Lorcana hides less than most card games. Your opponent’s board, discard pile, and lore total are public. Their hand and deck are hidden, and so is their inkwell, but you can count the cards in each, and you saw most of their inked cards go in. This lesson is about using that.
What you may know
The official rules split information in two:
- Public: everything in play, the discard pile, and lore totals. You may look at any of it, any time.
- Private: the hand, the deck, and the inkwell. You may not look at them, but you may always know how many cards each holds.
At tournaments, the rules also say you may not write down your opponent’s information, such as the cards they ink. You have to remember. That is a skill, and it improves with practice.
The inkwell
Every card inked with the normal action is shown first. So by midgame, you have seen most of your opponent’s inkwell. Three things to read from it:
The total. Count their ink and add one, for the card they will likely ink. That is the most they can spend next turn, before ink drops, songs, or cost reductions. A card in their hand can only threaten you next turn if they can pay for it.
What they gave up. Players ink the cards they need least. If they inked a removal action, they may not fear your threats, or they may have another. If they inked a big character early, they may hold a second one, or prefer cheaper plays.
What they did not ink. A player with cards in hand who skips inking may be holding only uninkable cards, or cards they want to keep. Either way, their hand is stronger than its size suggests.
The hand
Watch the size of their hand and when it changes.
- A big hand late in the game usually holds answers or expensive cards waiting for ink.
- Cards kept for many turns are usually reactive: removal, songs, or cards waiting for the right target.
- A card drawn and played at once was probably not there before. A card that sat for six turns and then came down was probably waiting for a moment.
Unspent ink
If your opponent ends their turn with ready ink and cards in hand, ask why. Lorcana cards are played only on your own turn, so they are not saving that ink to answer you. Either they had nothing they could afford, or they chose to keep a card for a later turn, such as a removal action waiting for a bigger target.
Playing around a card
“Playing around” a card means choosing a line that still works if your opponent has it. Before a big turn, ask:
- What is the most damaging card they could have, given their inks and their ink count?
- If they have it, what happens to my plan?
- Is there a line that is almost as good if they do not have it, and much better if they do?
If such a line exists, take it. If playing around the card costs you the game anyway, play as if they do not have it. You cannot play around everything, and trying to will make you slow and timid.
Know the format
What cards can your opponent have? In Core Constructed, only the current sets. In Sealed, only the cards in the packs that event used. Knowing which cards are legal, and which are popular in your area, narrows the guesses. The next level looks at reading the field before an event.
Reading people, kindly
Some players read reactions: a pause, a sigh, a quick glance at the hand. You are allowed to notice. But the tournament rules forbid rushing or pressuring an opponent to lock them into a play, and the Community Code asks for courtesy from everyone. Good players never try to trick someone through behavior. Read the cards. Let the people across the table play at their own pace.
Practice
Say your guesses out loud when you play friends, and ask them to do the same. Comparing guesses after a game is one of the fastest ways for both players to improve.
Next lesson
Disney Lorcana Tournament Rules for Your First Competitive Event
Level 4 begins with the tournament rules: event levels, deck registration, what you may track, takebacks, Lore Guides, and penalties.
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