, the player may choose one and ignore the others for the purposes of playing the card. 4.3.4.5. Third, the player checks whether they have the resources to pay the total cost. The total cost is the printed ink cost unless an alternate cost is being used (see 9.3.4, “Paying Alternate Costs”) or another effect modifies the cost. If the player can’t pay the total cost, they can’t continue playing the card. 4.3.4.6. Fourth, if the player can pay the total cost, they do so. To pay an ink cost, the player exerts a number of ready ink cards in their inkwell equal to the cost. The ink cards remain exerted until they are readied at the start of the player’s next turn. If an alternate cost is being paid, follow the rules for that cost. 4.3.4.7. Fifth, once the cost has been paid, the player puts the card into the appropriate zone based on its card type. • Action: The action’s effect resolves immediately (see 7.2, “Action Cards”), and then the card is put into its player’s discard pile (see 8.3, “Discard”). • Item: The item is put into the Play zone ready (see 8.4, “Play Zone”). An item’s activated abilities can be used on the turn it enters play (see 7.5, “Activated Abilities”). • Character: The character is put into the Play zone ready. A character can’t quest, challenge, or exert to pay costs during the turn it enters play. This is sometimes referred to as “drying ink.” • Location: The location is put into the Play zone ready (see 8.4, “Play Zone”). A location’s activated abilities can be used during the turn it enters play (see 7.5, “Activated Abilities”). 4.3.4.8. Sixth, once the card is in play or has resolved, any “when you play this card” triggered abilities trigger and are added to the bag. 4.3.4.9. If the played card has the Singer keyword, for the purposes of paying an alternate cost for a song card, the character’s cost is equal to the ink cost printed in the upper left corner of the card. 4.3.4.10. Some effects allow a player to play a card “for free.” This means the card’s ink cost or any alternate cost doesn’t need to be paid. All other rules for playing the card still apply. 4.3.5. Activate an item. 4.3.5.1. To activate an item, the player pays its cost (if any) and then resolves its effect. 4.3.5.2. An item’s activated abilities can be used during the turn it enters play. 4.3.6. Play a character ability that doesn’t require {E}. 4.3.6.1. Some character abilities have a cost that doesn’t include {E}. 4.3.6.2. To use one of these abilities, the player pays its cost (if any) and then resolves its effect. 4.3.6.3. A character’s abilities can’t be used during the turn it enters play. 4.3.7. With a character that was in play during the Set step: 4.3.7.1. Quest – Exert the character {E} to have it quest. 4.3.7.2. Challenge an exerted character – Exert the character {E} to have it challenge an opposing character that is exerted. 4.3.7.3. Challenge a location – Exert the character {E} to have it challenge an opposing location. 4.3.7.4. Use an ability that requires {E} – Exert the character {E} and pay any other costs to use the ability.
4.4. End of Turn Phase 4.4.1. Take these steps in order: 4.4.1.1. All effects that last “until the end of this turn” end. 4.4.1.2. Any triggered abilities that trigger as a result of these effects ending are put into the bag. 4.4.1.3. Resolve all abilities in the bag. If any new triggers occur, add them to the bag and resolve them (repeat this process until the bag is empty) (see 8.7, “Bag,” and 9.7.2, “Resolving Triggered Abilities,” for more information about the bag and resolving triggers). Support). If this causes any new triggers, return to step 4.4.1.2. 4.4.1.4. The turn ends for the active player, and the next player begins their turn.
5. CARDS 5.1. Conditions 5.1.1. Ready – Cards enter play ready. A player can’t use any of an exerted card’s abilities that include {E} as part of the cost. 5.1.2. Exerted – When a card is exerted, it’s turned sideways. A player can use an exerted card’s abilities that don’t require {E} as part of the cost. 5.1.3. Damaged – A card that has at least 1 damage is considered damaged. 5.1.4. Undamaged – A card that has no damage is considered undamaged.
6. CARD TYPES 6.1. Characters 6.1.1. Character cards represent Disney characters. 6.1.2. Characters have the following characteristics that may be referenced during a game: 6.1.2.1. Strength {S} – How much damage the character deals during a challenge (see 9.5, “Challenging”). 6.1.2.2. Willpower {W} – How much damage it takes to banish the character from play (see 9.5, “Challenging”). The classifications that can appear on a character card are: Ally, Animal, Artiste, Broom, Detective, Dragon, Dreamborn, Entangled, Fairy, Floodborn, Hero, Hyena, Inventor, King, Knight, Madrigal, Mentor, Musketeer, Pirate, Prince, Princess, Puppy, Queen, Racer, Robot, Seven Dwarfs, Sorcerer, Storyborn, Tigger, Titan, Villain. 6.1.2.3. Lore Value {L} – How much lore you gain when the character quests (see 9.4, “Questing”). 6.1.2.4. Ink Type – Indicated by the ink type symbol and colored bar behind the card’s name. 6.1.2.5. Ink Cost {I} – How much ink it costs to play the card (see 9.3.3, “Paying Ink Costs”). 6.1.3. Only characters can quest or challenge. 6.1.4. A character must have been in play at the beginning of the Set step of their player’s turn in order to quest, challenge, or {E} as part of a cost (see 4.2.2, “Set”).
6.2. Parts of a Card 6.2.1. Most parts of a card appear on all card types. Specific differences are noted in the entry for the relevant card type. 6.2.2. Art – The art isn’t used for gameplay. 6.2.3. Ink Type – The ink type of the card, identified by the ink type symbol. The colored bar behind the card’s name reflects the associated color. A card’s ink type is important for building a deck and may be referenced in card rules. 6.2.4. Name – The name of the card appears in larger print. An effect that looks for a card or character with a specified name looks only at this line and ignores the version. The whole character or location name must be the same as the specified name to be a match. A character’s or location’s name and version together constitute its full name. (See #2 in the diagram under 6.2, “Parts of a Card.”) 6.2.5. Version – A card’s version differentiates cards with the same name. A character’s or location’s name and version together constitute its full name. (See #3 in the diagram under 6.2, “Parts of a Card.”) 6.2.6. Classifications – Categories that identify some characteristics of the card and may be referenced in card rules. (See #4 in the diagram under 6.2, “Parts of a Card.”) Example: Hades – King of Olympus has an ability that references cards with the Villain classification. It reads, “This character gets +1 {L} for each other Villain character you have in play.” 6.2.7. Ink Cost – The amount of ink {I} the player must exert from their inkwell in order to play the card. (See #1 in the diagram under 6.2, “Parts of a Card.”) 6.2.8. Strength – How much damage the character deals during a challenge. (See #5 in the diagram under 6.2, “Parts of a Card.”) 6.2.9. Willpower – How much damage a character can take before being banished. If a character takes damage equal to or greater than its Willpower {W}, it’s banished as a required action. A character’s Willpower {W} is also referenced by some card effects. (See #6 in the diagram under 6.2, “Parts of a Card.”) 6.2.10. Lore Value – How much lore the player gains when the character quests. The appearance of the Lore value symbol {L} may vary on some cards (e.g., some enchanted or promo cards), but these variations don’t affect gameplay. (See #8 in the diagram under 6.2, “Parts of a Card.”)
