I first fell in love with Disney Lorcana because it has pretty pictures. Exactly how it worked, or even what it really was, didn't matter to me - it was a shiny new thing and amongst its first things revealed were Stitch as a rockstar and a mystical picture of Elsa in a silk hood with ice magic twirling around her fingertips. I didn't need to know anything else - I was in. I kicked off TheGamer's Lorcana Week by discussing how and why the game would become my first TCG, but that was far more about vibes and connection to the game than actually playing it. Now that it approaches, however, I really should knuckle down and figure out how it plays.
A lot of times when you hear people discussing the rules for Disney Lorcana, these will be in relation to another game. What it does the same or differently or kinda similar if you squint a little in relation to Pokemon, or Magic, or any other of the bajillion card games out there. That makes sense - most people in the community are die-hard card fans (die-cards, if you will), and so these references land. If I was explaining cricket or rounders to an American, I would start with "it's like baseball, but...". The issue with this for me is I don't play any of these other card games, so I have a difficult time going from the baseball of Pokemon to the cricket of Lorcana.
For a full comprehensive guide on playing the game, you should check out our Tabletop Editor Joe Parlock's breakdown of the rules, and explanations of every mechanic and card type. This is not a comprehensive guide. This is my reaction to the rules as a complete novice, which hopefully can help other clueless card players understand how the game works.
1. Know Your Inks
There are six Inks in the game, which are basically like types in Pokem- just kidding. There are six Inks, though. These are the colours of your cards, with Ruby, Emerald, Sapphire, Amethyst, Amber, and because there's no grey-coloured gem, Steel. You can only have two colours in your deck (which is at least 60 cards and can only have four of any given card) at one time.
In the starter decks, these inks are paired up - Amber with Amethyst, Ruby with Emerald, and Sapphire with Steel. Ruby cards are aggressive and risky, while Emerald cards are adaptive and can pull cards back, mitigating Ruby's recklessness. Amber buffs while Amethyst controls. Sapphire is item-heavy, while Steel's high defence allows these items to come into play.
Once the game is out, players may not stick to these pairings. Maybe Ruby's aggression can be paired with Steel's defence? Maybe Amber's ability to protect can shield Sapphire's items? Maybe Amethyst and Emerald go together because they're the only two I haven't mentioned yet? The point is, all you basically have to know is what each colour does, and make a sensible pairing.
2. You Can't Always Build A Dream Deck
This is probably the most frustrating rule for me as an outsider. I'm sure there's a good reason for it, it may well make the game better by keeping it under control, and there might be similar restrictions in other card games. But as a noted Pretty Picture Enjoyer, it's an obstacle I have to scramble around.
Let's say your favourite characters are Elsa, Hercules, and Jasmine. First, you're quite cool, aren't you? Secondly, you can't have them all in the same deck. Elsa has three Amethyst and one Ruby card, Hercules has one Steel, and Jasmine has two Sapphires. A lot of this juggling will depend on how many cards you own (buying a starter deck will give you one complete, ready to play deck with extra packs just offering chances to pull more favourites), but if you do get that Ruby Elsa you really want to run, it won't just be a case of adding her to your current deck if it's not Ruby.
The plus side is this limitation encourages you to use a wider range of cards than just your favourites, and lets you build multiple decks rather than just tinkering with one. But also, I really wanted Elsa, Hercules, and Jasmine together.
3. Rare Doesn't Mean Rare
A simple one to follow up the idea of opening packs to pull your favourites - the monikers for rarity are gonna confuse you. A card designated Rare by Disney Lorcana might not be all that rare. In fifth place we have Common, then Uncommon in fourth, which makes sense. In third place there's Rare (so, not that rare), Super Rare in second, and then Legendary first.
This is important because in a 12-card booster pack, you will get nine Common or Uncommon cards, one card that could be any of the five (but Common most often), and two cards that will be at least Rare. But remember, Rare doesn't mean rare.
4. The Numbers Are Easier Than You Think
There are three numbers on any given Disney Lorcana card, and there's also a secret fourth number. This is the point where some people are going to get lost, but they don't need to confuse you. First, let's do the basic three. The top left corner is the card's cost - as you play you'll generate ink, which is like a pool of money. You spend this money to play cards, but then also get the money back at the start of your next turn. Then to the right of a character's name, there is a number in a spiked circle and a number in a shield. The spiked circle is how much damage the card deals, and the shield is its HP.
Now the secret fourth number. Some cards have teardrop diamonds in the bottom half of the cards off to the right. When you quest a card (turn it sideways), their lore gets added to your overall score, which is how you win. Cards can either quest, challenge (fight opponent cards), or use their abilities (if said abilities need the card to be exerted) once per turn. You can't turn it sideways and fight with it and use its powers all at once.
5. How To Win
Remember that secret fourth number I mentioned? You have to make it add up to 20 to win. That's it. If your opponent runs out of cards you win too, but make that Lore number hit 20 and it's win city baby.