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66nsive-Rules_2.2.0-EN.pdf",intro:"The whole of Disney Lorcana, condensed from the official Comprehensive Rules into a page you can actually read. Short plain-language explanations first, the precise official wording behind each <strong>What the full rules say</strong> fold, and the rules people get wrong at real tables flagged where they bite.",sections:[{id:"the-goal",title:"The goal",summary:"Lorcana is a race, not a brawl: send characters on quests to gather lore, and the first player to 20 lore wins on the spot.",blocks:[{kind:"paragraph",text:"You gain <strong>lore</strong> mainly by <strong>questing</strong> — exerting a character to collect its lore value — and from locations, which pay out automatically each turn. Combat exists, but it never touches your opponent directly: characters challenge characters to knock questers off the table. Whoever reaches <strong>20 lore</strong> first wins immediately, even in the middle of a turn."},{kind:"paragraph",text:"Three <strong>Golden Rules</strong> sit above everything else here: card text beats the rulebook when they disagree; an effect that <strong>prevents</strong> something beats an effect that allows it; and when an effect can only partly happen, you do as much as you can rather than nothing."},{kind:"callout",tone:"trap",text:"There is a second way the game ends, and it is not the one most card games teach you: a player who ends their turn with an empty deck LOSES. Failing to draw from an empty deck is, by itself, harmless — the axe only falls when your own turn ends. Details in Winning &amp; losing."},{kind:"detail",title:"What the full rules say",cite:"CR 1.2, 1.8.1, 1.11",blocks:[{kind:"list",items:["The game runs a <strong>game state check</strong> constantly — after every step, turn action, and resolved effect. 20+ lore at any check wins then and there (CR 1.8.1.1); a turn ending with no cards in that player's deck loses (CR 1.8.1.2); the last player standing in multiplayer wins (CR 1.8.1.3).","Lore can never go below 0, and losing lore at 0 does nothing (CR 1.11.1).","A questing character whose lore value is 0 or negative gains you nothing — it does not subtract (CR 1.11.2, 6.6.3).","Conceding is always allowed and is an immediate loss, at any point of any stage (CR 2.3.3.4)."]}]}]},{id:"building-a-deck",title:"Building a deck",summary:"60 cards minimum, at most 2 of the 6 ink types, and no more than 4 copies of any full name.",blocks:[{kind:"table",header:["Rule","Requirement"],rows:[["Deck size","At least <strong>60 cards</strong>. No maximum — but every extra card dilutes your best draws."],["Ink types","At most <strong>2</strong> of the six inks: Amber, Amethyst, Emerald, Ruby, Sapphire, Steel. A dual-ink card counts as both of its types."],["Copies","Up to <strong>4 cards with the same full name</strong> — name plus version. [card]Elsa - Snow Queen[/card] and [card]Elsa - Spirit of Winter[/card] are different full names, so 4 of each is legal."],["Banned cards","None allowed in Constructed. The current list is at the bottom of this page — it is two cards."]]},{kind:"callout",tone:"trap",text:'The 4-copy limit reads the FULL name, but card effects that look for a name read only the name line. To an effect that says "your characters named Elsa", every version of Elsa is simply "Elsa" — which is also exactly how Shift finds its target.'},{kind:"detail",title:"What the full rules say",cite:"CR 1.10.1, 5.2.6",blocks:[{kind:"list",items:["Limited events are looser: at least 35 cards for Draft, 40 for Sealed, with any number of ink types and any number of copies (CR 1.10.1.2).","A card can change these rules for your deck (CR 1.10.1.3). [card]Christopher Robin - Hunny Sage[/card] lets other Hunny characters in whatever their ink, but he still needs a deck of his own two inks, Amethyst and Sapphire.",'Characters joined by an ampersand carry three names at once — Flotsam &amp; Jetsam is a character named "Flotsam", one named "Jetsam", and one named "Flotsam &amp; Jetsam" (CR 5.2.6.1).','A named-card effect must match the whole name line: naming "Lucky" does not match "Lucky Dime" (CR 5.2.6).']