Disney Lorcana

Lorcana keywords and rules explained: Shift, ink drops, Bodyguard, Ward, Vanish and more

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A card game on a purple playmat: a player places a card showing an inkwell and quill next to their row of face-down cards
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Disney Lorcana keywords are short bold words that stand for a fixed rule: Shift lets you play a character on top of one with the same name for its Shift cost, Bodyguard pulls challenges onto itself, Ward stops opponents choosing that card with effects, and ink drops, new with Hyperia City, are one-use counters that each pay 1 ink. This guide explains every keyword in the current rules, then the game rules people get wrong most often (inkwell, drying, locations, the bag, the opening hand, an empty deck) and the formats: Core, Infinity, Sealed, Draft and Pack Rush. Everything was checked on 21 October 2026 against Comprehensive Rules version 2.3.0, effective 16 October 2026, and the Tournament Rules effective 14 July 2026. Rule numbers are given in brackets; "TR" marks the Tournament Rules.

Four general rules frame all the others. The English cards, rules and rulings are the official versions for play, whatever language your copy is printed in (1.1.4). The italic text in parentheses after a keyword is a memory aid, not rules text (1.1.7, 8.1.1). When a card contradicts a rule, the card wins (1.2.1), and when one effect says something can't happen while another allows it, "can't" wins (1.2.2). Keywords followed by +N, such as Resist +1 and Resist +2, add up to Resist +3. Keywords without a number don't add up, and since version 2.3.0 a character that gets the same non-stacking keyword twice keeps the instance with the longer duration (8.1.2). If you collect rather than play, the Disney Lorcana collector guide for 2026 covers sets, rarities and wanted cards.

Every Lorcana keyword at a glance

KeywordWhat it doesRuleAdds up?
ShiftAlternate cost: play the card on top of your character with the same name8.10No
Ink dropA counter, not a keyword: remove it to pay 1 ink1.13Any number
BodyguardMay enter play exerted; opponents must challenge it first if able8.3No
Boost NOnce per turn, pay N ink to put your top card facedown under it8.4No
VanishBanished when an opponent chooses it for an action's effect8.14No
WardOpponents can't choose it when resolving an effect8.15No
Resist +NDamage dealt to it is reduced by N8.8Yes
EvasiveOnly characters with Evasive can challenge it8.6No
AlertIgnores Evasive's limit when challenging8.2No
Challenger +N+N Strength while challenging8.5Yes
RecklessCan't quest; you can't end the turn while it's ready and able to challenge8.7No
AdventurousCan't challenge; you can't end the turn while it's ready and able to quest8.16No
SupportWhen it quests, may add its Strength to another character this turn8.13No
Singer NSings songs as if its cost were N8.11No
Sing Together NSeveral characters with total cost N or more can sing the song8.12No
RushCan challenge the turn it's played8.9No

If you only need to check one keyword in the middle of a game, look it up in the keyword glossary: it gives the rule in one line, alongside eight other games, and links to its section of this guide.

Shift in Lorcana: how it works

Shift is an alternate cost: if you have a character in play with the same name, you may pay the Shift cost instead of the ink cost and put the new card on top of that character (8.10.1, 1.5.5.2). The shifted character takes over the exerted or ready state, the dry or drying state and all the damage of the card underneath. That last part is why Shift matters: if the character below has been in play since the start of your turn, the new one can quest or challenge straight away.

Only the name has to match, not the version. The official quick-start rules use Robin Hood – Sneaky Sleuth as the example: it can be shifted onto any Robin Hood. The name line is all that counts, and the version after the dash is ignored for matching (5.2.6).

What carries over to the shifted character

Shifting still counts as playing the character, so its "When you play this character" abilities trigger (4.3.3.1, 4.3.4.1). Cards in the stack underneath aren't in play and can't be chosen by anyone (5.1.1.5). When the top card leaves play, the whole stack goes to the same zone (8.10.7): a banished shifted character sends every card in the stack to the discard, and one returned to hand takes every card with it.

