Disney Lorcana

Damage, healing and banishing in Lorcana

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In Disney Lorcana, damage to a character is represented with counters that remain until an effect removes them or the character is removed from the game. When accumulated damage equals or exceeds a character's will, a status check destroys the character. "Curing" is typically used colloquially to mean "removing damage": it is not a permanent increase in will, nor does it remove more counters than currently exist. A challenge inflicts damage simultaneously to both characters; an action that says "deal damage," another that "places damage," and one that "moves damage" follow procedures that the rules distinguish. To resolve a board, calculate the damage placed, update counters, and then check will.

What do the counters represent?

Each damage counter normally represents one point of damage. A die used to represent three points must be understood as three separate counters for rule purposes, not as a single large counter. You can use dice, tokens, or an app if both players clearly see how much damage each character has and where it is located. Unlike strength or printed will, accumulated damage does not disappear at the end of a turn by normal rules. If a character received two points today and survives, those two points remain until an effect removes them or the character leaves the game.

Example: A character has will five and two points of damage. Its "margin" before being destroyed is three points if nothing changes, but its will remains five; it does not become a character with will three. This matters for effects that ask about will and for others that ask about current damage. A temporary increase in will may change if existing damage reaches the threshold, without removing the counters. When that temporary increase ends, the same damage may again be sufficient to destroy the character during a status check.

Challenge damage: both sides at once

In a legal challenge, the characters facing each other deal damage simultaneously based on their strength and applicable modifiers. The challenger deals damage to the defender and the defender deals damage to the challenger. Place the corresponding counters on both, then perform the status check. Do not destroy one character before the other can deal damage as if the challenge were a sequence of alternating blows. If both characters accumulate damage equal to or exceeding their will, both may be destroyed during the same exchange.

Suppose a character with strength three and will four challenges another with strength two and will three, both with no prior damage. The challenger deals three damage and the defender deals two simultaneously. The defender reaches their will of three and is destroyed; the challenger remains with two damage against a will of four and survives. If the challenger already had two prior damage, receiving two more would bring their total to four and they would also be destroyed. The calculation must include existing damage, not just the damage from the current challenge.

When is a character destroyed by damage?

The status rule checks whether a character or location has damage equal to or greater than its current will. Equality is sufficient; exceeding the number is not required. If the condition is met, the card is destroyed. The rules specify that these checks occur at defined moments in the game, including after challenge damage and after resolving effects. Do not interrupt an instruction mid-resolution to destroy something if the rules state that the effect must be completed first; but also do not leave a character with lethal damage on the board to use freely after the corresponding status check.

There are cases where a single resolution places damage and then moves or removes it before a status check. The current version of the rules explains that the condition is evaluated when the status check occurs, not at the intermediate moment if the effect is still being resolved. Therefore, a card that momentarily appears to have sufficient damage might survive if the full resolution changes the state before the check. This is an advanced case: read the exact sequence of the card and avoid applying an "automatic cure" that is not written. The general rule for the player is to complete the instruction's resolution and then check the remaining damage against current will.

Removing damage: the precise meaning of "cure"

A card that says "remove N damage" removes that number of counters from a character or location as permitted by its text. If only two counters exist and the effect allows removing up to three, you can remove at most the two existing counters; you do not store a point of healing to prevent future damage. If the effect requires an exact amount or includes other instructions, consult its wording. The important result is that accumulated damage decreases. Will does not change when counters are removed, unless another effect also modifies that characteristic.

Example: Your character has will five and four damage. Removing two leaves it with two damage and five will. It can receive two more damage and still have four, but a third additional point would bring it to five and result in destruction when the status check occurs. If a card says "remove all damage," it eliminates the existing four. Do not confuse this instruction with preparing the character: being ready or exhausted is a different state, and healing does not change the character's orientation unless the text states so. It also does not automatically allow the character to make a quest again.

Resist reduces damage before it is placed

Resist +N reduces the damage that would be dealt to a character or location that has this ability. In the damage procedure, the base damage is determined first, then modifiers are applied, and finally counters are placed based on the result. If an effect would deal three damage to a card with Resist +3, the damage received is reduced to zero and no counters are added. This is different from dealing three damage and then "curing" three afterward: it may matter for abilities that are based on damage dealt or received. The current rules even distinguish an effect that is still considered to have dealt damage from one that ultimately results in zero damage received.

