Lorcana Ink Drops Explained: Hyperia City's New Resource
Hyperia City's headline new mechanic is a counter that sits in your inkwell, pays 1 ink and then disappears. Here is the rule Ravensburger published in Comprehensive Rules 2.3, all 45 Hyperia City cards that make or use ink drops, and the new Adventurous keyword riding alongside them.

Updated 10 October 2026: this post went up on 28 September, before Ravensburger had published any rules for ink drops, and treated how they work as an open question. The answers are now out. The Hyperia City set release notes (8 October) and Comprehensive Rules 2.3.0, effective 16 October 2026, define ink drops, and the full 204-card set list has replaced the 70-card preview the original counts came from. The post has been rewritten to match.
Mickey Mouse - Best in Town costs 1 ink, cannot challenge, has to quest every turn it is able to, and at the end of any of your turns that it finishes exerted, it gives your opponent a free ink. It gives you one too.
That is Hyperia City's new mechanic in one card. Ravensburger calls the thing Mickey hands out an ink drop: a counter that pays for 1 ink once and is then gone. It is the mechanic the set is built around - lead designer Lukas Litzsinger says in the set's press release that the team "really wanted to focus in on a single mechanic in this set" - and it goes straight at the rule that caps Lorcana's economy: one card into the inkwell per turn.
Hyperia City prereleases on 16 October 2026, the same day Comprehensive Rules 2.3.0 takes effect. Until then the version in force is 2.2.0, effective 9 July 2026, which has no ink drop rules at all, so every rule about drops below is a 2.3.0 rule that applies from 16 October. The card data is Lorcast's full set 14 list as pulled on 10 October 2026: 204 standard cards, plus Iconic printings of Mickey Mouse - Best in Town and Cinderella - Unintentional Icon numbered 241 and 242.
What Ravensburger has actually published
Three layers, and they now agree.
The press release. Dated 22 September 2026, it describes ink drops as "a counter providing players a one-time-use ink they can spend to play cards from their hand or potentially empower other cards." Litzsinger's other line from the same release: "Ink drops can completely change the tempo of a game."
The cards. Mickey Mouse - Best in Town reads "each player gets 1 ink drop. (Each ink drop may be removed to pay 1 {I}.)", and the other cards that create drops carry the same reminder or the singular "You may remove an ink drop to pay 1 {I}." ({I} is how card text writes the ink symbol.) Comprehensive Rules rule 1.1.7 says reminder text "isn't rules text", so until the October rules update that parenthesis was the closest thing to a definition.
The rules. Comprehensive Rules 2.3.0, listed on Ravensburger's resources page and effective 16 October 2026, adds a section 1.13 on counters. Rule 1.13.1.2 says ink drops are generated by resolving effects, "can only be placed in the Inkwell", and can be removed in any number to pay that much ink toward an ink cost. Rule 1.13.2 says counters "aren't standard Disney Lorcana cards" and that a drop removed from the inkwell ceases to exist. The three cost rules - 4.3.2.4 for playing a card, 4.4.3.4 for an activated ability and 4.7.3.4 for moving a character to a location - now let you pay ink by exerting ready ink cards, removing ink drops, or a combination of the two. Version 2.2.0's 4.3.2.4 only allows exerting ink cards.
The Hyperia City set release notes, dated 8 October, put the same rule in plain English: drops "don't count as cards and aren't shuffled into your deck", you can pay a cost entirely with drops or mix them with ink cards, and there is no limit to how many you can have in your inkwell or spend on one cost. Printed ink drop tokens come in Hyperia City boosters, and the release notes say dice or other objects work if you have none. Rule 1.13.3.3 rules out one stand-in: a standard Lorcana card can't be used as a counter.
