Skip to content

Disney Lorcana Basics: Inking, Questing and Racing to 20 Lore

By YuCards Editorial Team

Your first Disney Lorcana game usually goes like this: you hold every card because they all look too good to put face down, you miss your ink drop, and by turn four you are staring at a hand full of characters you cannot afford. Meanwhile your opponent quietly quests their way to victory.

Lorcana is easy to learn but full of small decisions, and most of them revolve around two ideas: what you put into your inkwell, and whether your characters should quest or fight. This guide walks through both, plus the race to 20 lore that ties the whole game together.

🎴 How does a game of Lorcana work?

Each player brings a deck of at least 60 cards, built from one or two of the game's ink colors, with up to four copies of any card. You start with seven cards in hand, and you can put any number of them on the bottom of your deck and redraw that many once at the start.

The goal is simple: be the first to reach 20 lore. You gain lore mainly by sending your characters on quests. A player also loses if they would draw from an empty deck, but in most games the lore race ends things first.

Each turn follows a simple order:

  1. Ready your exerted cards (turn them upright).
  2. Set any start-of-turn effects.
  3. Draw a card (the first player skips this on their very first turn).
  4. Main phase: ink a card, play cards, quest, challenge, and use abilities in any order you like.

🖋️ What does it mean to ink a card?

Ink is Lorcana's resource. Once per turn, you can take a card from your hand, reveal it, and place it face down in your inkwell. Every card in the inkwell provides one ink to pay for other cards, regardless of what is printed on its front.

Not every card can be inked. Only cards with the decorative inkwell symbol around their cost are inkable. Cards without it must be played or kept; they can never become ink.

This creates the game's first big decision: which card do you give up? Every ink drop is a card you will never play, but skipping a drop leaves you short on resources for the rest of the game.

Inking situation Usual decision
You have a duplicate you do not need yet Ink it
A card is weak in this matchup Ink it
Your hand has only cards you want to play soon Ink the one you will need last
You are on track for your big turns already Consider skipping, but rarely

Most experienced players ink every turn in the early game. Being one ink behind your opponent for several turns adds up quickly.

Tip: When deckbuilding, check how many of your cards are inkable. A deck with too few inkable cards forces you to ink cards you really want to play, or skip drops altogether. Aim for a healthy majority of inkable cards.

🏃 Why do characters need to dry before acting?

When you play a character, it enters "drying". That means it cannot quest, challenge, or use abilities that require exerting it until your next turn. Some characters have the Rush keyword, which lets them challenge the turn they are played, but questing still waits.

Drying gives your opponent a full turn to respond to anything you play. It also means a character you play this turn is effectively a promise for next turn. Your opponent sees it coming and can plan around it.

Exerting and readying

When a character quests or challenges, you exert it by turning it sideways. Exerted characters stay that way until your next ready step. This matters a lot, because only exerted characters can be challenged by default. A character that quested is now vulnerable.

Beginner mistakes with ink and drying

  • Hoarding cards instead of inking. It feels safe to keep options, but missing drops leaves you unable to cast anything big.
  • Inking your only answer. Before inking, ask whether that card is your one way to deal with a threat.
  • Forgetting drying when planning. A character played this turn will not quest until next turn, so plan lore accordingly.
  • Playing everything at once. Sometimes holding a character back means your opponent cannot plan around it.

⚔️ Should you quest or challenge?

Every turn, each ready character has a choice:

  • Quest: Exert it and gain lore equal to its lore value. You move closer to 20, but the character can now be challenged.
  • Challenge: Exert it and fight one of your opponent's exerted characters. Each deals damage equal to its strength to the other. Characters with damage equal to or greater than their willpower are banished.
  • Stay ready: Do nothing, keeping the character upright and safe from challenges.

The best choice depends on the race. If you are ahead on lore, questing keeps the pressure on. If your opponent has a strong quester that is exerted, challenging it can slow them down. If your character would be easily banished after questing, holding it back may be smarter.