6.3. Actions 6.3.1. Action cards represent one-time effects. 6.3.2. When an action is played, its player resolves its effects and then puts it into their discard pile. Actions never enter the Play zone. 6.3.3. Some actions are also songs (see 6.3.4, “Songs” below). 6.3.4. Songs 6.3.4.1. Song cards are a subtype of action cards that have an alternate way to be played. 6.3.4.2. Each song card has text that reads, “(A character with cost X or more can {E} to sing this song for free.)” This means that if the active player has a ready character in play with an ink cost of X or more, they can exert that character to play the song card instead of paying its ink cost (see 9.3.6, “Playing Songs”). 6.3.4.3. If a song is played by exerting a character, the song’s effect happens immediately, and then the song card is put into its player’s discard pile (see 8.3, “Discard”). 6.3.4.4. If a song is played for its ink cost, follow the normal rules for playing an action (see 9.3.5, “Playing Actions”).
6.4. Items 6.4.1. Item cards represent objects, tools, or other persistent effects. 6.4.2. When an item card is played, it’s put into its player’s Play zone ready and remains there until it’s banished or removed by a card effect. 6.4.3. Most items have activated abilities that a player can use during their turn.
6.5. Locations 6.5.1. Location cards represent places and remain in play once played until they are banished or otherwise leave play. 6.5.2. Locations have a move cost {M} in the upper right corner that indicates how much ink it costs for one of their player’s characters to move to that location (see 9.6, “Moving Characters to Locations”). 6.5.3. A player can have any number of different locations in play, but can’t have more than one copy of the same location in play at the same time. 6.5.4. Only the card’s owner gains the benefits from its passive effects and activated abilities, unless otherwise specified. 6.5.5. When a location is played, it enters play ready and can have its abilities used on the turn it enters play. 6.5.6. Lore Value – A location may have a Lore value {L}, which is how much lore its player gains at the start of their turn during the Set step. (See #6 on the diagram under 6.5.) 6.5.7. Abilities – If a location has an ability, that ability can be used during the turn the location is played. (See #5 on the diagram under 6.5.)
7. ABILITIES 7.1. General 7.1.1. Each clause of a card is a separate effect and/or cost. Each clause is separated by a period. 7.1.2. Cards that list one or more costs or effects in a single clause resolve based on the intervening word. 7.1.2.1. Most cards are written as [A]. Example: “You may have up to 99 copies of Dalmatian Puppy – Tail Wagger in your deck.” 7.1.2.2. [A] to [B] – The player must pay the cost described in the first part of the clause [A]. If they’re unable to do that, they can’t finish resolving the effect in the second part of the clause [B]. The first part of the clause [A] is a cost, not an effect. The second part of the clause [B] is an effect. Example: “Banish chosen item of yours to deal 5 damage to chosen character.” If the player doesn’t have an item in play that they can banish to pay the cost listed in the first part of the clause [A], they can’t deal the 5 damage described in the second part of the clause [B]. 7.1.2.3. [A] then [B] – Resolve all effects as much as possible, even if some of the effects can’t be resolved. Example: “Draw 2 cards, then choose and discard 2 cards.” 7.1.2.4. [A] and [B] – Resolve all effects as much as possible, even if some of the effects can’t be resolved or “and” seems to tie the effects together as though the wording were [A] to [B]. Sometimes “and” simply serves its normal grammatical purpose. Example A: The Queen – Commanding Presence’s ability Who is the Fairest? reads, “Whenever this character quests, chosen opposing character gets -4 {S} this turn and chosen character gets +4 {S} this turn.” If the opponent doesn’t have a character in play that can be chosen for the first part of this effect, the active player still gives a chosen character +4 {S}. Example B: John Silver – Greedy Treasure Seeker’s ability Chart Your Own Course reads, “For each location you have in play, this character gains Resist +1 and gets +1 {L}.” This “and” doesn’t have any special gameplay significance. 7.1.3. Effects can refer to a chosen card or character. If a card or character is chosen, that choice is made by the player resolving the effect, unless otherwise specified. Only a card or character that meets all the criteria defined by the effect can be chosen. 7.1.4. If an effect refers to another card or character, it can’t refer to itself. If it refers to other cards or characters, it also can’t refer to itself but can refer to multiple cards or characters at the same time. 7.1.5. If an effect instructs a player to put a card into their hand, and that player has no hand, the card is lost and can’t be recovered. 7.1.6. When an effect is resolving, players can’t take any other actions or play any other cards unless specifically instructed to do so by the effect. 7.1.7. If an effect creates a loop by causing the same triggered ability to trigger again, the ability resolves as many times as possible, and then the loop ends. 7.1.8. If an effect says to do something “up to” a certain number of times, the player can choose to do it any number of times less than or equal to that number, including zero. 7.1.9. If an ability refers to “that character” or “that card,” it means the specific card or character that triggered the ability or is using the ability. 7.1.10. Some effects instruct the active player to reveal a card or cards. To reveal a card, the player shows the face of the card to all other players in the game. The player can reveal cards only from the group of cards described earlier in the effect. Example: The song Look at This Family has an effect that reads, “Look at the top 5 cards of your deck. You may reveal up to 2 character cards and put them into your hand. Put the rest on the bottom of your deck in any order.” The cards the player chooses to reveal can only come from the top 5 cards the player looked at. The player can’t choose to reveal any cards from any other group of cards.
7.2. Action Cards 7.2.1. Playing an action may trigger other abilities. In this case, the active player resolves the action immediately, and once that action has been fully resolved, players may resolve the triggered abilities as described in section 8.7, “Bag.”
7.3. Keywords 7.3.1. Keyword abilities are abilities represented by short names that are the same wherever the ability appears. See section 10, “Keywords,” for more information on individual keyword abilities. 7.3.2. Keywords are usually followed by reminder text describing what they do. This reminder text, enclosed in parentheses and set in italics, is not rules text but only a memory aid.
