Disney’s LORCANA TCG, All you need to know guide!

Introduction:

Trading card games (“TCG”) are games where you collect cards and combine them to interact and do things to win a game. Traditionally TCG’s involve a 60 card deck that uses some kind of payment mechanic and you use that payment to play cards. The ultimate goal of the cards is to do things to earn value to win the game.

In Lorcana there are two types of cards to use a payment: Inkable and Non-Inkable cards. Inkable cards can be placed in your inkwell and will be permanently used as currency for the remainder of the game. If a card is not inkable you can only play the card by paying the ink cost. The advantage of non-inkable cards is that tend to be stronger with less resources needed, but in exchange you need enough Ink to play them. The advantage of inkable cards is that they generally offer Lore. To tell every card regardless of the type has a casting cost on the top left corner. If it’s a single line, they are not inkable. If it has an elaborate and large border around the cost, they can be played and are inkable.

InkableNon Inkable

Lorcana’s goal is to get to 20 lore with your deck. To do that you need to see the symbol on every character that tells you how much lore they can “quest” for a turn. Lore can be enhanced or removed with cards, and recently there’s item cards that just collect lore every turn. Each Character has 1 to 4 of these stacked vertically and they give you 1, 2, 3, 4 lore.

Lore

To get even more complex, the game has an assortment of cards as defined below:

  • Characters: Your main form of game manipulation. Characters are used to battle or perform special tasks. They also have a lore vaues.
  • Songs: Supporting cards. You can play songs by paying the cost in ink OR exerting a character to sing the song. The exerted character’s casting cost should equal to or surpass the cost to cast the song.
  • Actions: Cards that do something to the game or your turn.
  • Items: Usually permanent things that stay on the field unless destroyed or used.

And finally the last component is that there’s 6 different colors: Amber, Amethyst, Ruby, Emerald, Sapphire, Steel

Each color has a unique brand and focus on one thing. In a deck you can have two colors at any given time.

  • Amber: Healing and resurrection
  • Emerald: Questing and discarding
  • Sapphire: Ink acceleration and amplification
  • Amethyst: Drawing cards and board manipulation
  • Ruby: Removal and destruction
  • Steel: Damage and protection

AMBER INTRO:

Amber has many cards that heal. Usually when you heal a character, then you draw cards. There’s cards like Hades that work on recovering characters from the banish pile.

More to come

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