}]}]},{id:"starting-a-game",title:"Starting a game",summary:"Draw 7, alter your hand once if you want — and remember the starting player skips their first draw.",blocks:[{kind:"steps",steps:[{name:"First player",text:"Decide the starting player randomly — dice, coin, whatever the table agrees on. In a series after game one, the loser of the previous game chooses whether to go first."},{name:"Shuffle",text:"Each player shuffles their deck thoroughly and offers it to an opponent to cut or shuffle. Everyone starts at 0 lore."},{name:"Draw 7",text:"Each player draws an opening hand of 7 cards."},{name:"Alter your hand",text:"Once per game, in turn order: put any number of cards from your hand on the bottom of your deck unrevealed, draw back up to 7, then reshuffle. All or nothing — you get exactly one pass at this."},{name:"Begin",text:"The starting player takes the first turn. They ready, set — and <strong>skip their draw</strong>."}]}
66,{kind:"callout",tone:"trap",text:"The starting player skips the Draw step of the first turn — that single card is the entire compensation for going first. Tables that forget it hand the player on the play a free card every game."},{kind:"detail",title:"What the full rules say",cite:"CR 2.2, 3.2.3.1",blocks:[{kind:"list",items:["Altering your hand always refills to exactly 7, no matter how many cards you put back (CR 2.2.2.1).","Only players who put back at least 1 card reshuffle, and the deck must again be offered for a cut (CR 2.2.2.3).",'In a two-game series the game-one non-starter starts game two; in best-of-N, the loser picks — the "play-draw" rule (CR 2.1.3.1–2.1.3.2).']}]}]},{id:"zones",title:"The zones",summary:"Five physical zones per player — deck, hand, play, inkwell, discard — plus the bag, which exists only in the rules.",blocks:[{kind:"list",items:["<strong>Deck</strong> — facedown, order secret, no peeking or rearranging. Anyone may count any deck at any time.","<strong>Hand</strong> — private, and there is <strong>no maximum hand size</strong>. Only the count is public.","<strong>Play</strong> — one zone holding your characters, items, and locations together. Public. You cannot play cards into an opponent's play zone.","<strong>Inkwell</strong> — your facedown resources. Private even to you: once a card is ink, nobody looks at its face again, ever.","<strong>Discard</strong> — faceup, public, and you may rearrange your own freely.","<strong>The bag</strong> — not a physical place: the holding area where triggered abilities wait to resolve. Covered under Abilities &amp; the bag."]},{kind:"callout",tone:"tip",text:"Leaving play is a hard reset: damage counters, gained keywords, and every other effect on a card cease to exist the moment it changes zones. A character bounced to hand comes back as a stranger."},{kind:"detail",title:"What the full rules say",cite:"CR 7.1–7.6",blocks:[{kind:"list",items:["Public zones: play, discard, and the bag. Private zones: hand, deck, and inkwell (CR 7.1.2.1, 7.1.3.1).","Facedown cards in the play zone are private information even when they were public before going facedown (CR 7.4.2.1).",'Searching a private zone for "a card" may fail to find; searching a public zone may not (CR 7.1.4).','A card exists in exactly one zone at a time, and only faceup cards in the Play zone with nothing on top of them are "in play" (CR 7.1.5, 5.1.1.8).']}]}]},{id:"card-types",title:"Card types",summary:"Characters quest and fight, actions resolve once, songs can be sung, items and locations stay and work immediately.",blocks:[{kind:"table",header:["Type","What it does"],rows:[["Character","Your cast. Has Strength (damage it deals), Willpower (damage it takes before being banished), and a lore value (what questing earns). Enters play <strong>ready but drying</strong> — it cannot act until your next turn."],["Action","A one-shot effect: pay, resolve immediately, straight to the discard. Actions never wait in play and their effects never enter the bag."],["Action — Song","An action with a bonus way to pay: instead of ink, <strong>exert one character with ink cost equal to or greater than the song's cost</strong>. Details under Singing songs."],["Item","A tool that stays in play. Items enter ready and — unlike characters — <strong>can use their abilities the turn they arrive</strong>."],["Location","A landscape card that sits in play, holds your characters (move them there for its move cost), and pays out its lore automatically every one of your turns. Never ready nor exerted; challengeable at any time."]]