7.4. Triggered Abilities 7.4.1. Triggered abilities occur when their trigger condition is met. They trigger only once per trigger condition that is met. 7.4.2. Triggered abilities start with “When,” “Whenever,” “At the start of,” or “At the end of” and describe the game state that causes the abilities to trigger and the effects of the abilities. 7.4.3. When an ability triggers, its effect is placed into the bag to be resolved in order as described in section 8.7, “Bag.” 7.4.4. Some triggered abilities are written as “[Trigger Condition], if [Secondary Condition], [Effect]. These abilities check whether the secondary condition has been met only when the triggered ability would resolve. If the secondary condition hasn’t been met, the effect doesn’t resolve. 7.4.5. Some triggered abilities are written as, “[Trigger Condition], [Effect]. [Effect].” Both effects are linked to the trigger condition but are independent of each other. Example A: Moana – Of Motunui has an ability called We Can Fix It that reads, “Whenever this character quests, you may ready your other Princess characters. They can’t quest for the rest of this turn.” If the active player chooses to quest with Moana, none of their other Princess characters can quest this turn, regardless of whether they were readied by the effect or not. Example B: Scar – Vicious Cheater has an ability called Daddy Isn’t Here to Save You that reads, “During your turn, whenever this character banishes another character in a challenge, you may ready this character. He can’t quest for the rest of this turn.” Because the two effects are both tied to the trigger condition, if Scar doesn’t challenge he can quest this turn as normal. 7.4.6. Floating Triggered Abilities 7.4.6.1. Some triggered abilities create an effect that happens at a specified time or under a specified condition, even if the card with the ability has left play. 7.4.6.2. These abilities are worded as “[Trigger Condition]. At [timing], [effect].” or “[Trigger Condition]. If [condition], [effect].” Example: Pongo – Determined Father has an ability that reads, “Whenever this character quests, you may add a Dalmatian Puppy – Tail Wagger from your discard pile to your hand. If you do, at the start of your next turn, banish a character you control.” Even if Pongo is no longer in play at the start of their next turn, the active player must banish a character they control if they added a Dalmatian Puppy – Tail Wagger to their hand when Pongo quested.
7.5. Activated Abilities 7.5.1. Activated abilities have a cost and an effect. They are written as “[Cost] – [Effect].” 7.5.2. A player may use an activated ability after paying its cost. An activated ability can’t be used if its cost can’t be paid. 7.5.3. Paying Costs 7.5.3.1. The player who controls the card with the activated ability pays the cost. 7.5.3.2. All costs must be fully paid to use the ability. 7.5.3.3. Unless otherwise specified, costs can be paid in any order. 7.5.3.4. If part of the cost requires a player to choose a card or character, that choice is made before paying the rest of the cost. 7.5.3.5. Once a cost has been paid, it can’t be undone, even if the ability’s effect can’t be fully resolved. 7.5.4. Steps to Use 7.5.4.1. First, the player announces they’re using the ability and reveals any hidden costs (such as choosing a card in hand to discard). 7.5.4.2. Second, the player pays the cost. 7.5.4.3. Third, the player resolves the ability’s effect. 7.5.5. Activated abilities of items may be used during the turn the item is played. 7.5.6. A character’s activated abilities can’t be used during the turn it enters play.
7.6. Static Abilities 7.6.1. Static abilities are continuously active, either for a fixed length of time or for as long as the card generating the effect is in play. 7.6.2. Static abilities that affect characters apply only to characters in the Play zone controlled by that card’s controller, unless otherwise specified. 7.6.3. If a static ability has a duration, it lasts for that duration or until the card leaves play, whichever happens first. 7.6.4. Static abilities that trigger “during your turn” apply only while it’s the active player’s turn. 7.6.5. Static abilities with an ongoing effect don’t use the bag and are always active. 7.6.6. Static abilities can also function while the card is not in play. These abilities usually apply while the card is in a specific zone (like the hand or discard) or while a player is taking a specific action (like playing the card).
7.7. Replacement Effects 7.7.1. Some static abilities create replacement effects. 7.7.2. A replacement effect modifies how an event happens. Instead of the original event, a different event occurs. 7.7.3. Replacement effects are continuous and remain active as long as the card with the ability is in play and the condition for the replacement effect is met. 7.7.4. If multiple replacement effects would apply to the same event, the player who would be affected by the event chooses which one to apply.
7.8. Ability Modifiers 7.8.1. Some abilities can modify the characteristics of a card, such as its Strength {S}, Willpower {W}, or Lore value {L}. 7.8.2. If a characteristic is increased or decreased, the new value is used for all gameplay purposes. 7.8.3. A characteristic can’t have a value less than 0. For example, if an effect would reduce a character’s Strength {S} below 0, its Strength {S} becomes 0 instead.
8. ZONES 8.1. General 8.1.1. A zone is a place where cards are held during a game. Each player has their own deck, hand, play, inkwell, and discard zones. There is also a shared bag zone where triggered abilities wait to resolve. 8.1.2. Whether a zone is public or private determines what information players can have about the cards in that zone. 8.1.3. All zones are considered separate from one another. 8.1.4. Fail to Find 8.1.4.1. If an effect instructs a player to look for a specific card or cards in a zone and no such card or cards exist in that zone, the “fail to find” event occurs. 8.1.4.2. If an effect has additional things that happen only if a card is found, those things don’t happen if a “fail to find” event occurs.
8.2. Deck 8.2.1. A player’s deck is where cards they may use in a particular game are held. 8.2.2. The deck is a private zone. The cards in a player’s deck remain facedown at all times and in a single pile. Players can’t look at or change the order of cards in their decks during a game. Players can count the remaining cards in any player’s deck at any time. 8.2.3. Whenever a card or game state instructs a player to draw a card follow the rules outlined in 4.2.3, “Draw.” 8.2.4. If cards are added to the top or bottom of a deck in any order and the cards were publicly known to all players, the order in which they were added must be maintained unless otherwise specified.
8.3. Discard 8.3.1. The discard pile is a public zone where action cards are put after they’ve finished resolving and where other cards are put after being banished from play or discarded from the hand. 8.3.2. Each player has their own discard pile. A player’s discard pile is kept faceup in front of them, separate from their other cards. 8.3.3. Players can look through any player’s discard pile at any time.
8.4. Play Zone 8.4.1. The Play zone is a public zone where character, item, and location cards are put when they’re played. 8.4.2. Each player has their own Play zone in front of them. 8.4.3. The Play zone is a public zone. Players can look at the cards any player has in play at any time. Players can count the number of cards any player has in play at any time. 8.4.4. Whenever 1 or more cards would leave play, they first check whether any abilities would trigger from them or others leaving play.
8.5. Inkwell 8.5.1. A player’s inkwell is where they put the cards they will use as ink throughout the game. These cards are ink cards. Each ink card must have the inkwell symbol {C} around its cost and represents 1 {I} the player can use to pay ink costs. Nothing on the front of an ink card affects the ink it generates. There’s no limit to the number of cards a player can have in their inkwell. 8.5.2. The inkwell is a public zone. A player’s inkwell is kept facedown in front of them, separate from their other cards. Players can count the number of cards in any player’s inkwell at any time but can’t look at the faces of the cards.
8.6. Hand 8.6.1. A player’s hand is a private zone where the cards they’ve drawn are held. 8.6.2. Players can look at their own hands but can’t look at their opponents’ hands.
