Disney Lorcana

How locations gain lore in Lorcana

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Article-specific diagram: How locations gain lore in Lorcana
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A Location with lore value grants that lore at the start of your turn during the Set step. It does not require a character to be present on it or that you exhaust it to gain the printed value. The basic gain is not a triggered ability placed in the ability bag. If you play the Location during your main phase, you typically will not receive its lore at the start of your turn until your next turn, as long as it remains in play.

Where the lore value appears

Locations are horizontal cards with their own classification and characteristics line. Some show a lore value, identified by the corresponding symbol. That number indicates how much lore your player gains during the Set step of their turn. This is not the same as the cost to play the card, the cost to move a character toward it, or its Willpower. Each number serves a different function; confusing them can result in an incorrect score.

Example: a hypothetical Location costs three inks to play, has a movement cost of one, and shows two lore. You pay three to play it. If later you move a character, you pay the applicable movement cost. At the start of your turn, during Set, the Location grants you two lore if it remains in play. You do not gain three for its cost or one for movement. Reading each icon before adding points prevents a player from mistakenly treating a payment characteristic as a reward.

The moment is the Set step

The start of a turn in Lorcana is divided into Ready, Set, and Draw. First, exhausted cards are prepared and relevant start-of-turn effects are resolved; then, during Set, characters stop drying and the player gains lore from all Locations with lore value that are in play. Then, any pending triggered abilities from the start of the turn are resolved according to the rules. Card drawing occurs during Draw, after Set, except on the initial turn.

This order can determine the outcome of a game. If you begin your turn with nineteen lore and a Location that grants one, you reach twenty during Set. The victory condition is checked according to the rules at that moment of the turn start; you do not need to wait to complete a quest in your main phase. Conversely, if you play the Location during your main phase with nineteen lore, the Set step of that turn has already passed. The card does not automatically grant its start-of-turn lore when it enters play.

The basic gain does not use the bag

The full rules state that gaining lore from a Location's value during Set is not a triggered ability and does not get added to the pending abilities bag. This distinguishes it from a card text such as "at the start of your turn, you can..." which may generate a triggered ability. A Location might also have a triggered ability of this type; in that case, the lore from its value and the ability from its text must be treated separately.

Example: a Location shows one lore value and also says "at the start of your turn, you can...". During Set, you receive the lore from the Location value according to the general rule. The ability text follows its own triggered ability procedure and may have different decisions or effects. Do not place the basic lore point in the bag as if it could be delayed at will, nor ignore the other ability because "you already gained the Location." These are two independent sources of outcome.

There's no need for a character to be there

Standard gain refers to Locations you have in play with a lore value. The rules do not require a general condition that a character be present on them. You can play a Location and leave it empty; if it survives until your next Set, its lore value can still grant points. Moving characters to Locations has other functions, usually defined by card abilities or positioning decisions, but it is not a universal cost to activate the printed lore.

Suppose you have two Locations: one empty with one lore value and another with a character on it and a two-lore value. During your Set step, under the general rule, you gain three lore in total if both remain in play and there are no effects changing the gain. The presence of the character does not automatically double the lore from the second nor cancel the first. The existing guide on moving characters to Locations explains movement costs and steps; this page addresses how lore is earned.

It does not need to be exhausted to gain lore

Gaining lore through a Location's printed value does not require exhausting it. The rules describe the gain during Set, not an action in the main phase that you must activate by turning the card. Therefore, lore is granted even if no character is available to exhaust. If the Location has another ability that requires a cost or exhaustion, that ability is a separate matter and must be paid as indicated in its text.

This distinction helps with resource planning. Do not reserve ink to "pay for the lore" of a Location that is already in play—the basic value does not have that cost. Also, do not immediately note the lore when playing it just because it is ready. On the table, clearly distinguish which points came from Set and which came from quests or effects. This separation allows you to correct a count if a Location is removed before its corresponding Set step.

Multiple Locations add their values

If you control multiple Locations with lore value, each one contributes its amount during your Set step according to the rules and active effects. There is no general rule that "only one Location grants lore per turn." Your score can increase rapidly if you keep several in play, but you also expose more cards to challenges or effects that banish Locations. Clearly track the total with a shared counter for both players.