},{kind:"callout",tone:"trap",text:'The action asymmetry: items and locations work immediately, characters do not. A character enters play ready — nothing to do with being exerted — but "drying", and drying shuts off questing, challenging, and exerting to pay for anything until the start of your next turn.'},{kind:"detail",title:"What the full rules say",cite:"CR 5.3–5.6, 1.7.5",blocks:[{kind:"list",items:['A character is defined by having Strength and Willpower plus at least one classification (Hero, Villain, Princess, Puppy…) — the word "Character" is never printed (CR 5.3.3).','Songs are the cards with both "Action" and "S
66ong" on the classification line (CR 5.4.4.1).',"Locations are the only landscape-printed type, have no Strength, and deal no damage (CR 5.6.3, 5.6.5).","Damage is <strong>persistent</strong> on characters and locations: it stays until removed by an effect or the card leaves play (CR 5.3.6.3, 1.9.6)."]}]}]},{id:"ink-and-inkwell",title:"Ink & the inkwell",summary:"Any card with the inkwell symbol can become your resource — once per turn, facedown, and spendable immediately.",blocks:[{kind:"paragraph",text:"There are no resource cards in Lorcana. Instead, <strong>once during your turn</strong> you may take a card with the <strong>inkwell symbol</strong> (the swirl around its cost) from your hand, reveal it, and put it into your inkwell <strong>facedown and ready</strong>. Every card in your inkwell is worth exactly 1 ink — what is printed on its face stops mattering forever. To pay a cost, exert that many ready ink cards."},{kind:"callout",tone:"tip",text:"Ink enters ready, so the card you ink this turn pays for this turn's plays — ink first, then spend. The real decision is what you can bear to lose: inking is effectively permanent removal of that card from your game."},{kind:"callout",tone:"trap",text:"Only cards showing the inkwell symbol may be inked with the turn action — roughly the format's stronger cards leave it off on purpose. If your hand is all uninkable bombs, you are not building an inkwell that turn."},{kind:"detail",title:"What the full rules say",cite:"CR 4.2, 7.5",blocks:[{kind:"list",items:["The inked card is revealed so all players can verify the symbol, then goes in facedown (CR 4.2.1).",'Effects granting an "additional" ink per turn raise the once-per-turn limit while they apply (CR 4.2.3.1).',"Effects that put cards directly into the inkwell bypass the limit entirely, skip the reveal — and do not require the inkwell symbol (CR 4.2.3.2, 7.5.6).","There is no inkwell size limit, and nobody may ever look at the face of an ink card, including its owner (CR 7.5.3, 7.5.4)."]}]}]},{id:"the-turn",title:"The turn",summary:"Ready, Set, Draw — then a Main Phase where you act in any order, and nothing at all happens on your opponent's turn.",blocks:[{kind:"steps",steps:[{name:"Ready",text:'Ready every card you have in play and in your inkwell. "During your turn" effects switch on; "until the start of your next turn" effects end.'},{name:"Set",text:"Your characters stop <strong>drying</strong> — everything in play is now dry and free to act. You gain lore from each of your locations with a lore value (automatically — it is not a trigger). Start-of-turn triggered abilities resolve now."},{name:"Draw",text:"Draw a card. Skipped by the starting player on the very first turn of the game."},{name:"Main Phase",text:"Do things, any number, any order: <strong>ink a card</strong> (once), <strong>play cards</strong>, <strong>quest</strong>, <strong>challenge</strong>, <strong>move characters to locations</strong>, and <strong>use activated abilities</strong>. Each turn action must fully finish — including emptying the bag — before the next begins."