8.7. Bag 8.7.1. The bag is a nonphysical zone where triggered abilities wait to resolve (see 1.7, “The Bag”). 8.7.2. When a triggered ability’s trigger condition is met, the ability is put into the bag. 8.7.3. At the end of every step, after any action or ability has finished resolving, and after each effect in the bag is finished resolving, a game state check occurs. After all required actions from the game state check are complete, all triggered abilities that have triggered as a result are added to the bag. 8.7.4. Once abilities have been added to the bag, the active player chooses the order in which they resolve their own triggered abilities. If multiple triggered abilities controlled by the same player have the same trigger condition, that player chooses the order in which those abilities are put into the bag and resolved. 8.7.5. If there are abilities from multiple players in the bag, the active player resolves all of their abilities first, one at a time, including any that were added as a result of resolving abilities. 8.7.6. The next player resolves all of their abilities following the guidelines in 8.7.5. If this causes new triggers, regardless of whose abilities triggered, the current resolving player keeps resolving their triggers. 8.7.7. Continue around the table in turn order as described in 8.7.5–8.7.6 until there are no more triggers to resolve. 8.7.8. Once the bag is empty and all players have no more abilities to resolve or turn actions to take, the players proceed to the next step of the turn or the next phase.
9. PLAYING THE GAME 9.1. Turn Structure 9.1.1. Each turn has a Beginning Phase and a Main Phase (see section 4, “Turn Structure”). 9.1.2. During the Beginning Phase, players ready their cards, check for start-of-turn effects, and draw a card (except for the first player on their first turn). 9.1.3. During the Main Phase, the active player can take turn actions, such as putting a card into their inkwell, playing cards, questing, and challenging. 9.1.4. After the Main Phase, the turn ends, and the next player takes their turn.
9.2. Inkwell 9.2.1. Adding Ink 9.2.1.1. Once per turn, during their Main Phase, the active player may put one card from their hand facedown into their inkwell. 9.2.1.2. Any card with the inkwell symbol {C} can be added to the inkwell. 9.2.1.3. A card added to the inkwell provides 1 {I} that can be used to pay the ink cost of other cards. 9.2.2. Using Ink 9.2.2.1. To pay an ink cost, the player exerts a number of ready ink cards in their inkwell equal to the cost. 9.2.2.2. The exerted ink cards remain exerted until the start of the player’s next turn.
9.3. Playing Cards 9.3.1. General 9.3.1.1. Cards can normally be played only from a player’s hand. 9.3.1.2. Only the active player can play cards. 9.3.1.3. To play a card, the player announces the card, announces how they are playing it (for its ink cost or an alternate cost), checks if they can pay the cost, pays the cost, and then puts the card into the appropriate zone. 9.3.2. Paying Costs 9.3.2.1. The cost to play a card is shown in the upper left corner of the card as an ink cost {I}, unless an alternate cost is being used. 9.3.2.2. To pay a card’s ink cost, the player exerts a number of ready ink cards in their inkwell equal to the cost. 9.3.3. Paying Ink Costs 9.3.3.1. When a player pays an ink cost, they must exert a number of ready ink cards in their inkwell equal to the ink cost of the card they are playing. 9.3.3.2. The exerted ink cards remain exerted until the start of the player’s next turn. 9.3.4. Paying Alternate Costs 9.3.4.1. Some cards have alternate costs that can be paid instead of their ink cost. These are described in the card’s text (for example, the Shift keyword). 9.3.4.2. If a card has multiple alternate costs, the player chooses which one to pay when they play the card. 9.3.4.3. When paying an alternate cost, follow the instructions in the card’s text. 9.3.5. Playing Actions 9.3.5.1. When an action card is played, its player pays its ink cost (unless an alternate cost is being used). 9.3.5.2. The action’s effect resolves immediately. 9.3.5.3. After the effect resolves, the action card is put into its player’s discard pile. 9.3.6. Playing Songs 9.3.6.1. A song card can be played by paying its ink cost (see 9.3.3, “Paying Ink Costs”) or by exerting a ready character you control with an ink cost equal to or greater than the cost listed on the song card (see 6.3.4, “Songs”). 9.3.6.2. If a song is played by exerting a character, the song’s ink cost doesn’t need to be paid. 9.3.6.3. The exerted character can’t quest, challenge, or exert to pay costs for the rest of that turn. 9.3.6.4. After the song’s effect resolves, the song card is put into its player’s discard pile. 9.3.7. Playing Items 9.3.7.1. When an item card is played, its player pays its ink cost (unless an alternate cost is being used). 9.3.7.2. The item is put into its player’s Play zone ready. 9.3.7.3. An item’s activated abilities can be used during the turn it enters play. 9.3.8. Playing Characters 9.3.8.1. When a character card is played, its player pays its ink cost (unless an alternate cost is being used, such as Shift). 9.3.8.2. The character is put into its player’s Play zone ready. 9.3.8.3. A character can’t quest, challenge, or exert to pay costs during the turn it enters play. This is sometimes referred to as “drying ink.” 9.3.9. Playing Locations 9.3.9.1. When a location card is played, its player pays its ink cost (unless an alternate cost is being used). 9.3.9.2. The location is put into its player’s Play zone ready. 9.3.9.3. A location’s activated abilities can be used during the turn it enters play.
9.4. Questing 9.4.1. Once per turn, during their Main Phase, if a player controls a character that has been in play since the beginning of their turn, they may exert that character {E} to have it quest. 9.4.2. When a character quests, its controller gains lore equal to that character’s Lore value {L}. 9.4.3. A character that quests becomes exerted and can’t quest or challenge again until it’s readied.
9.5. Challenging 9.5.1. General 9.5.1.1. Once per turn, during their Main Phase, if a player controls a character that has been in play since the beginning of their turn, they may exert that character {E} to have it challenge an opposing exerted character or an opposing location. 9.5.1.2. A character that challenges becomes exerted and can’t quest or challenge again until it’s readied. 9.5.1.3. Only exerted opposing characters or opposing locations can be challenged. 9.5.2. Who Can Be Challenged? 9.5.2.1. A ready character can’t be challenged unless an effect allows it. 9.5.2.2. A character can’t challenge one of its own player’s characters. 9.5.2.3. A character can challenge an exerted opposing character. 9.5.2.4. A character can challenge an opposing location, whether it’s ready or exerted. 9.5.3. Who Can Challenge? 9.5.3.1. Only a ready character that has been in play since the beginning of its player’s turn can challenge. 9.5.3.2. A character can’t challenge during the turn it enters play (unless it has the Rush keyword). 9.5.4. Declaring a Challenge 9.5.4.1. The challenging player chooses one of their ready characters that has been in play since the beginning of their turn and exerts it {E}. 9.5.4.2. The challenging player chooses an exerted opposing character or an opposing location to challenge. 9.5.4.3. Once a challenge has been declared, it can’t be canceled. 9.5.5. Dealing Damage 9.5.5.1. The challenging character deals damage equal to its Strength {S} to the challenged character or location. 9.5.5.2. The challenged character deals damage equal to its Strength {S} to the challenging character. 9.5.5.3. Damage is marked on the characters or location using damage counters. 9.5.6. Banishment 9.5.6.1. If a character has damage equal to or greater than its Willpower {W}, it is banished as a required action and put into its owner’s discard pile. 9.5.6.2. Banishment from a challenge happens after damage is dealt. 9.5.6.3. If both characters in a challenge are banished at the same time, both are put into their owners’ discard piles simultaneously. 9.5.7. Damage to Locations 9.5.7.1. Damage to a location is persistent, meaning it accumulates over the course of the game. 9.5.7.2. If a location has damage equal to or greater than its Willpower {W}, it is banished as a required action and put into its owner’s discard pile. 9.5.7.3. If a challenging character deals damage to a location that causes it to be banished, the challenging character doesn’t take any damage in return. 9.5.8. Simultaneous Banishment 9.5.8.1. If multiple characters are banished at the same time (for example, both characters in a challenge have enough damage to be banished), they are all banished simultaneously. 9.5.8.2. Any abilities that trigger when a character is banished trigger for all characters banished at the same time.
