Level 1 · ScribeLesson 5 of 22

Your First Ten Games of Disney Lorcana: Mistakes to Skip

The Disney Lorcana mistakes new players make in their first ten games: drying characters, challenging the wrong target, lost ink, and the traps behind them.

Welcome to Level 1. You can set up, take a turn, read a card, and teach a friend. Now the game starts teaching you back, mostly through losses. That is fine. The trick is to make sure each loss teaches you something about strategy, not about a rule you missed.

This lesson gathers the slips that show up again and again in early games, checked against the official Comprehensive Rules, then the strategy traps behind most early losses.

Rules slips

These are the small mistakes that quietly change a game. Each one is easy to fix once you know it.

Questing with a drying character. A character you played this turn is still drying. It cannot quest, challenge, or exert to pay a cost, and singing a song counts as paying a cost. The exceptions are printed on cards: Rush lets a character challenge the turn it arrives, and a character shifted onto a dry character of the same name arrives dry and can act right away.

Challenging a ready character. You can only challenge an exerted opposing character. A character that stayed upright through its own turn is safe. Locations are the exception: they are never ready or exerted, so you can challenge one at any time in your turn.

Drawing on the very first turn. The starting player skips the draw on the first turn of the game. Every turn after that, both players draw.

Inking twice. Putting a card from your hand into your inkwell is a once-per-turn action. Some cards let you add more, and they say so. A card without the inkwell swirl can never go in through the normal action.

Hiding the inked card. You show the card before it goes facedown, so your opponent can check the swirl. At tournaments you also say its full name. It is courtesy at home and a rule at events.

Forgetting location lore. A location with a lore value pays you at the start of your turn, in the Set step, not when a character moves there. Say it out loud as part of “ready, set, draw” so it never slips.

Wiping damage at the end of the turn. Damage stays on a character until something removes it or the character leaves play. A character with 4 Willpower and 3 damage is one point from the discard pile, and both players should be able to see that.

Ignoring Bodyguard and Evasive. If your opponent has an exerted Bodyguard, any challenge against their characters must target it first. An Evasive character can only be challenged by a character with Evasive, or with Alert, which ignores Evasive. Read these keywords on every new card your opponent plays.

Playing past 20. You win the moment you reach 20 lore, even halfway through your turn. Announce your new total after every lore change, and the end of the game will never surprise anyone.

Strategy traps

Rules slips are quick fixes. These three traps take longer, because each one feels right in the moment.

Holding cards instead of inking them. New players fall in love with their hand and ink too little early. A turn without inking is a turn you are permanently one ink behind. Early in the game, ink almost every turn. The next lesson covers which card to give up.

Questing with everything. Exerting every character for lore feels like progress. But an exerted board is a buffet: every exerted character can be challenged on your opponent’s turn. If your opponent has dry characters with enough Strength to banish your questers, ask whether the lore is worth the character.

Not watching the other lore tracker. Your opponent’s total matters as much as yours. A player at 14 lore with three questers on the board can win next turn. When you see that coming, your job changes from racing to stopping them. The quest or challenge lesson turns this into a habit.

Keep a hand you can play

Your opening hand is the first decision of the game. A hand with no cards you can play in the first two or three turns, or very few inkable cards, often loses before it starts. You may alter your hand once: put any number of cards on the bottom of your deck, draw back to 7, then shuffle. Use it. Level 3 puts real odds on this choice; for now, a simple rule works. Keep a hand with at least two or three inkable cards and something to play early.

A habit that covers most of it

Before you end each turn, look across the table and ask two questions:

  1. Which of my characters are exerted, and what can challenge them?
  2. How much lore can my opponent gain next turn if I do nothing?

Those two questions catch more mistakes than any list. Ask them every turn for ten games, and they will become the way you see the board.

Next lesson

What to Ink in Disney Lorcana: Inkwell Strategy for Beginners

Next, the inkwell: which card to give up each turn, when to hold back, and why the card you ink says as much about your plan as the card you play.

Unofficial. Not affiliated with or endorsed by Ravensburger or Disney. Disney Lorcana is published by Ravensburger, an official licensee of Disney. Disney characters and names are trademarks of Disney.