},{name:"End of turn",text:'Declare the end when the bag is empty and nothing is mid-resolution. "At the end of turn" triggers fire, "this turn" effects expire, a final game state check runs — then your opponent becomes the active player.'}]},{kind:"callout",tone:"tip",text:"There is no instant speed in Lorcana. Only the active player plays cards and uses activated abilities, and nothing can be played in response to anything — your only interaction on an opponent's turn is triggered abilities firing on their own. Plan on your turn; watch on theirs."},{kind:"callout",tone:"trap",text:'Drying ends at the SET step, not "when the turn starts" and not when the card readies. The sequence on your turn is: ready everything, THEN characters become dry. A character that somehow enters play during your own turn is drying and stays drying until your next Set step.'},{kind:"detail",title:"What the full rules say",cite:"CR 3.1–3.4, 4.1",blocks:[{kind:"list",items:["The six turn actions are: ink a card, play a card, use an activated ability, quest, challenge, move a character to a location (CR 4.1.3). All but inking are unlimited.","Location lore at the Set step is a game rule, not a triggered ability — it does not use the bag and cannot be responded to (CR 3.2.2.2).","You cannot declare the end of your turn while a turn action is unfinished or abilities wait in the bag (CR 3.3.2.1) — and Reckless adds its own restriction (see Keywords).",'Effects that "skip" a step erase it entirely, but a step already started is never skipped retroactively (CR 6.4.3).']}]}]},{id:"questing",title:"Questing",summary:"Exert a dry character, gain its lore value. It is how you win — and it is also how y
66ou become attackable.",blocks:[{kind:"paragraph",text:"To <strong>quest</strong>, pick one of your <strong>dry</strong> characters, exert it, and gain lore equal to its lore value. That is the whole engine of the game — [card]Mickey Mouse - Brave Little Tailor[/card] questing for 4 is a fifth of your win in one action. But an exerted character is exactly what your opponent is allowed to challenge, so every quest is also an invitation."},{kind:"paragraph",text:"That tension — <strong>quest and be exposed, or hold ready and stay safe</strong> — is the central decision of every Lorcana turn. A character standing ready cannot be challenged at all; the moment it quests, it is a target until your next Ready step."},{kind:"callout",tone:"trap",text:"A character played this turn is drying and cannot quest, full stop. Rush waives the challenge restriction only — NOTHING lets a character quest the turn it comes down. If your plan needs lore this turn, it needs characters that are already dry."},{kind:"detail",title:"What the full rules say",cite:"CR 4.5, 5.1.1.11, 3.2.2.1",blocks:[{kind:"list",items:["The quest process: declare the quester, check restrictions (drying, Reckless…), exert, gain the lore. Triggers wait in the bag until the lore is gained (CR 4.5.1–4.5.2).","Drying forbids questing, being declared as a challenger, and exerting to pay any cost — including singing (CR 5.1.1.11).","Drying ends at the Set step of that player's next turn; entering play ready and being dry are independent facts (CR 3.2.2.1, 5.1.2.1).",'"When you play this character" abilities work fine while drying — drying stops turn actions and exert costs, not triggers (CR Glossary, "drying").']}]}]},{id:"challenges",title:"Challenges",summary:"Your character attacks an EXERTED opposing character — never a ready one — and both hit each other at once.",blocks:[{kind:"steps",steps:[{name:"Declare",text:"Choose one of your characters to challenge. It must be <strong>dry and ready</strong> — in play since the beginning of your Set step (or have Rush)."},{name:"Pick the target",text:"Choose an <strong>exerted</strong> opposing character — ready characters are simply not legal targets. Opposing <strong>locations</strong> are the exception: they are never ready or exerted and can be challenged at any time."},{name:"Check restrictions",text:"Evasive targets need an Evasive (or Alert) challenger; Bodyguard forces your choice of target; other effects may forbid the challenge entirely. Then exert your challenger."