9.6. Moving Characters to Locations 9.6.1. Once per turn, during their Main Phase, the active player may choose one of their ready characters in play and exert it {E} to move it to a location they control. 9.6.2. The cost to move a character to a location is equal to the location’s move cost {M}, which must be paid by exerting ready ink cards in the player’s inkwell. 9.6.3. A character can’t move to a location during the turn it enters play. 9.6.4. A character that moves to a location becomes exerted and can’t quest or challenge again until it’s readied. 9.6.5. A character can only be at one location at a time. If a character moves to a new location, it is considered to have left its previous location.
9.7. Using Abilities 9.7.1. General 9.7.1.1. Players can use the abilities of cards they control, provided the card is ready (unless the ability doesn’t require exerting) and it’s the appropriate time to use the ability. 9.7.1.2. A character’s abilities can’t be used during the turn it enters play. 9.7.1.3. An item’s and a location’s activated abilities can be used during the turn it enters play. 9.7.2. Triggered Abilities 9.7.2.1. Triggered abilities activate automatically when their trigger condition is met. 9.7.2.2. When a triggered ability triggers, its effect is placed into the bag (see 8.7, “Bag”). 9.7.2.3. Triggered abilities resolve in the order determined by the active player, followed by other players in turn order. 9.7.3. Activated Abilities 9.7.3.1. Activated abilities must be activated by their controller by paying their cost (if any). 9.7.3.2. Activated abilities are written as “[Cost] – [Effect]”. 9.7.3.3. To use an activated ability, the player pays the cost and then resolves the effect. 9.7.4. Static Abilities 9.7.4.1. Static abilities have continuous effects that are active as long as the card with the ability is in play and the conditions of the ability are met. 9.7.5. Replacement Effects 9.7.5.1. Replacement effects modify how an event happens (see 7.7, “Replacement Effects”). 9.7.6. Costs 9.7.6.1. Some abilities have costs that must be paid in order to use the ability. These costs can include exerting a card {E}, paying ink {I}, discarding cards, banishing cards, or other actions described in the ability’s text. 9.7.6.2. All costs must be paid in full in order to use the ability. 9.7.6.3. If a cost involves exerting a character, that character must be ready and must have been in play since the beginning of the player’s turn (unless the ability is being used on the same turn the character entered play and the card type is an item or location).
10. KEYWORDS 10.1. General 10.1.1. Some abilities are represented by keywords, which are short names that have specific rules meanings. 10.1.2. The following entries include the technical definitions of keyword abilities. For a more generalized description of keyword abilities see section 7.3, “Keywords.” 10.1.3. The standard reminder text for each keyword is included here for reference. Reminder text isn’t rules text. It’s only a memory aid and may vary without changing the meaning of keyword rules.
10.2. Bodyguard 10.2.1. The Bodyguard keyword represents two abilities. 10.2.2. The first of these is a static ability that functions while the character is being played and creates a replacement effect. This ability means “When you play this character, they may enter play exerted instead of ready.” 10.2.3. The second of these is a static ability that functions while the character is in play and means “While this character is exerted, opposing characters can’t challenge your other characters.” 10.2.4. The standard reminder text for Bodyguard is “(This character may enter play exerted. While this character is exerted, your other characters can’t be challenged.)”
10.3. Chosen 10.3.1. The Chosen keyword is used in the text of other abilities and effects. It doesn’t have a rules meaning on its own. 10.3.2. When an effect refers to a “chosen” card or character, it means a card or character that was specifically selected by a previous effect.
10.4. Evasive 10.4.1. The Evasive keyword represents a static ability. Evasive means “Only characters with Evasive can challenge this character.” 10.4.2. The standard reminder text for Evasive is “(Only characters with Evasive can challenge this character.)”
10.5. Reckless 10.5.1. The Reckless keyword represents a static ability. Reckless means “This character can’t quest.” 10.5.2. The standard reminder text for Reckless is “(This character can’t quest.)”
10.6. Resist 10.6.1. The Resist +X keyword represents a static ability. Resist +X means “Damage dealt to this character or location is reduced by X.” 10.6.2. If a card has Resist +1 and takes 3 damage, it takes only 2 damage. 10.6.3. If damage dealt to this character or location is reduced to 0, no damage is considered to have been dealt. 10.6.4. The standard reminder text for Resist +X is “(Damage dealt to this character is reduced by X.)”
10.7. Rush 10.7.1. The Rush keyword represents a static ability. Rush means “This character can challenge as though they were in play at the beginning of your turn.” 10.7.2. The standard reminder text for Rush is “(This character can challenge the turn they’re played.)”
10.8. Shift 10.8.1. The Shift keyword represents paying an alternate cost to play a character instead of paying the character’s ink cost. Shift means “If you have a character in play with the same name as this card, you may play this character by paying their Shift cost instead of their ink cost. If you do, put this card on top of another character you have in play with the same name.” This is called shifting. 10.8.2. A character that has shifted can quest or challenge during the turn it was played. 10.8.3. The Shift cost is printed in the lower left corner of the card. 10.8.4. A shifted character retains any damage, exertion, or other status effects that were on the character it shifted onto. 10.8.5. Abilities that refer to a character entering play don’t trigger when a character shifts. 10.8.6. If a shifted character leaves play, only the top card goes to the discard or other zone. Any cards underneath it remain in the Play zone. 10.8.7. Standard reminder text for Shift is “(You may pay [Shift cost] ink to play this onto a character you control with the same name.)”
10.9. Singer 10.9.1. The Singer +X keyword represents a static ability. Singer +X means “While this character is ready, they contribute X toward the cost of playing song cards.” 10.9.2. If a character has Singer +2, it can contribute 2 ink toward the cost of playing a song card while it is ready. 10.9.3. Multiple characters with Singer can contribute to the cost of the same song card. 10.9.4. A character with Singer can’t contribute to the cost of a song card during the turn it enters play. 10.9.5. A character with Singer must be ready to contribute to the cost of a song card. An exerted character with Singer doesn’t contribute. 10.9.6. The standard reminder text for Singer +X is “(While this character is ready, they count as X ink when you play a song.)”
10.10. Support 10.10.1. The Support keyword represents an activated ability that has an exert cost {E} and the following effect: “Ready chosen character. That character gains +2 {S} this turn.” 10.10.2. The standard reminder text for Support is “{E} – Ready chosen character. It gains +2 {S} this turn.”