Shift variants

VariantWhat you shift ontoRule
[Classification] ShiftOne of your characters with that classification8.10.8.1
Universal ShiftAny character you have in play8.10.8.2
Duo ShiftTwo characters that each match one of the card's names8.10.8.3
Combo ShiftOne character sharing a name, or two matching characters8.10.8.4
Temporary ShiftSame name; at the end of your turn the top card returns to your hand and its damage is removed8.10.8.5
Potato ShiftAn item named Potato8.10.8.6

A card that combines two variants in one ability, such as Sun Yee – Red Panda Spirit's Temporary Red Panda Shift, has to meet both conditions (8.10.9). On two cards, the shifted character is drying if either is drying and exerted if either is exerted (8.10.4.2). A Shift cost doesn't have to be ink. Baymax – Amped Up has "Shift Remove 2 ink drops", and the Hyperia City release notes confirm that removing those drops is not paying ink.

Worked example from the rules

Tinker Bell – Tiny Tactician has been in play since your last turn: ready, undamaged and dry. You pay the Shift cost of Tinker Bell – Giant Fairy and put her on top. Giant Fairy enters ready, undamaged and dry, so she can quest or challenge this turn. Tiny Tactician becomes "under" and is no longer in play (5.1.3, example B). Had you played Tiny Tactician earlier in the same turn, Giant Fairy would enter drying and couldn't quest until your next turn.

Common Shift mistakes

Lorcana ink drops: what they are and how to spend them

Ink drops are real: they are a counter added for Hyperia City, which had its prerelease on 16 October 2026 and its general release on 23 October 2026. A drop sits in your inkwell, and you can remove it to pay 1 ink toward any ink cost. Once removed, it's gone (1.13.1.2, 1.13.2). When people search "ink drops Lorcana" they almost always mean this: extra ink you can use once, on top of the cards in your inkwell. It is not a keyword, and inking a card from your hand never creates one.

How you get them

Only effects create ink drops. The release notes and Ravensburger's preview of 29 September 2026 give examples:

How you spend them

Whenever you pay ink, you may exert ready ink cards, remove ink drops or mix the two (4.3.2.4). The same applies to activated abilities (4.4.3.4) and to the move cost of locations (4.7.3.4). The release notes add that there is no limit to how many drops you can have or remove in one payment, and Ravensburger's preview says a drop can be spent the same turn you get it.

Worked example

You have 4 ready ink cards and 3 ink drops. You can play a 7-cost character by exerting all four cards and removing all three drops. Next turn you'll have your four ink cards (five if you ink a card) and no drops. Or you can pay a 3-cost action with the three drops alone and still have all four ink cards for something else that turn.

The diagram shows that same payment: each ink card is exerted and readies again on your next turn, while each removed drop is simply gone.

How ink is paid in Lorcana: ink cards and ink dropsOn the left, the hand with an inkable card; an arrow takes it to the inkwell once per turn. The inkwell holds four facedown cards and, separately, three ink drops created by a card effect. On the right, two ways to pay: exerting an ink card pays 1 and the card readies in your next Ready step; removing a drop pays 1 and the drop stops existing. Below, the example: a cost of 7 is paid by exerting 4 cards and removing 3 drops.HandInkableInk itonce a turn(4.2)Inkwell (7.5)Facedown; nobody may look at the cards4 ink cards: 1 ink eachInk dropsCounters, not cards (1.13.2)Never exerted or readiedA card effect“Get 3 ink drops”Paying ink (4.3.2.4)Exert the card= pay 1 inkIt readies again inyour Ready stepRemove the drop= pay 1 inkIt stops existing(1.13.2)Example: cost 7 = exert 4 ink cards + remove 3 ink drops
Original TradeMatches diagram: inking, the inkwell and paying costs as set out in rules 4.2, 7.5, 1.13 and 4.3.2.4 of the Comprehensive Rules 2.3.0.

Common ink drop mistakes

Inkwell and inkable cards

A card is inkable when the swirl-shaped inkwell symbol surrounds its cost. Once per turn you may reveal one such card from your hand and put it into your inkwell facedown and ready, where it is worth 1 ink whatever is printed on its front (5.2.3, 4.2, 7.5.1). Cards without the symbol, such as the 7-cost item Lucky Dime, can only be played.

Tournaments add one procedure. The card you ink stays faceup for the rest of that turn and is turned facedown when the turn ends. Ready ink cards must all point the same way, and so must exerted ones (TR 5.5).

Example: it's turn 3 and your hand holds two inkable cards and one uninkable 4-cost card you want to play next turn. Ink one of the inkable cards now. Keeping the other gives you a card to ink next turn, so you reach the 4 ink you need.