Ink drops versus ink cards
Ink drops do not get their own pile. Rule 1.13.1.2 puts them in the inkwell, next to the ink cards you have been burying since turn one. What separates the two is what they are, how you get them and what happens when you spend them:
| Ink card | Ink drop | |
|---|---|---|
| What it is | A card, worth 1 ink (CR 7.5.1) | A counter, not a card (CR 2.3.0 rule 1.13.2) |
| Where it sits | Your inkwell | Your inkwell (rule 1.13.1.2) |
| How you get one | The once-per-turn inking action (CR 4.2.3), or a card effect | Only from a card effect (rule 1.13.1.2) - 36 of Hyperia City's 204 standard cards make them |
| Card requirement | Inkwell symbol, for the inking action (CR 4.2.1) | None - no card leaves your hand |
| What it pays | 1 ink each time it is exerted, and it readies every turn | 1 ink toward any ink cost, once; then it is removed and ceases to exist |
| How many | One per turn from the inking action, unless an effect allows more | No limit on how many you hold or spend at once (rule 1.13.1, release notes) |
| Where the rule lives | Comprehensive Rules sections 4.2 and 7.5 | Section 1.13, plus the ink drop wording added to rules 4.3.2.4, 4.4.3.4 and 4.7.3.4 - all new in 2.3.0 (effective 16 October 2026) |
The row that matters is "What it pays". An ink card is permanent economy: bury it on turn three and it pays you on every turn after. A drop is a burst. Spend it and it is gone, which is exactly why it can be handed out so much more freely than inkwell ramp ever was - the uninkable cards breakdown covers why that once-per-turn cap is the load-bearing rule of the whole resource system, and why breaking it has mostly been Sapphire's job.
Sharing the inkwell does not make a drop a card. Gramma Tala - Connected to Nature costs 1 less "for each card in your inkwell", and a drop sitting in that same inkwell is not a card under rule 1.13.2, so it does not lower her cost. That follows from the rule text; Ravensburger has not published a ruling that names her.
Do ink drops carry over between turns?
Yes. Ravensburger's Ink Drop Deep Dive, published 29 September by Sam Johanson, who leads game development on Hyperia City, says you can spend your drops early or "save them up for one big play later in the game," and that "you can use ink drops in the same turn you make them." The Deep Dive calls drops a "temporary" ink, but in context that means single-use: once you use one, it is removed.
The rules agree. Nothing in Comprehensive Rules 2.3.0 clears drops at the end of a turn. Under rule 1.13.2 a drop ceases to exist when it is removed from your inkwell, and the rule that clears counters away wholesale is the cleanup between games (rule 2.4.1.2). There is no cap either: rule 1.13.1 says there is no limit to the number of counters in a game.
The card text was already written that way:
- Mickey Mouse - Best in Town creates its drops "at the end of your turn." A drop you receive then can only be spent on a later turn.
- Wasabi - Called into Battle, Madam Mim - Bauble Chaser and Sir Kay - Determined to Win all get a bonus "while you have an ink drop." That is a condition about holding one, not spending one.
- Arthur - Novice Blacksmith lets you pay 1 ink when he is played to get 1 ink drop. That converts spare ink from this turn into a drop - banked for a bigger turn later, or spent at once to switch on the "if you removed an ink drop" payoffs covered below.
All 45 Hyperia City ink drop cards
45 of Hyperia City's 204 standard cards mention ink drops - 22.1%. 36 of them make drops; the other nine only use or reward them. The 36 counts Bobby Zimuruski - Soundboard Whiz, which gives an item a drop-making ability, and Kit Cloudkicker - Sure Shot, which offers a drop as one of two choices. It does not count Baymax - Amped Up, whose Supercharge swaps drops for inkwell cards. Here is every one, grouped by ink:
| Card | Ink | Cost | Rarity | What it does with ink drops |
|---|---|---|---|---|
| Mickey Mouse - Best in Town | Amber | 1 | Super Rare | End of your turn, if exerted: each player gets 1 |
| Port Authority - Center Hub | Amber | 4 | Uncommon | Location. Once during your turn, when a character moves here: each player gets 1 and gains 1 lore |