10.11. Ward 10.12.1. The Ward keyword represents a static ability. Ward means “Opponents can’t choose this character except to challenge.” 10.12.2. The standard reminder text for Ward is “(Opponents can’t choose this character except to challenge.)” 10.12.3. Effects that don’t require the player to choose still affect this character.
GLOSSARY
ability Special rules explaining what the card can do that differs from the game rules, such as an effect that resolves as a result of the card being played. action A type of card that gives its player an immediate one-time advantage. When an action is played, its player resolves its effects and then puts it in their discard pile. Actions never enter the Play zone. activate To use an activated ability of a card. activated ability An ability that a player may use after paying its cost. An activated ability can’t be used if its cost can’t be paid. Activated abilities of items may be used during the turn the item is played. active player The player whose turn it is. alternate cost Some cards have alternate costs that can be paid instead of their ink cost. These are described in the card’s text (for example, the Shift keyword). bag The zone where triggered abilities wait to resolve. It’s not a physical zone but a way to picture the process of resolving triggered abilities. banished A card that is put into a player’s discard pile after it’s banished. A card can be banished as a result of abilities or effects or if it has damage equal to or greater than its Willpower {W}. Beginning Phase The first phase of the turn, where a player resets their cards for the turn. This is where all effects that end at the start of the player’s turn end and where effects that occur or begin at the start of their turn happen. The Beginning Phase has three steps: Ready, Set, and Draw. card A printed piece of cardboard used in the game. card type The type that each card used in the game has, such as character, action, item, or location. A card’s type determines the rules for how to play it. challenge When a player exerts one of their dry characters and chooses an exerted opposing character or an opposing location. Each character deals damage equal to their Strength {S} to the other character or the location. challenging character A character chosen by the active player to challenge an opposing character or location. A challenging character is considered “in a challenge” throughout the duration of the challenge. character A card that has at least one of the classifications listed in 6.1.2.2 on its classification line and also has both {S} and {W} characteristics. A character that’s played is put into the Play zone and remains there until it’s banished or removed from play by a game effect. A player may have multiple copies of a character with the same name in their deck but can’t have more than 4 copies with the same full name. chosen When an effect refers to a “chosen” card or character, it means a card or character that was specifically selected by a previous effect. classification Categories that identify some characteristics of the card and may be referenced in card rules. cost What a player must pay to play a card or use an ability. Costs can include exerting cards, paying ink, discarding cards, or other requirements. damage An amount of damage marked on a character or location. If a character or location has damage equal to or greater than its Willpower {W}, it is banished. deck A set of cards a player uses in the game. The parameters of the deck are defined by the format being played. For example, in Core Constructed a deck consists of 60 or more cards, up to two ink types, and up to 4 cards with the same name and version (together known as a full name). Other formats may have different construction rules. There’s no upper limit to the number of cards in a deck. The deck is considered a private zone. discard noun. The single faceup pile where actions are put after they’ve finished resolving and where other cards are put after being banished from play or discarded. When a player puts a card from their hand into their discard, they’re discarding that card. The discard is considered a public zone. verb. When a player chooses 1 or more cards from their hand and puts them into their discard pile. A player can discard only from their hand. draw To take a card from the top of your deck and add it to your hand. dry A term sometimes used to describe a character that has just entered play and can’t yet quest, challenge, or exert to pay costs. End of Turn Phase The phase at the end of a player’s turn where “until end of turn” effects end. exert To turn a card sideways to indicate that it has been used for an action or ability. An exerted card can’t be exerted again until it’s readied. fail to find If an effect instructs a player to look for a specific card or cards in a zone and no such card or cards exist in that zone, the “fail to find” event occurs. for free When a card is played “for free,” its ink cost or any alternate cost doesn’t need to be paid. All other rules for playing the card still apply. This also applies to using activated abilities. full name For cards that have a version in addition to a name, the combination of the two. game state check The check the game performs to verify a set of conditions and the required actions when one or more of those conditions are met. This check occurs at the end of any step, after any action or ability is finished resolving, and after each effect in the bag is finished resolving (see 1.9, “Game State Check”). glimmer A version of a Disney character or item created by the Great Illuminary. hand The zone where cards drawn by a player are held. in play A term used to describe a card that has been put into the Play zone. ink Resource players use to pay the cost of playing cards and using some abilities. Ink is generated by putting cards with the inkwell symbol into a player’s inkwell. ink cost {I} The amount of ink a player must exert from their inkwell to play a card. inkwell The zone where players put cards from their hand facedown to use as ink. is damaged A card that has at least 1 damage counter on it is considered damaged. item A type of card that represents objects, tools, or other persistent effects. When an item card is played, it’s put into its player’s Play zone ready and remains there until it’s banished or removed by a card effect. Most items have activated abilities that a player can use during their turn. A player can have up to 4 copies of any item card in their deck. keyword Abilities represented by short names that have specific rules meanings. location A type of card that represents places and remains in play once played until they are banished or otherwise leave play. Locations have a move cost {M} and may have a Lore value {L} and/or activated abilities. A player can have any number of different locations in play but can’t have more than one copy of the same location in play at the same time. lore The resource players race to gain as they play. The first player to reach 20 lore wins the game. Lore value {L} A card characteristic that indicates the amount of lore its player can gain from it each turn. If it’s a character, the lore is gained by questing. If it’s a location, the lore is gained at the start of its player’s turn during the Set step. Main Phase The second phase of the turn structure, where a player can perform any of the Main Phase turn actions (see 4.3, “Main Phase”). move cost {M} The cost to move one of your characters to one of your locations. opponent Any other player in the game who isn’t on your team. Play zone The zone where character, item, and location cards are put when they’re played. play To take a card from your hand and put it into play as described by the rules for that card type. Cards can normally be played only from a player’s hand. ready The normal upright position of a card in play. Ready cards can be exerted to quest, challenge, or use abilities. reminder text Italicized text following a keyword and enclosed in parentheses. It’s not rules text and serves only as a memory aid. replacement effect An effect generated by some static abilities that replaces one effect with another. reveal Showing the face of a card or cards defined in the effect to all other players. Set step The second step of the Beginning Phase of a player’s turn where characters that are in play are no longer drying and can quest, challenge, or {E} to pay costs for activated abilities or song cards. During this step, the active player gains lore from locations they have in play with a {L} characteristic. Effects that would occur “At the start of your turn” or “At the beginning of your turn” and abilities that triggered during the Ready step are added to the bag, then all triggers are resolved. Shift If you have a character in play with the same name as this card, you may play this character by paying their Shift cost instead of their ink cost. If you do, put this card on top of another character you have in play with the same name. simultaneous turns Some multiplayer game formats use simultaneous turns where all players on the same team progress through the phases and steps of the game at the same time. Singer +X While this character is ready, they contribute X toward the cost of playing song cards. stack A term sometimes used to describe a pile of cards that have shifted onto another character. static ability An effect that is continuously active either for a fixed length of time or for as long as the card generating the effect is in play. Strength {S} How much damage a character deals when it challenges. Support {E} – Ready chosen character. It gains +2 {S} this turn. turn action Actions that the game allows a player to take during their turn. No effect or other card is needed in order to take these turn actions. triggered ability An ability that occurs when its trigger condition is met, usually starting with “When,” “Whenever,” “At the start of,” or “At the end of”. turn The period of time when a player takes their actions in the game. undamaged A card that has no damage counters on it is considered undamaged. version A descriptor that can differentiate cards with the same name for purposes of building a deck. A character’s or location’s name and version together constitute the card’s full name. Ward Opponents can’t choose this character except to challenge. Willpower {W} How much damage it takes to banish a character or location. zone A physical or nonphysical space used for gameplay purposes. Whether a zone is public or is private determines what information can be shared about the cards there. Each player’s zones are: deck, hand, play, inkwell, discard, and bag. All zones are considered separate from one another.