},{name:"Damage",text:"Both characters deal damage equal to their Strength to each other, <strong>simultaneously</strong>. A challenged location takes damage but deals none back."},{name:"Aftermath",text:"A game state check runs: anything with damage at or above its Willpower is <strong>banished</strong> to the discard. Mutual destruction is routine. Survivors keep every point of damage they took."}]},{kind:"callout",tone:"trap",text:"You can only challenge an EXERTED character. This is the single most misplayed rule in Lorcana: there is no attacking a ready blocker, no forcing a fight with a fresh character, and a drying character cannot be challenged either — it is ready, just unusable. Characters only become vulnerable when they exert: questing, singing, or paying costs."},{kind:"callout",tone:"trap",text:"Damage does not heal. Not at end of turn, not at the start of yours — it accumulates until the card is banished, an effect like [card]Hakuna Matata[/card] removes it, or the card leaves play. Two 3-damage challenges kill a 6-Willpower character just as surely as one big hit."},{kind:"callout",tone:"example",text:"Your opponent's [card]Cheshire Cat - Not All There[/card] (0 Strength, 3 Willpower) sits exerted after questing. You challenge with a 3-Strength, 3-Willpower character: the Cat takes 3 and is banished, your character takes 0 — but the Cat's ability banishes the challenger right back. Reading the exerted quester before swinging is the skill."},{kind:"detail",title:"What the full rules say",cite:"CR 4.6",blocks:[{kind:"list",items:["Damage math has a fixed order: Strength modifiers (Challenger, +S/−S effects) set the base damage, then damage modifiers (Resist, damage reductions) apply. Negative Strength deal
66s 0 (CR 4.6.6.1, 1.9.4).",'"While challenging" and "while being challenged" effects switch on at the end of the declaration step and off when the challenge ends (CR 4.6.4.5, 4.6.7).',"Locations: the challenger picks an opposing location instead of an exerted character; everything else follows the normal process (CR 4.6.8).","If either participant leaves the challenge early, the challenge simply ends after the bag empties — no damage step happens (CR 4.6.9).",'A character banished by challenge damage counts as "banished in a challenge" and "banished by" the other character — a whole family of triggers hangs off this (CR 1.8.1.4).']}]}]},{id:"singing-songs",title:"Singing songs",summary:"Songs are actions your characters can pay for: exert one character whose ink cost meets the song's cost, and it is free.",blocks:[{kind:"paragraph",text:"Every <strong>song</strong> carries the same built-in deal: instead of paying ink, you may <strong>exert one of your characters with ink cost equal to or greater than the song's cost</strong>. The character must be dry — singing is exerting to pay a cost, and drying characters cannot do that. The song then resolves exactly as if you had paid ink for it."},{kind:"paragraph",text:"Two keywords widen the deal. <strong>Singer N</strong> lets a character sing as though its cost were N: [card]Ariel - Spectacular Singer[/card] costs 3 ink but sings like a 5-cost, covering [card]Hakuna Matata[/card] with room to spare. <strong>Sing Together N</strong> lets several characters pool their ink costs to hit N — how a table of cheap characters belts out [card]Be Prepared[/card]."},{kind:"callout",tone:"tip",text:"Singing exerts the character, which makes it challengeable — but so would questing, and the song was free. Also worth knowing: Reckless characters can sing. They can't quest, but nothing stops them from carrying a tune before they brawl."},{kind:"detail",title:"What the full rules say",cite:"CR 5.4.4, 8.11, 8.12",blocks:[{kind:"list",items:['Singing is an alternate cost chosen while playing the card; you cannot combine it with other alternate costs, and "for free" effects override it (CR 1.5.5, 4.3.2.2).',"Singer changes what the character counts as for singing only — its real ink cost never changes (CR 8.11.2).",'Sing Together adds the ink costs of any number of your (or teammates\') ready, dry characters; each singer exerts, and each triggers its own "whenever this character sings" abilities (CR 8.12).',"Effects that modify how you pay (Singer included) never change the card's printed cost for other effects (CR 4.3.5)."]