| Madam Mim - Bauble Chaser | Amethyst | 1 | Common | Gains Evasive while you have one |
| Merlin - Bauble Expert | Amethyst | 3 | Common | Get 1 on play if you have an Arthur in play |
| Archimedes - Messenger Owl | Amethyst | 3 | Rare | Get 1 when banished in a challenge |
| Inkcaster Skates | Amethyst | 3 | Rare | Item. Exert: get 1 if a character quested this turn |
| Merlin - Profoundly Curious | Amethyst | 4 | Super Rare | Get 1 on play |
| Higitus Figitus | Amethyst | 6 | Common | Song: get 3 |
| Merlin - Ink Drop Tinkerer | Amethyst | 7 | Rare | Get 1 on play, or 2 if you used Shift |
| Madam Mim - Resourceful Trickster | Amethyst | 8 | Legendary | Draw 2 if you removed one to play her; draw 1 whenever you remove one, once during your turn |
| Go Go Tomago - Extreme Tester | Emerald | 2 | Common | Get 1 whenever she is challenged |
| Molly Cunningham - Remembers to Share | Emerald | 2 | Uncommon | On play: you and another chosen player each get 1 |
| Bobby Zimuruski - Soundboard Whiz | Emerald | 2 | Super Rare | Your items named Leaning Tower of Cheese-a gain "exert, 1 ink: get 1" |
| Another Tale to Spin | Emerald | 2 | Common | Song: draw 1; you and another chosen player each get 1 |
| Kit Cloudkicker - Irrepressible Bear | Emerald | 3 | Common | On play: you and another chosen player each get 1 |
| Honey Lemon - Testing the Limits | Emerald | 3 | Rare | On play and on quest: banish your own item to draw 1 and get 1 |
| This Is Business | Emerald | 3 | Rare | Opponent chooses: they discard and get 2, or you draw 1 and get 2 |
| Shere Khan - Opportunistic Tycoon | Emerald | 4 | Uncommon | Each opponent discards or you get 1 |
| Baymax - Lab Assistant | Emerald | 4 | Rare | Get 2 on play with 2+ items in play |
| Fred - Awesome Boss | Emerald | 6 | Rare | Get 1 whenever you play him or another Super character |
| Pushing Boundaries | Ruby | 2 | Uncommon | Action: your chosen character takes no damage while challenging this turn; get 1 |
| Meilin Lee - Ecstatic Fan | Ruby | 3 | Common | Get 1 whenever you play a song, once during your turn |
| Yama - Notorious Criminal | Ruby | 4 | Uncommon | Pay 6 ink: get 1 whenever one of your characters challenges this turn |
| Tadashi Hamada - Making Waves | Ruby | 5 | Uncommon | Get 2 when banished |
| Wasabi - Called into Battle | Ruby | 5 | Super Rare | +2 Strength while you have one |
| Blinding Chem Ball | Sapphire | 1 | Uncommon | Item. When banished during your turn: may get 1, and a chosen character gets -2 Strength this turn |
| Prototype Chem Ball | Sapphire | 1 | Common | Item. When banished during your turn: may get 1, and a chosen character of yours gains Resist +1 |
| Intense Research | Sapphire | 2 | Rare | Look at 5 cards instead of 2 if you removed one to play it |
| A Dark Age No More | Sapphire | 3 | Rare | Action: put the top card of your deck into your inkwell and get 1 |
| Wasabi - Future Thinker | Sapphire | 5 | Uncommon | If you removed one to play him, your other characters gain Resist +1 and Ward |
| Honey Lemon - Ingenious Researcher | Sapphire | 7 | Uncommon | On quest: return an item card from your discard to hand to get 1 |
| Baymax - Amped Up | Sapphire | 7 | Legendary | Shift cost is removing 2; if you would get one, you may put your deck's top card into your inkwell instead |
| Marie - Caught in the Act | Steel | 1 | Rare | On quest: get 1 if an opposing character took damage this turn |
| Central Station - Transportation Hub | Steel | 1 | Common | Location. Once during your turn, when a character moves here: get 1 |
| Arthur - Novice Blacksmith | Steel | 2 | Common | On play: pay 1 ink to get 1 |
| Baloo - Delivery Pilot | Steel | 2 | Uncommon | Can't quest or challenge unless you got one this turn |
| Khan Transport Delivery | Steel | 2 | Common | Action: draw 1 and get 1 |
| Arthur - Merlin's Assistant | Steel | 3 | Rare | Get 1 when he moves to a location, once during your turn |
| Sir Pellinore - Tougher Than He Looks | Steel | 3 | Uncommon | Get 1 when he banishes a character in a challenge during your turn |
| Jousting Match | Steel | 3 | Rare | 2 damage, or 5 if you removed one to play it |
| Shere Khan - Khan Industries CEO | Steel | 4 | Legendary | Get 1 when another of your characters banishes one in a challenge, once during your turn |