UPDATE SUMMARY
August 9, 2024 To prepare for the release of Shimmering Skies, the following updates were made to the Disney Lorcana Comprehensive Rules. ◊ New Technical Definitions: Keyword Abilities ◊ Clarification: Game State Check ◊ New Rule: Reveal ◊ Clarification: Replacement Effects ◊ New Rule: Triggered Abilities with Two Conditions ◊ New Rule: Floating Triggered Abilities ◊ Updated Rule: [A] to [B] Keyword Abilities Added the following introductory language to section 10.1 and added technical definitions and standard reminder text for each keyword ability. 10.1. General 10.1.2. The following entries include the technical definitions of keyword abilities. For a more generalized description of keyword abilities see section 7.3, “Keywords.” 10.1.3. The standard reminder text for each keyword is included here for reference. Reminder text isn’t rules text. It’s only a memory aid and may vary without changing the meaning of keyword rules. 10.2. Bodyguard 10.2.1. The Bodyguard keyword represents two abilities. 10.2.2. The first of these is a static ability that functions while the character is being played and creates a replacement effect. This ability means “When you play this character, they may enter play exerted instead of ready.” 10.2.3. The second of these is a static ability that functions while the character is in play and means “While this character is exerted, opposing characters can’t challenge your other characters.” 10.2.4. The standard reminder text for Bodyguard is “(This character may enter play exerted. While this character is exerted, your other characters can’t be challenged.)” 10.3. Chosen 10.3.1. The Chosen keyword is used in the text of other abilities and effects. It doesn’t have a rules meaning on its own. 10.3.2. When an effect refers to a “chosen” card or character, it means a card or character that was specifically selected by a previous effect. 10.4. Evasive 10.4.1. The Evasive keyword represents a static ability. Evasive means “Only characters with Evasive can challenge this character.” 10.4.2. The standard reminder text for Evasive is “(Only characters with Evasive can challenge this character.)” 10.5. Reckless 10.5.1. The Reckless keyword represents a static ability. Reckless means “This character can’t quest.” 10.5.2. The standard reminder text for Reckless is “(This character can’t quest.)” 10.6. Resist 10.6.1. The Resist +X keyword represents a static ability. Resist +X means “Damage dealt to this character or location is reduced by X.” 10.6.2. If a card has Resist +1 and takes 3 damage, it takes only 2 damage. 10.6.3. If damage dealt to this character or location is reduced to 0, no damage is considered to have been dealt. 10.6.4. The standard reminder text for Resist +X is “(Damage dealt to this character is reduced by X.)” 10.7. Rush 10.7.1. The Rush keyword represents a static ability. Rush means “This character can challenge as though they were in play at the beginning of your turn.” 10.7.2. The standard reminder text for Rush is “(This character can challenge the turn they’re played.)” 10.8. Shift 10.8.1. The Shift keyword represents paying an alternate cost to play a character instead of paying the character’s ink cost. Shift means “If you have a character in play with the same name as this card, you may play this character by paying their Shift cost instead of their ink cost. If you do, put this card on top of another character you have in play with the same name.” This is called shifting. 10.8.2. A character that has shifted can quest or challenge during the turn it was played. 10.8.3. The Shift cost is printed in the lower left corner of the card. 10.8.4. A shifted character retains any damage, exertion, or other status effects that were on the character it shifted onto. 10.8.5. Abilities that refer to a character entering play don’t trigger when a character shifts. 10.8.6. If a shifted character leaves play, only the top card goes to the discard or other zone. Any cards underneath it remain in the Play zone. 10.8.7. Standard reminder text for Shift is “(You may pay [Shift cost] ink to play this onto a character you control with the same name.)” 10.9. Singer 10.9.1. The Singer +X keyword represents a static ability. Singer +X means “While this character is ready, they contribute X toward the cost of playing song cards.” 10.9.2. If a character has Singer +2, it can contribute 2 ink toward the cost of playing a song card while it is ready. 10.9.3. Multiple characters with Singer can contribute to the cost of the same song card. 10.9.4. A character with Singer can’t contribute to the cost of a song card during the turn it enters play. 10.9.5. A character with Singer must be ready to contribute to the cost of a song card. An exerted character with Singer doesn’t contribute. 10.9.6. The standard reminder text for Singer +X is “(While this character is ready, they count as X ink when you play a song.)” 10.10. Support 10.10.1. The Support keyword represents an activated ability that has an exert cost {E} and the following effect: “Ready chosen character. That character gains +2 {S} this turn.” 10.10.2. The standard reminder text for Support is “{E} – Ready chosen character. It gains +2 {S} this turn.” 10.11. Ward 10.12.1. The Ward keyword represents a static ability. Ward means “Opponents can’t choose this character except to challenge.” 10.12.2. The standard reminder text for Ward is “(Opponents can’t choose this character except to challenge.)” 10.12.3. Effects that don’t require the player to choose still affect this character. Game State Check Added the following language to sections 1.9.1 and 1.9.2 to clarify how a game state check functions: 1.9.1. There is a set of conditions the game checks for with certain required actions happening when one or more of those conditions is met. This is called a game state check and is made up of two parts: the game state condition and the required action. A game state condition is a specific circumstance the game state can achieve. A required action is what happens in the game when a game state condition is met. The following are the conditions that the game state check looks for and the required action each creates. 1.9.1.1. If a player has 20 or more lore, that player wins the game. 1.9.1.2. If a player attempted to draw from a deck with no cards since the last game state check, that player loses the game. 1.9.1.3. If a character or location has damage equal to or greater than its Willpower {W}, that character or location is banished. 1.9.2. A game state check is made at the end of every step, after any action or ability is finished resolving, and after each effect in the bag is finished resolving. During a game state check, first check and complete all win and loss conditions and required actions. Then if there are no win or loss conditions met, check and complete all other conditions and required actions. Once all required actions are complete, the game state check repeats until there are no further required actions to complete. Triggered abilities that occurred during this process are then added to the bag to resolve. 