Bodyguard rules

Bodyguard has two parts: the character may enter play exerted instead of ready, and when an opponent chooses one of your characters to challenge, they must choose this one, or another character with Bodyguard, if able (8.3.2, 8.3.3).

The first part exists because of the second. Only exerted characters can be challenged (4.6.4.2), so a ready Bodyguard can't be chosen. The opponent is then not "able" to challenge it and may challenge any other exerted character. Entering exerted means the Bodyguard protects your other exerted characters from the moment it lands. It readies at the start of your next turn like everything else. If it quests, it is exerted again and protecting again.

Example with hypothetical numbers: you have an exerted Bodyguard with 4 Willpower and an exerted character with 2 Willpower that quested this turn. Your opponent's 3-Strength character wants the easy banish. It has to challenge the Bodyguard, which survives with 3 damage. Had your Bodyguard stayed ready, the opponent could have challenged the 2-Willpower character.

Here is that challenge resolved with the two steps from the rules: the Bodyguard limit applies at declaration, before anyone deals damage.

A challenge into Bodyguard in LorcanaAt the top, the defending player's characters: an exerted Bodyguard with 4 Willpower, an exerted character with 2 Willpower and a ready character, which cannot be challenged. Below, the opposing challenger, dry and ready, with 3 Strength. A highlighted arrow must go to the Bodyguard; the arrow to the 2-Willpower character is crossed out. On the right, the two steps of a challenge: declaration, where Evasive and Bodyguard are checked, and simultaneous damage followed by a game state check. Result: the Bodyguard takes 3 damage and survives.Defending player's charactersBodyguardexertedWillpower 4CharacterexertedWillpower 2Characterreadycan't bechallenged (4.6.4.2)ChallengerStrength 3Challenging characterDry and readyExerted when declared (4.6.4.4)Required:must choose theBodyguard (8.3.3)Not allowed whilethe Bodyguardcan be chosenBodyguard mayenter play exerted(8.3.2)How it resolves1 · Declaration (4.6.4)Choose an exertedopposing characterCheck the limiters:Evasive and BodyguardPay costs, then exertthe challenger2 · Damage (4.6.6)Both deal theirStrength at onceThen a game statecheck (4.6.6.3)In the exampleBodyguard: 3 damage,Willpower 4: survives
Original TradeMatches diagram: a challenge as set out in rules 4.6.4 (declaration), 4.6.6 (damage) and 8.3 (Bodyguard) of the Comprehensive Rules 2.3.0. The Strength and Willpower numbers are this guide's hypothetical example.

Boost in Lorcana

Boost N means: once during your turn, you may pay N ink to put the top card of your deck facedown under this card (8.4.1). You can do it whenever you could use an activated ability, and nobody may look at the facedown card, not even you (8.4.2).

Boost does nothing by itself apart from moving a card. The payoff is printed on the Boost card or on other cards that care about cards under a character, so read those cards to see what you gain from boosting.

Vanish: when the character is banished

Vanish means that when an opponent chooses this character as part of resolving an action's effect, it's banished. The banish happens after the action has finished resolving (8.14.1, 8.14.2).

Worked example: your opponent plays Let the Storm Rage On ("Deal 2 damage to chosen character. Draw a card.") and chooses your Vanish character, which has 4 Willpower. The action resolves completely first: 2 damage, then your opponent draws. Then Vanish triggers from the bag and your character is banished, even though 2 damage wouldn't have done it.

Ward vs Resist

Ward stops your opponents from choosing the card when they resolve an effect (8.15.1). Resist +N reduces each instance of damage dealt to it by N (8.8.1). Ward doesn't stop challenges or effects that don't choose. Resist doesn't stop anything from choosing the card, but it shrinks the damage, challenge damage included.

SituationWardResist +N
Opponent's "chosen character" effectCan't choose itCan choose it; damage reduced by N
Effect that doesn't choose ("all opposing characters")Affected (8.15.2)Affected; damage reduced
Being challengedCan be challengedCan be challenged; challenge damage reduced
Damage "put" or "moved" onto itAffected if not chosenNot reduced (8.8.3)
Your own effectsCan choose itReduced as normal
Two instancesDon't add upAdd up: +1 and +2 make +3

The rules show both keywords in action. Noi – Orphaned Thief gains Resist +1 and Ward while you have an item in play. Its reminder text reads "Opponents can't choose this character except to challenge" (6.1.13.5). If an opponent chooses a Ward character for Let the Storm Rage On by mistake, that choice is illegal and is undone. They choose again, but the action is not taken back (1.7.7, example B). Namaari – Resolute Daughter has Resist +3, so Smash's 3 damage is reduced to 0 and no counters go on her (1.9.4, example B). The action still counts as dealing damage, so Merida – Formidable Archer's "Whenever one of your actions deals damage to an opposing character" still triggers (1.9.5). Resist also exists on locations (8.8.1).