Example: you begin with ten lore and three Locations showing one, one, and two lore respectively. During Set, if all three remain in play and there are no modifiers, you gain four and reach fourteen. If your opponent banishes the two-lore Location before your turn begins, you only gain two and reach twelve. This deduction is not a penalty applied later—it simply means you do not gain a card that is no longer in play when it's time to check. The survival of Locations is part of their strategic value.

A Location can be challenged

A Location is not a completely secure source of lore. Opponent characters can challenge Locations according to game rules. The Location has Willpower and accumulates damage; if the damage equals or exceeds that value, it is banished during the status check. Unlike a character, a Location does not have Willpower to retaliate during a challenge under the general rule. The opponent may invest actions to eliminate it before your next lore gain.

When deciding when to play it, calculate how many turn starts you need to justify the ink spent. If the opponent can challenge it immediately with a character capable of dealing sufficient damage, you may only be forced to spend one action and never gain lore. If the opponent has strong Willpower or you can protect it in another way, it may remain in play for several turns. There is no universal formula—the value depends on the cost, lore per turn, resistance, and specific effects of that Location.

Persistent damage and future turns

A Location's damage accumulates. It does not disappear simply by the passage of time at the end of a turn. Therefore, a Location that survives a challenge with damage may fall to a subsequent attack and stop generating lore. Check its damage counters before deciding whether you need to defend it. Also avoid treating it as "safe for three turns" without checking how much Willpower it actually has remaining.

Example: A Location with five Willpower receives three damage. It remains in play and, if it's your turn, may grant its lore during Set. Later, it receives two additional damage points and reaches five; it is banished according to the rule. It will not grant lore in the next turn because it is no longer in play. The lore value does not automatically change due to damage, except where a specific effect indicates otherwise. Damage and score are distinct characteristics, though damage threatens the continuity of that score.

Entering play and using other abilities

The rules allow using a Location's ability during the turn you play it, if its conditions are met. This does not advance the standard lore gain that occurs during Set. A Location can therefore provide an immediate effect from its text and later contribute lore at the start of your turns. It can also lack lore value and still be useful due to its ability or its relationship with characters moving toward it.

When evaluating a card, separate the printed lore value from any ability text. An ability that says "gain lore" may have its own timing and cost; it is not necessarily the automatic score from Set. Likewise, a Location with zero lore value does not grant points from that characteristic, even if another part of its text does. This reading prevents using an ability before paying for it or ignoring a point that comes without a chosen activation.

Planning your turn and endgame

Locations create a time pressure. If one grants two lore at the start of each turn and you need four to win, surviving two turn starts may be sufficient without completing additional quests. Your opponent knows this calculation and may attempt to banish it. You can decide whether to invest resources to protect it, gain lore through characters to shorten the timeline, or play another Location to diversify your point sources.

Do not confuse the turn in which you play it with the first turn in which it will grant lore. If you play it during your main phase, your next Set step usually belongs to your following turn. Your opponent gets an opportunity to act in between. A plan that depends on "I play it now, I gain two now, I win" fails unless another card explicitly provides that lore immediately. Before declaring victory, clearly indicate which specific action increased the counter and when it occurred.

Common mistakes and quick check

Common mistakes include requiring a character on the Location, exhausting it to gain the printed lore, adding its lore at the time of playing it, placing the basic gain in the ability bag, or forgetting it during Set. Damage accumulated is sometimes ignored, and lore is sometimes gained from a Location that has already been banished. The solution is to check the table during the Set step: identify all Locations in play with lore value, sum their values, and update the counter before moving to drawing.

If a Location has a text ability that triggers at the start of the turn, resolve it using its proper triggered ability procedure, separate from the gain from its value. If reaching twenty lore ends the game, check that condition at the regulated moment and do not continue playing unnecessary cards. This routine makes a victory source visible that does not depend on exhausting characters and avoids confusing movement guidance with scoring guidance.

Frequently Asked Questions

Does an empty Location grant lore?

Yes, if it has a lore value and is in play during your Set step, unless a specific effect changes the situation. It does not require a character to be on it by general rule.

Do I gain its lore on the turn I play it?

No, for its basic value if you play it during your main phase, because the Set step of that turn has already passed. You normally gain it on your next turn if it remains in play.

Do I need to exhaust it to gain that lore?

No. The gain from the printed value occurs during Set and does not require exhausting the Location. Other abilities on the same card may have their own costs.

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