1.9.2.1. Any required actions generated from a game state check happen in turn order. If a player would win and lose the game at the same time as a result of the same game state check, that player wins the game. Reveal Added rules text and an example to clarify effects that cause a player to reveal a card or cards: 7.1.10. Some effects instruct the active player to reveal a card or cards. To reveal a card, the player shows the face of the card to all other players in the game. The player can reveal cards only from the group of cards described earlier in the effect. Example: The song Look at This Family has an effect that reads, “Look at the top 5 cards of your deck. You may reveal up to 2 character cards and put them into your hand. Put the rest on the bottom of your deck in any order.” The cards the player chooses to reveal can only come from the top 5 cards the player looked at. The player can’t choose to reveal any cards from any other group of cards. [A] to [B] Added clarifying language to better simplify and explain this rules construction. 7.1.1. Each clause of a card is a separate effect and/or cost. Each clause is separated by a period. 7.1.2. Cards that list one or more costs or effects in a single clause resolve based on the intervening word. 7.1.2.1. Most cards are written as [A]. Example: “You may have up to 99 copies of Dalmatian Puppy – Tail Wagger in your deck.” 7.1.2.2. [A] to [B] – The player must pay the cost described in the first part of the clause [A]. If they’re unable to do that, they can’t finish resolving the effect in the second part of the clause [B]. The first part of the clause [A] is a cost, not an effect. The second part of the clause [B] is an effect. Example: “Banish chosen item of yours to deal 5 damage to chosen character.” If the player doesn’t have an item in play that they can banish to pay the cost listed in the first part of the clause [A], they can’t deal the 5 damage described in the second part of the clause [B]. Triggered Abilities with Two Conditions Added rules text and an example to clarify how triggered abilities with two trigger conditions function. 7.4.7. Some triggered abilities have two trigger conditions written as “When/Whenever/At the start of/At the end of [Condition A] and/or [Condition B], [Effect].” The ability triggers if either or both of the conditions are met. Example: Cinderella – Ballroom Sensation has an ability that reads, “Whenever you play a song and/or another character sings a song, you may draw a card.” If the active player plays a song, this ability triggers. If they have another character sing a song, this ability triggers. If they both play a song and have another character sing a song, this ability triggers once. Floating Triggered Abilities Added rules text and an example to clarify floating triggered abilities: 7.4.6. Some triggered abilities create an effect that happens at a specified time or under a specified condition, even if the card with the ability has left play. 7.4.6.1. These abilities are worded as “[Trigger Condition]. At [timing], [effect].” or “[Trigger Condition]. If [condition], [effect].” Example: Pongo – Determined Father has an ability that reads, “Whenever this character quests, you may add a Dalmatian Puppy – Tail Wagger from your discard pile to your hand. If you do, at the start of your next turn, banish a character you control.” Even if Pongo is no longer in play at the start of their next turn, the active player must banish a character they control if they added a Dalmatian Puppy – Tail Wagger to their hand when Pongo quested.
PREVIOUS UPDATE SUMMARY
June 14, 2024 ◊ 1.1.7. Added section to clarify that tournament rules supersede the Comprehensive Rules in some cases. ◊ 2.1.1.3. Corrected a typo. ◊ 3.1.2. Fixed an issue where the two-game format could have been interpreted to include the loser play/draw rule. ◊ 3.2.1.2. Clarified the rule to match the text regarding required actions in section 1.9.1 and 1.9.2. ◊ 4.3.4.10. Updated the language for clarity. ◊ 4.3.6.17. Updated the language to match similar rules. ◊ 4.3.8.4. Updated the language for clarity. ◊ 6.1.4. Updated the language for clarity. ◊ 6.2.9. Updated the text to clarify what happens when a character deals damage equal to its Strength. ◊ 6.2.10. Updated the language to match similar rules. ◊ 6.5.5. Updated the language to match similar rules. ◊ 7.1.5. Corrected spelling mistake in a card name. ◊ 9.3.1. Updated the example to match the language used in other examples. Glossary Updates ◊ character: Updated the language to reference the classification list now in 6.1.2.2. ◊ deck: Updated language to include other formats. ◊ game state check: Added clarifying language to align with updates to 1.9.1 and 1.9.2. ◊ keyword ability: Added language to clarify keywords that represent more than one ability. April 12, 2024 ◊ 4.3.4.5. and 4.3.4.6. Clarified how the total cost of a card is determined and paid. ◊ 4.3.4.9. Added section to clarify the relationship between Singer and total cost. ◊ 4.3.4.10. Added section to clarify playing a card “for free.” ◊ 4.3.8.2. Added section to clarify playing an ability “for free.” ◊ 7.1.5. Clarified language in the example. ◊ 7.1.6. Added section to clarify how to play a card during a resolving effect. ◊ 7.1.8. Added section to clarify “up to” in card text. ◊ 7.1.9. Added section to clarify “that” in card text. ◊ 7.4.4. Added section to clarify triggered abilities with an intervening “if.” ◊ 7.4.5. Added section to clarify triggered abilities with two effects separated by a period. ◊ 7.5.3.–7.5.6. Clarified the steps of paying the cost of an activated ability. ◊ 7.8.3. Added section to clarify what happens when a card has a negative Lore value. ◊ 10.8.1. Updated language to reference non-ink Shift costs. Quality-of-Life Updates ◊ 1.1.5. Added a hyperlink to the Disney Lorcana TCG Tournament Rules and removed redundant references. ◊ 1.4.2. Clarified that teammates aren’t opponents. ◊ 1.9.6. Moved this language to section 4.3.6.22. ◊ 2.1.2. and 3.1.3. Removed redundant language about tournaments in favor of consolidating language in 1.1.5. ◊ 4.2.1.1. Added “and in their inkwell.” to the section. ◊ 4.2.1.1.–4.2.1.4. Reordered. ◊ 4.2.1.4. Added “and at the beginning of your turn” to the section. ◊ 4.2.2.2. Clarified that gaining lore from a location isn’t a triggered ability. ◊ 4.3.6.13. Clarified that a negative {S} value counts as 0 {S} when dealing damage. ◊ 4.3.6.15. and 4.3.6.16. Combined these two entries into section 4.3.6.15. ◊ 6.5.6. Corrected the reference to the diagram. ◊ 7.1.5 Added “or effect.” ◊ 8.3.2 and 8.3.4 Combined these two citations into section 8.3.2 and removed section 8.3.4. Glossary Updates ◊ damaged: Added the definition of “undamaged” to the entry. ◊ “for free”: Added language to include using activated abilities for free. Renamed from “play for free” and moved in the glossary. ◊ is damaged: Added. ◊ item: Added detail. ◊ location: Clarified using an activated ability and added deck limit. ◊ move cost: Added. ◊ play: Clarified that playing a card is normally only from the hand. ◊ play for free: Added language to include using activated abilities. Renamed “for free” and moved up. ◊ simultaneous turns: Added. ◊ stack: Added. ◊ turn action: Added. ◊ undamaged: Moved to the entry for “damaged.”