Evasive and Alert: who can challenge

A character with Evasive can only be challenged by a character that also has Evasive (8.6.1). Evasive doesn't limit what the Evasive character itself can challenge. A character with Alert ignores that limit without gaining Evasive (8.2).

Challenger vs Reckless

Challenger +N gives +N Strength only while the character is challenging, never while it is being challenged (8.5). Reckless means the character can't quest, and you can't end your turn while it is ready and able to challenge an opposing character or location (8.7).

Challenger stacks (8.5.1). The rules' example is Tinker Bell – Peter Pan's Ally giving your characters named Peter Pan Challenger +1, any version (5.2.6). According to the official quick-start rules, Challenger also applies when you challenge a location.

Reckless doesn't force a challenge that's impossible. A drying Reckless character can't challenge, so it doesn't block the end of your turn. Neither does one facing only ready characters, or only Evasive ones when it lacks Evasive. Locations are always open to challenges (4.6.8.2). If your opponent has a location in play, a dry, ready Reckless character must challenge before you can end the turn. You can still exert a Reckless character to sing a song or pay for an ability (8.7.4), and once it's exerted the restriction no longer applies. Some effects hand Reckless to an opposing character, such as Flippant Taunt "until the start of your next turn".

Adventurous: the new keyword in Hyperia City

Adventurous, added in Comprehensive Rules 2.3.0, is Reckless turned around: the character can't challenge, and you can't end your turn while it is ready and able to quest (8.16). As with Reckless, you can still exert it to sing a song or use an ability (8.16.4).

The first card with it is Mickey Mouse – Best in Town, a 1-cost Amber character. Ravensburger also gave the keyword to five older cards whose text said the same thing in longer words: Cobra Bubbles – Dedicated Official, This Growing Pressure, Ariel – Curious Traveler, Woody – Town Sheriff and Gaston – Frightful Bully. A drying Adventurous character can't quest, so it doesn't force anything on the turn it's played.

Support: adding Strength when questing

Support is a triggered ability: whenever this character quests, you may add its Strength to another chosen character's Strength for the rest of the turn (8.13.1). It's optional, it can't target itself, and it goes into the bag, so it resolves after the quest has finished (4.5.2).

The usual play is to quest with the Support character first and then challenge with the character that got the bonus. The bonus ends in the End-of-Turn Phase (3.4.1.2). Support doesn't change the lore you gain from questing. A character that already has Support and gets it again from an effect still has one Support (8.1.2). Each Support trigger resolves separately, though, so two different Support characters questing can boost the same target twice. The rules' example has two Heihei – Boat Snack questing to add Strength to Flounder – Voice of Reason (6.5.8).

Singing songs in Lorcana: Singer and Sing Together

Every song can be played by exerting one of your dry characters whose ink cost is equal to or greater than the song's cost, instead of paying ink. That is called singing (5.4.4.2). Singer N lets a character sing as if it cost N (8.11), and Sing Together N lets several characters add up their costs to reach N (8.12).

Example: you hold a 5-cost song with Sing Together 5. Your dry characters cost 3 and 2. Neither can sing it alone, but exerting both reaches 5, so the song costs you no ink. A 5-cost song without Sing Together would need a single character of cost 5 or more, or one with Singer 5 or higher.

Rush

Rush lets a character challenge as though it had been in play since the start of your turn (8.9.1). It covers challenging and nothing else. A Rush character played this turn still can't quest, sing or pay an exert cost until your next turn.

Turn structure: Ready, Set, Draw

A Lorcana turn has three phases: the Start-of-Turn Phase, with its Ready, Set and Draw steps, then the Main Phase and the End-of-Turn Phase (3.1).

  1. Ready: you ready all your cards in play and in your inkwell. "During your turn" effects start, "until the start of your next turn" effects end, and start-of-turn triggers go into the bag (3.2.1).
  2. Set: your characters stop drying, you gain lore from your locations, and triggers from Ready and Set resolve (3.2.2).
  3. Draw: you draw one card. The starting player skips this step on the first turn of the game (3.2.3).
  4. Main Phase: you take turn actions in any order: ink a card (once), play cards, use activated abilities, quest, challenge and move characters to locations (4.1.3).
  5. End of turn: "at the end of your turn" triggers resolve, "this turn" effects end, and a final game state check is made (3.4).