| Ink Explosion | Steel | 4 | Common | Action: 4 damage and get 1 |
| Sir Kay - Determined to Win | Steel | 5 | Common | Gains Challenger +3 while you have one |
| Kit Cloudkicker - Sure Shot | Steel | 5 | Super Rare | On quest, choose: get 1, or deal 1 damage |
| Arthur - Jousting Knight | Steel | 6 | Super Rare | Draw 1 and get 1 when he banishes a character in a challenge during your turn |
Split by what they do:
| Ink | Mention drops | Make drops | Only use or reward them |
|---|---|---|---|
| Steel | 13 | 10 | 3 |
| Emerald | 10 | 10 | 0 |
| Amethyst | 8 | 6 | 2 |
| Sapphire | 7 | 4 | 3 |
| Ruby | 5 | 4 | 1 |
| Amber | 2 | 2 | 0 |
| Total | 45 | 36 | 9 |
The shape is the interesting part. Sapphire is where Lorcana's card-based ramp lives - all but two of the cards that move a card into an inkwell are Sapphire or a Sapphire pairing (78 of 80 in main sets 1 through 13, per the uninkable breakdown's count) - and the Deep Dive says the point of drops is that "every" ink color combination can make them, not just Sapphire. The full list bears that out: all six inks have drop makers, led by Emerald and Steel with ten each. Sapphire's four are Prototype Chem Ball, Blinding Chem Ball, Honey Lemon - Ingenious Researcher and A Dark Age No More, and the last of those ramps both ways at once, putting a card into your inkwell and handing you a drop. For what each ink was built around before drops arrived, see the six inks explained.
Six cards hand your opponent the drop

The most unusual thing about Hyperia City's drop makers is how often they are generous to the other side of the table. Six of the 36 can give your opponent a drop:
- Mickey Mouse - Best in Town - each player gets 1, every turn Mickey ends exerted.
- Port Authority - Center Hub - each player gets 1 drop and gains 1 lore when a character moves there, once during your turn. The release notes confirm that moving two characters there at once still gives each player only 1 of each.
- Molly Cunningham - Remembers to Share - you and another chosen player each get 1.
- Kit Cloudkicker - Irrepressible Bear - the same wording as Molly, on a 3-cost 4/4.
- Another Tale to Spin - a 2-cost song that draws you a card, then gives you and another chosen player 1 each.
- This Is Business - your opponent picks: reveal their hand, discard the card of your choice and take 2 drops, or let you draw a card and take the 2 drops yourself.
At a two-player table, "another chosen player" can only be your opponent. Shere Khan - Opportunistic Tycoon works the other way round: the drop only ever goes to you, but each opponent can pay a discard to deny it.
This Is Business is the one to understand, because both of its outcomes are real. Your opponent is choosing between losing the card of your choice and giving you a card plus 2 ink. Either way somebody gains 2 drops. Symmetric cards like Mickey pay off when your deck turns a drop into more than your opponent's does - which is the job of the payoff cards below.
The payoffs care how you paid
Four Hyperia City cards check whether you "removed an ink drop to play" them, which makes the drop worth more than the 1 ink it pays:
| Card | Without a drop | If you removed a drop to play it |
|---|---|---|
| Intense Research (Sapphire, 2) | Look at the top 2, keep 1 | Look at the top 5, keep 1 |
| Jousting Match (Steel, 3) | Deal 2 damage | Deal 5 damage |
| Wasabi - Future Thinker (Sapphire, 5) | A 5/5 body | Your other characters also gain Resist +1 and Ward until the start of your next turn |
| Madam Mim - Resourceful Trickster (Amethyst, 8) | A 7/5 body for 3 lore | Also draw 2 cards |

Jousting Match is the cleanest illustration of why a drop is not just a discount. The same 3 ink buys 2 damage or 5, and the only difference is whether one of the 3 came from a counter instead of a card. Mim goes further: her second ability draws a card whenever you remove a drop, once during your turn, so an Amethyst deck holding a stack of drops turns each turn's first spend into a card. One catch from the release notes: the drops you spend to play Mim do not trigger that second ability, because they were removed before she was in play.