}]}]},{id:"abilities-and-the-bag",title:"Abilities & the bag",summary:"Four shapes of ability, and one queue — the bag — where triggered abilities wait their turn.",blocks:[{kind:"table",header:["Shape","How to spot it","How it works"],rows:[["Triggered",'"When…", "Whenever…", "At the start/end of…"',"Fires itself when its condition happens and goes to the <strong>bag</strong> to resolve. The only kind of ability that uses the bag."],["Activated",'"<em>cost</em> — <em>
66effect</em>", often with the exert symbol',"Pay the cost, resolve the effect immediately. Active player only, Main Phase only."],["Static",'A statement of fact: "Your characters get +1 Strength."',"Continuously on — either while its card is in play or for a printed duration. Applies instantly, no bag."],["Replacement",'"…instead"',"Rewrites an event before it happens. The original event never occurred, so nothing triggers off it."]]},{kind:"paragraph",text:"The <strong>bag</strong> is Lorcana's resolution queue: when triggers pile up, the <strong>active player resolves all of theirs first, one at a time, in any order they choose</strong> — then the bag passes to the next player for theirs. New triggers created along the way just join the bag and wait."},{kind:"callout",tone:"trap",text:"An exert symbol in an activated ability's cost needs a dry character — the same drying rule as questing. But an ability WITHOUT an exert cost works even on a drying or exerted character, and items and locations never dry at all."},{kind:"callout",tone:"example",text:'[card]Beast - Selfless Protector[/card] reads "Whenever one of your other characters would be dealt damage, put that many damage counters on this character instead." That "instead" is a replacement: the protected character was never dealt damage, so nothing that triggers on it taking damage fires — the event happened only to Beast.'},{kind:"detail",title:"What the full rules say",cite:"CR 6, 7.7",blocks:[{kind:"list",items:["Triggered abilities added mid-resolution wait until the current effect fully resolves; a game state check runs after every resolved effect (CR 7.7.3.1, 6.7.5).",'Secondary "if" conditions are checked only when the effect resolves — if false by then, the ability does nothing (CR 6.2.4).','"You may" is decided on resolution; declining resolves the effect with no effect (CR 6.1.4).',"Static abilities from resolved effects come in two flavors: continuous ones also catch cards played later; applied ones lock in whoever was in play when they resolved (CR 6.4.2.1–6.4.2.2).","Two instances of the same replacement effect can never both apply to one event — one applies, the rest evaporate (CR 6.5.8)."]}]}]},{id:"keywords",title:"Keywords",summary:"The fourteen bolded words that carry most card text. +N keywords stack; the rest don't.",blocks:[{kind:"table",header:["Keyword","What it means"],rows:[["<strong>Alert</strong>","Ignores Evasive's challenging restriction — can challenge Evasive characters without being Evasive."],["<strong>Bodyguard</strong>","May enter play exerted; while it stands, opponents challenging your characters must pick a Bodyguard if they can. [card]Maximus - Palace Horse[/card] is the classic wall."],["<strong>Boost N</strong>","Once per your turn, pay N ink to tuck your deck's top card facedown under this card."],["<strong>Challenger +N</strong>","+N Strength <strong>while challenging</strong>. Stacks."],["<strong>Evasive</strong>","Can be challenged only by characters with Evasive (or Alert)."],["<strong>Reckless</strong>","Can't quest — and you can't end your turn while it stands ready with a legal challenge available."],["<strong>Resist +N</strong>",'Damage dealt to it is reduced by N. Stacks. Doesn\'t touch damage that is "put" or moved.'],["<strong>Rush</strong>","May challenge the turn it comes into play. Challenging only — it still can't quest or exert to pay."],["<strong>Shift N</strong>","Alternate cost: pay N to play this on top of your character with the same name, inheriting its state. Variants