All three phases in one diagram, with the steps of the first and the six turn actions of the Main Phase:

Disney Lorcana turn structureThree blocks from top to bottom. Start-of-Turn Phase with three steps in order: Ready, Set and Draw, with a win check after each step. Main Phase with six turn actions in any order: ink a card, once; play a card; use an activated ability; quest; challenge; move to a location. End-of-Turn Phase: end-of-turn triggers, "this turn" effects end, final game state check and the next player becomes active.Start-of-Turn Phase (3.2)Win and loss check after each step (1.8.1)1 · ReadyReady your cards in playand in your inkwell2 · SetCharacters stop drying; gainlore from your locations3 · DrawDraw 1 card; the startingplayer skips it on turn 1Main Phase (3.3)Turn actions in any order; all can be repeated except inking a card (4.1)Ink a card (once)Play a cardUse an activated abilityQuestChallengeMove to a locationEnd-of-Turn Phase (3.4)You can only declare it with no turn action in progress and nothing in the bag (3.3.2.1)“At the end of your turn” triggers resolve, “this turn” effects end, final game state checkThen the next player in turn order becomes the active player (3.1.4)
Original TradeMatches diagram: turn structure as set out in sections 3.1 to 3.4 and 4.1 of the Disney Lorcana Comprehensive Rules 2.3.0 (effective 16 October 2026).

You can't declare the end of your turn in the middle of a turn action or while abilities are waiting in the bag (3.3.2.1). The game checks its winning and losing conditions at the end of every Start-of-Turn step (1.8.1). If location lore in the Set step takes you to 20, you win before you draw.

Drying: what a new character can do

A character played this turn is "drying": it can't quest, challenge, or exert to pay a cost, which rules out singing too, until it has been in play since the start of your turn (1.7.5, 5.1.1.11). It can use activated abilities without the exert symbol, its "When you play this character" abilities trigger, and it can be moved to a location. The official quick-start rules sum it up as waiting for the ink to dry.

On the turn it's played…CharacterItemLocation
QuestNo——
ChallengeNo (yes with Rush)——
Sing a songNo——
Ability with the exert symbolNoYes—
Ability without exertYesYesYes
Move to / receive charactersYes—Yes

Sources: 4.4.2, 5.5.4, 5.6.4, 6.3.1 and the quick-start rules for moving. A character shifted onto a dry character is dry at once (8.10.4). Characters enter play ready (5.1.2.1), so a new character can't be challenged on your opponent's next turn unless something exerted it, such as a Bodyguard choosing to enter exerted.

Quest vs challenge

Questing exerts a dry character to gain lore equal to its Lore value (4.5). Challenging exerts a dry character to deal damage equal to its Strength to an exerted opposing character, which deals its own Strength back at the same time, or to an opposing location, which deals nothing back (4.6). Both need a ready character, so each character does one or the other each turn unless an effect readies it.

A challenge has two steps. In the declaration step you pick your character and an exerted opposing character (or a location), check limiters such as Evasive and Bodyguard, pay any costs and exert your character. Triggers like "whenever this character challenges" then resolve. In the damage step both characters deal damage simultaneously, and a game state check banishes whatever has damage equal to its Willpower (4.6.4–4.6.6). A character with negative Strength deals 0 (4.6.6.1).

The trade-off is simple: questing scores lore but leaves your character exerted, and exerted characters are the only ones your opponent can challenge on their turn. Challenging removes threats or attacks a location, at the price of the lore that character could have gained. The rules' basic example (4.6.9, example A) shows it: a ready Stitch – New Dog challenges an exerted Milo Thatch – Clever Cartographer, each deals its Strength to the other, and a game state check ends the challenge.

Damage, removing damage and banishing

Damage counters stay on a character or location until something removes them, and the card is banished as soon as a game state check finds damage equal to or greater than its Willpower (1.8.1.4, 5.3.6.3). What players call "healing" appears on cards as "remove damage". "Banished" means put from play into its owner's discard (glossary).