Three more cards want the drop kept rather than spent. Madam Mim - Bauble Chaser gains Evasive, Wasabi - Called into Battle gets +2 Strength and Sir Kay - Determined to Win gains Challenger +3, each only while you have an ink drop. Baloo - Delivery Pilot can't quest or challenge at all unless you got one that turn.

And Amethyst has the biggest single generator too. Higitus Figitus is a 6-cost song whose whole text is "Get 3 ink drops." - no other card in the set makes more than 2 from one effect. Paid for with ink, that is 6 ink for 3 - a bad trade. Sung, it costs you exerting one ready, dry character that counts as cost 6 or more - any character costing 6 or more, or one with Singer 6 or higher - under the normal singing rules. Three drops for a big body's action for the turn, all in the same ink as Mim. The Deep Dive pitches exactly that line: sing it early and the three drops can help you play an 8-cost character "as early as turn five".
Adventurous: a new keyword for an effect Core already has
Mickey Mouse - Best in Town carries a second new word. Adventurous is printed the way keywords are - a name at the top of the text box followed by reminder text in italics and parentheses, the format Comprehensive Rules 8.1.1 describes for keywords - and the reminder reads "(This character can't challenge and must quest each turn if able.)"
Comprehensive Rules 2.3.0 defines it as rule 8.16, effective 16 October 2026: two static abilities, "This character can't challenge" and "You can't declare the end of your turn if this character is ready and can quest" (rules 8.16.2 and 8.16.3). Rule 8.16.4 adds that you can still exert an Adventurous character to use abilities or sing songs. Version 2.2.0, in force until then, defines fourteen keywords, Alert through Ward, and Adventurous is not one of them. The release notes frame it as the mirror of Reckless: one forces a challenge, the other forces a quest.
Across the full set it appears on two standard cards: printed on Mickey, and granted by Nick Wilde - Inquisitive Harbormaster, a 6-ink Amber Rare whose Restricted Route gives a chosen character Adventurous until the start of your next turn whenever Nick quests. "Chosen character" is not limited to your own, which makes Nick a way to switch off an opponent's attacker for a turn - and the release notes confirm that a character with 0 lore given Adventurous still has to quest.
The effect itself is not new. Five main-set cards print it long-hand, all of them from Whispers in the Well onward and all in Core-legal sets, and the Hyperia City release notes update the wording of all five so that what they give an opposing character is now the Adventurous keyword:
| Card | Set | How it applies the effect |
|---|---|---|
| Gaston - Frightful Bully | Whispers in the Well | On quest, if a card is under him |
| Cobra Bubbles - Dedicated Official | Winterspell | On quest |
| Ariel - Curious Traveler | Wilds Unknown | On quest, if you played another character |
| This Growing Pressure | Wilds Unknown | Song, and draws a card |
| Woody - Town Sheriff | Attack of the Vine! | On play |
All five aim it at an opposing character. Hyperia City's twist is Mickey, who carries it himself - and on a card with 0 Strength, "can't challenge" costs almost nothing, while "must quest" guarantees he ends most of your turns exerted, which is exactly the condition his Hot Dog ability needs to hand out drops. The drawback is the engine. For every other keyword, see every Lorcana keyword explained.
Hyperia City at a glance
| Confirmed detail | Source | |
|---|---|---|
| Prerelease | 16 October 2026, game stores and select Disney Parks and stores | Ravensburger press release |
| Wide release | 23 October 2026 | Ravensburger press release |
| Set number | The fourteenth main set | Lorcast set index |
| New mechanic | Ink drops | Ravensburger press release |
| Rules update | Comprehensive Rules 2.3.0, effective 16 October 2026 | Official PDF on Ravensburger's resources page |
| Debuting film | Disney and Pixar's Coco | Ravensburger press release |
| Iconic cards | Mickey Mouse - Best in Town and Cinderella - Unintentional Icon | Ravensburger press release |
| Products shown | Prerelease boxes, Illumineer's Trove (8 booster packs, 6 damage dice), booster packs and display boxes | Official product page |
| Card list | 204 standard cards, plus the two Iconic printings numbered 241 and 242 | Lorcast set list, 10 October 2026 |
Where the set sits in the full release history, and how Ravensburger's 70-to-112-day set cadence lands it here, is covered in Lorcana sets in order. The other rules changes that arrive with 2.3.0 are covered in Hyperia City rules changes.