exist for classifications, (Universal Shift) any character, and the Duo, Combo, Temporary, and Potato forms."],["<strong>Singer N</strong>","Sings songs as though its ink cost were N."],["<strong>Sing Together N</strong>","Exert any number of your characters with total ink cost N or more to sing this song."],["<strong>Support</strong>","Whenever it quests, you may add its Strength to another chosen character's Strength this turn."],["<strong>Vanish</strong>","Banished when an opponent chooses it while resolving an action."],["<strong>Ward</strong>","Opponents can't <strong>choose</strong> it with effects. Challenges and no-choice effects still hit it."]]}
66,{kind:"callout",tone:"trap",text:"Challenger +N works exactly one way: it applies while this character is the challenger and never while it is being challenged. A Challenger +3 with 1 Strength hits for 4 on your turn and still defends at 1 on your opponent's."},{kind:"callout",tone:"example",text:"Shift in practice: with [card]Elsa - Snow Queen[/card] dry in play, pay 6 to play [card]Elsa - Spirit of Winter[/card] with Shift on top of her. The new Elsa inherits the old one's states — she comes down DRY and can quest or challenge immediately. She also inherits any damage, and when she leaves play the whole stack goes with her."},{kind:"detail",title:"What the full rules say",cite:"CR 8",blocks:[{kind:"list",items:["Keywords with +N stack (Resist +1 and Resist +2 make Resist +3); keywords without a number don't — a second instance simply isn't gained (CR 8.1.2).","A shifted character keeps the damage of the character it covers, enters exerted if that character was exerted, and drying if it was drying (CR 8.10.2, 8.10.4, 8.10.6).","The shifted card never gains the text of the card under it, but keeps effects that were already applying to that character (CR 8.10.5).",'Rush reads: "can challenge as though they were in play at the beginning of your turn" — a challenge-only waiver (CR 8.9.1).',"Reckless characters may still exert to sing or pay ability costs (CR 8.7.4).",'Resist reducing damage to 0 means the character <strong>takes</strong> no damage, but the source still counts as <strong>dealing</strong> damage — "deals damage" triggers fire; "takes damage" triggers stay silent (CR 8.8.2, 1.9.5).']}]}]},{id:"winning-and-losing",title:"Winning & losing",summary:"20 lore wins instantly. An empty deck loses — but only when your own turn ends.",blocks:[{kind:"list",items:["<strong>20 or more lore</strong> — you win the moment a game state check sees it, even mid-turn, even on an opponent's turn.","<strong>Your turn ends with zero cards in your deck</strong> — you lose at that end-of-turn check.","<strong>Last player standing</strong> in a multiplayer game wins.","<strong>Concession</strong> — allowed at any time, immediate loss."]},{kind:"callout",tone:"trap",text:"Running out of deck is not the loss — ending YOUR turn with an empty deck is. Failing to draw does nothing by itself, so a player milled to zero on an opponent's turn gets one full turn to reach 20 lore before their own end-of-turn check finishes them. Milling as a strategy has to survive that last swing."},{kind:"detail",title:"What the full rules say",cite:"CR 1.8, 2.3.3, 9.2.3",blocks:[{kind:"list",items:["Game state checks run after every Start-of-Turn step, after the challenge declaration and damage steps, after every turn action, after every resolved effect, and when the turn ends (CR 1.8.1).","Checks repeat until nothing more happens; only then do bag triggers resolve (CR 1.8.3).","If several conditions hit at once, all results happen simultaneously; across players, in turn order (CR 1.8.4).","In multiplayer, a player who decks out leaves immediately — their cards and pending bag triggers vanish, though their already-generated effects with durations keep running (CR 9.2.3)."]}]}]}]};var s=a(59694),i=a(34645);const l={doc:o,tabs:s.U,crRef:{docLoader:async()=>(await a.e(6209).then(()=>a(66209))).lorcanaComprehensiveRulesDoc,href:"rules/comprehensive-rules/"},renderInline:i.R};function c(e){return(0,n.Y)(r.D,{adapter:l})}}}]);

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