Lorcana locations: moving characters and challenging them

During your turn you can move one of your characters to one of your locations by paying that location's move cost. The character can be ready or exerted, and either card can have been played that turn (4.7, quick-start rules). Opponents can challenge your locations at any point in their Main Phase, and locations never deal damage back (4.6.8).

Moving

Challenging and damaging locations

How locations gain lore

A location with a Lore value gives you that much lore at the start of each of your turns, in the Set step, as long as it's still in play. It's automatic, doesn't use the bag and isn't questing (3.2.2.2, 5.6.5.4).

Items: playing, exerting and using them

Items enter play ready and, unlike characters, can be exerted and use their abilities on the turn you play them (5.5.4, 4.4.2). They have no Strength or Willpower, can't be damaged or challenged, and leave play only when an effect banishes or removes them (5.1.2.2).

The bag: resolving triggered abilities

Triggered abilities, the ones starting with "When", "Whenever", "At the start of" or "At the end of", don't resolve on the spot. They wait in the bag until the current action or effect has finished. Then the active player resolves all of theirs in any order they choose, and each other player follows in turn order (7.7).

Example from the rules (7.7, example B): you quest and three abilities trigger, two of yours and one of your opponent's. You resolve both of yours, and one of them adds a new trigger of yours, which you also resolve. Then the bag passes to your opponent. If their ability creates another trigger for you, the bag comes back to you once they're done.

Opening hand size and mulligan rules

Each player starts with a 7-card opening hand (5 in Pack Rush). Once per game, starting with the first player, you may put any number of those cards on the bottom of your deck without revealing them, draw back up to 7 and shuffle (2.2.1.4, 2.2.2). Lorcana calls this "altering" your hand, and there is no penalty: you always go back to 7.

  1. The starting player chooses cards, puts them on the bottom and draws back to 7.
  2. Each other player, in turn order, decides whether to do the same.
  3. Everyone who changed at least one card shuffles, and an opponent may cut or shuffle that deck (2.2.2.3).

The first player decides without knowing what the opponent will do, and nobody can alter twice. The starting player also skips the draw on their first turn (3.2.3.1). The official quick-start rules suggest altering when you have few inkable cards or too many expensive ones. In tournaments, whether to play or draw first is chosen before anyone sees their hand, and from the second game on the loser of the previous game chooses (TR 3.3, 2.1.3.2).

To get a feel for what altering your hand is worth: with 4 copies of a card in a 60-card deck, it is in your 7-card opening hand 39.9% of the time. If you put all 7 on the bottom whenever it isn't, the new 7 come from the other 53 cards, and the chance of ending up with at least one copy rises to 66.5%. Both numbers come from the hypergeometric distribution: 1 − C(56, 7) / C(60, 7) and 1 − C(56, 14) / C(60, 14). For other counts, use the opening hand calculator with Lorcana and 7 cards drawn afterwards.

Empty deck: when you lose

You lose if your turn ends with no cards in your deck (1.8.1.2, 2.3.3.2). Running out during the turn, or being told to draw from an empty deck, doesn't lose the game by itself.

Some learning material still says otherwise. The official quick-start rules, in both the English edition and the 2024 Spanish one, say you lose the next time you would have to draw from an empty deck. The Comprehensive Rules are the technical document, and in version 2.3.0 the check happens when your turn ends.

Lorcana with three or more players

Multiplayer Lorcana uses the normal rules with a few additions: turns pass to the left, simultaneous actions start with the active player and go left, and a player who loses leaves the game at once (9). Each player has their own lore total, and you win at 20 lore or by being the last player left (1.8.1.3).

Lore: how you win, with and without questing

The first player with 20 or more lore wins, at the next game state check (1.8.1.1). Lore comes from questing, from locations at the start of your turn and from card effects, and it can never drop below 0 (1.11).

Deck building: 60 cards, two inks, four copies

A Constructed deck needs at least 60 cards, cards from no more than two ink types, no more than 4 copies of any card by its full name, and no banned cards (1.10.1.1, TR 1.3.1.1). There is no maximum, but you must be able to shuffle the deck in a reasonable time without help.

Core and Infinity after the 2026 rotation

Since the release of Attack of the Vine! (set 13), Core Constructed only allows cards from set 9, Fabled, onward. Sets 1–8 are out, and new sets such as Hyperia City join the pool when they come out. Infinity Constructed allows cards from every set but has its own banned list (TR 1.3.1, 1.6.1). Checked on 21 October 2026.