Coco is the headline debut, with one wrinkle. A Coco character card was out first: Héctor Rivera - Gone to Pieces, a 4-ink Ruby character with Singer 6, sold as card 13 of the six-card D23 2026 Collection box and filed by Lorcast under its D23 set. Hyperia City reprints him as card 121 and adds the rest of the film. The official product page says the set's Coco cards "reward you for remembering past glimmers," and the Coco cards in the full list read that way: Everyone Knows Juanita draws 3 instead of 2 with 10 or more cards in your discard, Mamá Coco - Visiting the Park gets +1 Lore value for the turn whenever cards go from your deck to your discard, and the Sing Together song Remember Me lets you play characters from your discard for the rest of the turn. Our every Disney movie in Lorcana map covers which of the other films are already in the game.
What the new rules settle
When this post first went up, these were open questions. Comprehensive Rules 2.3.0, the release notes and the Tournament Rules now answer them:
| Question | Answer | Source |
|---|---|---|
| Is there a rule for ink drops? | Yes, from 16 October 2026. Version 2.2.0, in force until then, has none | Comprehensive Rules 2.3.0, section 1.13 |
| Where do drops go? | Into your inkwell | Rule 1.13.1.2 |
| What can a drop pay for? | Any ink cost: playing a card, using an activated ability, or moving a character to a location | Rules 4.3.2.4, 4.4.3.4 and 4.7.3.4 |
| Does that include a Shift cost? | Yes for a Shift paid in ink, which rule 4.3.2.3 counts in the total cost that 4.3.2.4 lets drops pay. Baymax - Amped Up's Shift is the exception the other way: its cost is removing 2 drops, and the release notes rule that this is not paying ink | Rules 4.3.2.2 to 4.3.2.4; release notes |
| Do drops carry over between turns? | Yes, until you spend them | Ink Drop Deep Dive; rule 1.13.2 |
| Is there a cap? | No | Rule 1.13.1; release notes |
| Are drops cards? | No | Rule 1.13.2; release notes |
| Do drops lower Gramma Tala - Connected to Nature's cost? | No - she counts cards in your inkwell, and a drop is not a card. No ruling names her | Rule 1.13.2 |
| What does Adventurous do? | The character can't challenge, and you can't end your turn while it is ready and able to quest | Rule 8.16 |
| Is Hyperia City legal at the World Championship? | Tournament Rules 1.6 makes a set legal in sanctioned Constructed tournaments from its hobby-store prerelease, and Ravensburger's Europe Championship recap says Hyperia City will be out before Worlds at Aulani in early December | Tournament Rules, 14 July 2026 update; European Championship coverage |
Quick reference
- An ink drop is a counter that pays 1 ink once, then is removed and ceases to exist. Ravensburger's press release calls it a one-time-use ink.
- It sits in your inkwell but is not a card. Comprehensive Rules 2.3.0 rules 1.13.1.2 and 1.13.2; no card leaves your hand, no inkwell symbol is needed, and it does not ready again.
- The rule takes effect on 16 October 2026 with Comprehensive Rules 2.3.0. Version 2.2.0, in force until then, has no ink drop rules.
- Drops pay any ink cost - playing a card, an activated ability or a move (rules 4.3.2.4, 4.4.3.4 and 4.7.3.4) - and you can spend them the turn you make them or save them for later.
- 45 of Hyperia City's 204 standard cards mention drops - 36 make them, 9 only use or reward them, and all six inks have makers, including four in Sapphire.
- Six cards can give your opponent a drop: Mickey Mouse - Best in Town, Port Authority - Center Hub, Molly Cunningham - Remembers to Share, Kit Cloudkicker - Irrepressible Bear, Another Tale to Spin and This Is Business.
- "If you removed an ink drop to play" is the payoff wording - Jousting Match goes from 2 damage to 5, Intense Research from 2 cards seen to 5.
- Adventurous means can't challenge and must quest if able - rule 8.16 from 16 October. Five Core-legal cards already printed the same effect in full, aimed at an opposing character, and the release notes reword all five to grant the keyword instead.
- Hyperia City prereleases 16 October 2026 and releases everywhere 23 October, debuting Coco.