Quest-or-challenge checklist

  • How much lore do I and my opponent have?
  • Which of their characters are exerted and worth challenging?
  • Will my quester survive their next turn if I exert it?
  • Does any character have Evasive, Bodyguard, or Ward that changes the math?
  • Is a challenge now better than an extra point of lore?

Keywords such as Evasive, Bodyguard and Ward change who can challenge whom, so read them carefully. They are printed on the card and explained in the official rules.

📈 How does the race to 20 lore shape your strategy?

Because lore is permanent, the game is a race. Some decks try to quest early and often, reaching 20 before the opponent stabilizes. Others focus on challenging and controlling the board, aiming to win later with fewer but safer quests.

A useful habit is to estimate how many turns each player needs to reach 20. Add up the lore values of characters each player could quest with next turn. If your opponent will win in two turns and you need four, you must interfere, by challenging their questers or using actions that slow them down. If you are the faster player, focus on questing and protect your questers.

Items, actions and songs also play a part:

  • Items stay on the board and provide ongoing effects or abilities.
  • Actions are played once and then discarded.
  • Songs are actions that a character with enough cost can sing instead of paying ink, by exerting.

Songs are a neat trick: a character that would otherwise quest can sing a song to provide a powerful effect without spending ink. Deciding between questing and singing is another common choice.

A quick lore race example

Imagine you have 12 lore and two characters on the board that quest for 2 and 3. Your opponent has 15 lore and one character that quests for 2, plus a strong card in hand you suspect is coming. If you both quest freely, you reach 17 next turn while they reach 17 too, and the game comes down to who gets the final push first.

Now suppose their quester is exerted from questing this turn. Challenging it with your stronger character removes 2 lore per turn from their clock. You gain less lore this turn, but you may have bought yourself an extra turn, which is often worth more than the points you skipped. Doing this kind of quick math every turn is the habit that separates casual players from consistent winners.

🧭 How do you learn Lorcana efficiently?

Lorcana is friendly to new players, and the best starting point is a starter deck from a recent set. Starter decks show how two ink colors combine and give a balanced curve. The official Disney Lorcana site explains the rules and keywords in detail, and local game stores often run casual events for newcomers.

Some steps that help:

  • Play a few games with a starter deck before buying boosters.
  • Learn the keyword list, since keywords appear on many cards.
  • Practice counting lore turns each game.
  • Keep a short note of which cards you always ink and which you never ink.

If you play with friends, try a few games where everyone says their ink choice and quest decisions out loud. It sounds silly, but explaining a decision forces you to think about it, and you will quickly notice when your reasoning is shaky. Lorcana's open, readable board makes this kind of casual coaching easy.

If you buy single cards or sealed products, buy from reputable stores and check what you receive. Do not treat cards as a guaranteed investment; prices change and collecting is best done for enjoyment.

🏁 What should you take away from all this?

Lorcana's core loop is clear once you see it: ink one card a turn, play characters that dry for a turn, then quest or challenge with them. The tension between building ink and keeping strong cards, and between questing and holding back, makes every turn interesting.

Ink almost every turn, track the lore race, and challenge exerted characters when it slows your opponent more than questing would help you. With those habits, you will win more of those close games that come down to the last few points of lore.

❓ Frequently Asked Questions

How do you win a game of Disney Lorcana?

You win by reaching 20 lore, mainly by questing with your characters. A player also loses if they would need to draw a card from an empty deck.

Can I ink more than one card per turn?

Normally you can put only one card into your inkwell per turn. Some card effects can add extra ink, but those are exceptions written on the cards.

Why can't my character quest the turn it was played?

New characters are "drying" and cannot quest, challenge, or exert for abilities until your next turn. The Rush keyword lets a character challenge right away, but it still cannot quest that turn.

Which characters can be challenged?

By default, only exerted characters can be challenged. Characters that quested or challenged during their own turn stay exerted and are therefore open to challenges on your opponent's turn.