Core ConstructedInfinity Constructed
Legal setsSet 9 (Fabled) onward: Fabled, Whispers in the Well, Winterspell, Wilds Unknown, Attack of the Vine!, plus later setsAll sets
RotationThe four oldest sets leave once a yearNone
Banned cardsMy Adventure Book (since 3 November 2026)Hiram Flaversham – Toymaker
Deck rules60+ cards, up to two inks, up to 4 per full name

Dates for Hyperia City and the sets already announced for 2027 are in the release calendar, where you can add them to your own calendar.

Lorcana Sealed rules: the 40-card deck

In Sealed, each player opens at least six booster packs, from sets the organiser chooses, and builds a deck of at least 40 cards from them. Any number of inks and any number of copies are allowed (1.10.1.2, TR 1.3.2, 1.3.2.2). Everyone starts with the same number of packs from each chosen set. There's no maximum deck size apart from what your pool contains.

Lorcana Draft: the 35-card deck

In Draft, players pick one card at a time from booster packs passed around a pod and then build a deck of at least 35 cards from their picks, with any inks and any number of copies (1.10.1.2, TR 1.3.2.4). The minimum is four packs per player.

Pack Rush: two boosters, 15 lore

Pack Rush is a quick Limited game: each player shuffles the cards of two unopened booster packs, from any sets, into a deck of about 24 cards, starts with 2 ink and 5 cards in hand, and plays to 15 lore (10.2, TR 1.3.2.3).

  1. Open both packs and set aside the marketing or puzzle cards.
  2. Shuffle the rest together without looking. There are no ink restrictions.
  3. Set lore to 0 and draw 5. You may alter your hand.
  4. Put two marketing cards into your inkwell, ready. They can't leave the inkwell or be chosen by effects (10.2.2).
  5. First to 15 lore wins. If you need to draw and your deck is empty, shuffle your discard to form a new deck (10.2.5).

The Comprehensive Rules set no minimum deck size for Pack Rush (10.2.1.1). The Tournament Rules describe the result as a 24-card deck. Preconstructed is the fourth Limited format: a random 60-card starter deck, which the organiser may let you adjust with the included booster. It's only used at Entry-level events (TR 1.3.2.1).

Lorcana rarities

Lorcana has eight rarities: Common, Uncommon, Rare, Super Rare, Legendary, Enchanted, Epic and Iconic. The last two arrived with Fabled in August 2025. The rarity symbol is part of the card's ancillary information and has no effect on play (5.2.10.6). Ravensburger's announcement says Epic cards are rarer than Legendary ones and Iconic cards far less common than Enchanted ones, with 18 Epic and 2 Iconic cards per set. For what that means for collecting and trading, see the collector guide. For how language and edition affect a card, see the guide to TCG card language and edition.

Finding the cards you're missing

Whether you're building a Core deck after the rotation or chasing a shift partner for a character you already own, TradeMatches lets you list what you have and what you're looking for, shows matching collectors nearby and gives you a chat for your province. Before your first prerelease, read how to prepare for your first TCG event.

FAQ

Can a shifted character quest the turn it's played?

Yes, if the character it was put on had been in play since the start of your turn. It inherits the dry state. Shifted onto a character played that same turn, it is drying and has to wait.

Are Lorcana ink drops cards in my inkwell?

No. They're counters kept in your inkwell, removed to pay 1 ink each and then gone. They don't count as cards and can't be readied.

How many cards do you draw at the start of Lorcana?

Seven, or five in Pack Rush. You may then put any number on the bottom of your deck once and draw back to seven, and the first player doesn't draw on turn one.

Can Ward characters be challenged?

Yes. Ward only stops opponents choosing them for effects. A challenge isn't an effect, and effects that don't choose still apply.

How many cards is a Lorcana Sealed deck?

At least 40, built from at least six packs, with any inks and any number of copies. Draft decks need at least 35.

Do I lose immediately when my deck runs out?

No. Under Comprehensive Rules 2.3.0 you lose only if your turn ends with your deck empty, so you can still win or refill it before then.

Sources and checks

On 21 October 2026 we read the full Comprehensive Rules 2.3.0 (effective 16 October 2026), the keyword and format sections of the Tournament Rules effective 14 July 2026, the Hyperia City release notes and Ravensburger's ink drop preview. We checked each rule in this guide against them, together with the official quick-start and Pack Rush rules and the rotation and rarity announcements.