Card counts reflect Lorcast's full Hyperia City list, 204 standard cards, as pulled on 10 October 2026. Ink drop and Adventurous rule numbers are from Comprehensive Rules 2.3.0, effective 16 October 2026; every other rule cited carries the same number in 2.2.0, the version in force from 9 July 2026 until then.
Frequently Asked Questions
What are ink drops in Disney Lorcana?
How are ink drops different from ink cards in Lorcana?
Do ink drops carry over between turns in Lorcana?
What can ink drops pay for in Lorcana?
Do ink drops count as cards in your inkwell?
Which Hyperia City cards give ink drops?
What does Adventurous mean in Disney Lorcana?
Can your opponent get ink drops from your cards in Lorcana?
Is Coco in Disney Lorcana?
Keep Reading
- Disney Lorcana Comprehensive Rules 2.3.0, effective 16 October 2026 - section 1.13 counters and ink drops, rules 2.4.1.2, 4.3.2.2 to 4.3.2.4, 4.4.3.4, 4.7.3.4, 8.16 Adventurous and the ink drop glossary entry (Ravensburger, official PDF)
- Disney Lorcana TCG Set Release Notes: Hyperia City - ink drops, no limit on drops, Adventurous and the five updated cards, plus the Port Authority, Nick Wilde, Madam Mim and Baymax - Amped Up rulings (Ravensburger, 8 October 2026)
- Ink Drop Deep Dive - Sam Johanson on every ink making drops, using them the turn you make them and saving them for later (Ravensburger, 29 September 2026)
- Disney Lorcana Trading Card Game Heads to Hyperia City - dates, Coco debut, the ink drop definition and the Litzsinger quote (Ravensburger, 22 September 2026)
- Hyperia City product page - prerelease boxes, Illumineer's Trove, boosters and the Coco discard teaser (Ravensburger)
- Get Ready for Some City Living - the Hyperia City setting and ink drops in-story (Ravensburger, 24 September 2026)
- Disney Lorcana Comprehensive Rules 2.2.0, effective 9 July 2026 until 2.3.0 takes effect on 16 October - rules 1.1.7, 4.2.1, 4.2.3, 4.3.2.4, 7.5.1 and section 8, with no ink drop rules (Ravensburger, official PDF)
- Official Disney Lorcana resources page - lists the October 2026 Comprehensive Rules update (Ravensburger)
- Disney Lorcana Tournament Rules, 14 July 2026 update - section 1.6 set legality from prerelease (Ravensburger, official PDF)
- Lorcast card list for set 14, Hyperia City - 204 standard cards plus 2 Iconic printings, the source of every card count in this post (pulled 10 October 2026)
- Mickey Mouse - Best in Town #23/204, Hyperia City (Lorcast)
- Higitus Figitus #62/204, Hyperia City (Lorcast)
- This Is Business #97/204, Hyperia City (Lorcast)
- Madam Mim - Resourceful Trickster #59/204, Hyperia City (Lorcast)
- Héctor Rivera - Gone to Pieces, D23 Collection card 13 (Lorcast)
- Disney Lorcana D23 Limited Edition Collection 2026 - retail listing of the six-card box including Hector Rivera - Gone to Pieces (SoleSavy)
- Europe Championship Recap - including the note that Hyperia City will be out before Worlds at Aulani in early December (Ravensburger, 17 September 2026)
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The Comprehensive Rules tell you how to play Lorcana. Two other Ravensburger documents tell you what happens at a tournament table: the five turns after time is called, when a Lore Guide will let you take a play back, what a missed trigger or an extra card costs you, and what you can and cannot write down, sleeve or keep on your phone.

How to Play Disney Lorcana - Rules, Turn Structure, and the Race to 20 Lore
Lorcana is the rare TCG where you never attack your opponent directly. You race them to 20 lore. This is the full rules walkthrough - inkwell, turn phases, questing, challenging, drying, card types, and deck limits.

Lorcana Hyperia City Prerelease Guide: How Sealed Works
At a Lorcana prerelease the two-ink rule is switched off, and Hyperia City shows why: six packs average about 12 cards per ink, so two inks rarely reach 40. Here is the event under Ravensburger's own rules, what the box holds, how Sealed, Draft and Pack Rush differ from Constructed, and what the full 204-card list says you will open.