Resist does not remove existing damage. A character that already has two counters retains those two even if it gains Resist +1; only future instances of damage dealt while Resist is active are reduced. Resist also does not protect against an effect that "places" damage counters instead of "dealing" damage; the rules specify that Resist modifies damage that would be dealt, while "placing" and "moving" damage are treated differently. Read the verb on the opposing card before applying the reduction. If multiple reductions accumulate, calculate the result according to the card's text and current rules.

Dealing, placing, moving, and removing damage

The version 2.2.0 of the complete rules distinguishes four verbs. "Deal damage" places counters due to a challenge or effect that deals damage. "Place damage" places counters via an instruction using this procedure. "Remove damage" removes counters. "Move damage" removes counters from one card and places them on another. All can change the visible number on a character, but not all go through the same modifiers. For example, a skill that triggers when an action "deals damage" may not trigger when an instruction simply "places" a counter.

Suppose a card moves two counters from your character to a rival. First, the counters are removed from the source and placed on the destination according to the effect; then the status check is performed to see if the rival reached their will and if your character still has enough damage to be destroyed. Do not assume that moving damage is a cure plus a new source of challenge damage. The rules specify that moved damage cannot return to the same origin via the same effect. When a card uses this wording, place the dice in order and announce which card the counters come from and which one they go to so both players can see the final state.

Will that changes during the game

Some abilities increase or decrease will. A status check compares the character's damage to its current will, not to the printed value at the start of the game. A character with will three and two damage can survive while an effect grants +2 will; if that effect ends and will returns to three, it still has the two damage and survives, but is now closer to the threshold. If it had three damage, it could be destroyed after the bonus ends due to the new comparison, without receiving additional damage at that moment.

Locations also have will and can accumulate damage. The rules provide an example in which a location that granted +2 will to a character is destroyed; when the bonus disappears, the character with existing damage reaches its new threshold and is destroyed in a subsequent status check. This chain shows why it's unwise to remove all markers when only the location is destroyed. Recalculate the stats of cards that depended on it and recheck the status. Damage that already existed does not disappear because another card leaves the game.

What happens to damage when a character or location leaves the game?

When a character or location with damage leaves the game for any reason, all of its damage counters cease to exist. If the card is played again later from hand or discard, it is a new object and does not normally retain those previous counters. Do not keep a die next to the card in the discard as if it were a permanent part of the print. It also matters when resolving an effect that returns a card to hand: damage does not transfer to another copy on the board and does not remain "pending" until the card returns.

Shift may introduce card piles and special movement rules, so if a card moved out of play, consult the Shift section to determine which components move. The general rule about counters still states that damage from a character or location that leaves the game ceases. If a specific card allows preserving or moving damage in another way, apply its text. Separating "the physical card goes to discard" from "the counters continue to exist" helps avoid creating phantom damage in a long game.

Common mistakes when calculating healing and destruction

The first is automatically removing damage at the end of the turn; in Lorcana, it remains. The second is treating strength as will: strength determines challenge damage, while will is the threshold compared to accumulated damage. The third is forgetting that equality destroys. The fourth is applying Resist to counters that a card "places" or "moves" without checking the procedure. The fifth is immediately removing a card mid-complex resolution before the corresponding status check. In all cases, it helps to name the verb on the card and keep a visible record of counters.

A practical check after each challenge or effect is: calculate base damage, apply relevant reductions, place or move counters, complete the resolution in order, compare total damage to current will, and destroy anything that reaches the threshold. If a card removes damage, modify the counters first, then reevaluate. For an advanced case of simultaneous effects, consult the current full rules and preserve the board as it was before moving cards if you need help from a judge. The process is systematic, though the tactical outcome varies from game to game.

Frequently Asked Questions

Does damage disappear at the end of the turn?

No, by normal rules. Counters remain until an effect removes them or the card leaves the game.

Is a character with will four and four damage destroyed?

Yes, when the corresponding status check occurs. Equality of will is sufficient.

Does Resist +2 cure two damage that already existed?

No. It reduces damage that would be dealt while active; it does not remove existing counters.

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