Step into a Disney Lorcana teaching zone. Learn the race for Lore through a hands-on tutorial, then gear up with live stock, Attack of the Vine, binders, and sleeves.
In Disney Lorcana you are an Illumineer. With magical ink you summon Disney characters, items, and locations as glimmers, then race to collect missing pieces of Lore.
This is not a knock-out duel. It is a storybook race across the realm. Quest, sing, challenge, and outpace your rivals. Official teach materials live on disneylorcana.com. Lockett Labs is your local table to learn, then shop.
Illumineer oath
Tap to accept, then continue.
Chapter 2
First to 20 Lore wins
Lore is the treasure. The first player to reach 20 or more Lore wins. Characters quest for Lore, locations can grant Lore at the start of your turn, and some cards give Lore as an effect.
Practice quest
Tap the glimmer to quest. Each quest adds its Lore value. Reach 20 to unlock the next chapter.
Your Lore0 / 20
Tap the card to quest.
Chapter 3
Setting up the table
Each Illumineer needs their own deck, damage counters, and a Lore tracker. Check off each step like you would at game night.
Opening ritual
Complete all four steps.
Chapter 4
Ready and exerted
To exert a card, turn it sideways. That card is busy until it is readied again (turned upright). Questing, challenging, singing, and many abilities use exert. At the start of your turn you ready everything you control, including ink.
Try it
Tap the glimmer to exert, then tap again to ready.
Status: Ready
Chapter 5
Fill your inkwell
Your inkwell pays for cards. Once per turn, take a card with the inkwell icon from your hand, show it, then place it facedown as ink. Every ink is worth 1, no matter the front. Cards stay in the inkwell for the rest of the game.
Ink demo
Add ink, then spend it to “play” a card costing 3.
Ink: 0 available
Chapter 6
How your turn flows
Take your whole turn, then pass. Beginning Phase always runs READY → SET → DRAW. The first player skips Draw on turn one. Then Main Phase is flexible: ink once, play cards, use abilities, quest, challenge, move to locations.
Turn player
Tap through each phase in order.
Start with READY.
Fresh characters enter ready, but their ink is drying. They cannot quest, challenge, or exert for songs until they have been through a Set step. Items and locations can usually work the turn you play them.
Chapter 7
Questing and challenging
Quest: exert a character, gain Lore equal to their Lore value. Challenge: exert your character, pick an exerted opposing character or a location. Both characters deal Strength as damage at the same time. Reach Willpower in damage and the card is banished.
Quick check
Which target can you challenge?
Chapter 8
Songs, items, locations
Characters quest and challenge. Items stay in play with abilities. Locations stay in play, can hold characters, and may score Lore at Set. Actions resolve once, then discard. Songs are actions you can pay with ink, or sing for free by exerting a character with cost X or more. Characters cannot sing the turn they enter play. Floodborn cards can often Shift onto a matching name.
Song check
How can you play a song without paying its ink cost?
Chapter 9
Six inks, your deck
Build at least 60 cards, max 4 copies of any single card, using 1 or 2 ink colours. Different versions of a character count as different cards. Explore an ink, then pick two favourites to unlock the next chapter.
Ink atlas
Select 2 inks for your first pair.
20
Chapter 10
You are ready to Illumineer
You know the race for Lore, the Ready / Set / Draw rhythm, inking, questing, challenging, and songs. When a card’s text disagrees with the basics, follow the card. Grab a starter, sleeve up, and play your first game.