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Disney Lorcana is Ravensburger's trading card game, played with Disney characters reimagined as Illumineers' glimmers. You spend ink to bring characters into play, send them questing to earn lore, and the first player to twenty lore wins. Games are quick, the rules are small enough to learn in one sitting, and deck building is unusually open — any two of the six inks, sixty cards, and you have a legal deck.
Deck size: At least 60 cards · Inks per deck: Two, at most · Copies of a card: Up to 4 by name · Win condition: First to 20 lore · Players: 2 (multiplayer variants exist) · Publisher: Ravensburger, since 2023
Ink a card each turn Once per turn you may put a card from your hand face-down into your inkwell, where it becomes a resource. Only cards with the inkwell symbol around their cost can go in, so every card in hand is a choice between playing it and paying for something else. Play characters, items and locations Exert ink to pay a card's cost. Characters arrive with wet ink and can't do much the turn they land unless they have Rush, so the board builds over a couple of turns rather than all at once. Quest for lore Exert a character to quest and gain the lore value printed on it. This is how you actually win, and it is also what leaves your characters exerted and open to being challenged. Challenge to control the board Your ready characters can challenge the opponent's exerted ones. Both deal their Strength to each other's Willpower, so trading well is how you stop someone out-questing you. Reach twenty lore The first Illumineer to twenty lore wins. The whole game is the tension between questing for lore now and keeping enough board presence to survive what comes back.
Amber Support and staying power. Wide boards of cheap characters, songs, and healing that undoes chip damage. Amethyst Magic and tempo. Card draw, returning characters to hand, and effects that rewrite the board mid-turn. Emerald Trickery and evasion. Hand disruption, Evasive characters that are hard to block, and sneaky value. Ruby Aggression and speed. Rush characters, direct damage, and pressure that punishes a slow start. Sapphire Items and ramp. Extra ink, cost reduction and the long game — the ink that wants the game to go late. Steel Combat and removal. Big Willpower, damage-based answers, and characters that win challenges outright.
TCG Swap validates all of this live while you build, so an illegal list is flagged before you ever sleeve it up. At least 60 cards. There is no maximum, but you must be able to shuffle it yourself in reasonable time. Cards from no more than two of the six inks. No more than four copies of a card, counted by its full English card name. Characters, Actions (including Songs), Items and Locations all share the same 60. No sideboard in standard constructed play — what you build is what you play.
TCG Swap carries the full English Lorcana catalogue — every main expansion from The First Chapter in 2023 through the latest release, plus the promo sets, Challenge cards and Curator's Collection printings that are easy to miss elsewhere. Each card has its own page with live market pricing and the rest of its set alongside it. Browse every Lorcana set.
Winnie the Pooh - Hunny Archmage · Tinker Bell - Finding a Way · Woody - Leader of the Toys · Donald Duck - Distracted Traveler · Jack-Jack Parr - Incredible Potential · Genie - Magical Researcher · Zeus - Missing His Spark · Baloo - Carefree Bear · Beast - Aggressive Lord · Ariel - Spectacular Singer · Syndrome - Out for Revenge · The Black Cauldron · Browse all Lorcana cards
At least 60. There is no upper limit in the rules, but you have to be able to shuffle the deck yourself without help, and almost everyone plays exactly 60 — a bigger deck just makes your best cards harder to find.
Two at most, out of the six: Amber, Amethyst, Emerald, Ruby, Sapphire and Steel. A single-ink deck is legal too. Picking your pair is the first real deck-building decision you make.
Up to four, counted by the card's full English name. Two different versions of the same character with different subtitles are different cards, so you can run four of each.
You win by being first to twenty lore. Lore mostly comes from questing — exerting a character to gain the lore value printed on its card — so the game is a race you interrupt by challenging the characters your opponent leaves exerted.
Your resource pool. Once per turn you may put one card from your hand face-down into your inkwell, and exert those cards to pay for everything you play. Only cards with the inkwell symbol around the cost are eligible, which means every hand is a trade-off between playing a card and using it as ink.
Yes. Browsing every card, checking prices, building decks with live rules validation and tracking your collection are all free on TCG Swap, and there is no paid tier.