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Lorcana Tournament Rules: Time, Takebacks and Penalties

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.

Published October 14, 2026·16 min read·By Mythras
Hundreds of players seated at long blue-draped tables during the Disney Lorcana European Championship at Disneyland Paris, playing on Lorcana playmats beside numbered orange table markers, deck boxes and dice, on red-and-gold banquet chairs, with a large Disney Lorcana Challenge banner of a grinning Powerline in a yellow outfit and white gloves on the right wall and a screen at the back of the hall reading 59:03.

Time is called in round four. You won game one, game two is a grind, and neither of you is near 20 lore. Under Ravensburger's Tournament Rules, the player whose turn it is finishes that turn, which counts as turn 0, and then the two of you get five more turns between you. If nobody wins game two in those five, the match is recorded 1-0-1 in your favour: a match win, worth 3 points.

None of that is in the Comprehensive Rules, which say how Disney Lorcana is played. It is in the Tournament Rules (TR below), effective 14 July 2026, and the Play Correction Guidelines (PCG), effective 21 May 2024, which set what a Lore Guide, Lorcana's word for a judge, does when something goes wrong. Both are about to get a workout: Hyperia City prereleases on 16 October, and the main event of the Season of Villainy Challenge in Bangkok starts on 31 October.

This is the tournament layer. The game itself is in how to play Disney Lorcana, and the season's events and qualifiers are in the 2026-27 Challenge schedule.

Sources: the TR and PCG as listed on Ravensburger's resources page on 14 October 2026, Ravensburger's CORE guide for Lore Guides, its Hyperia City Set Championship instructions and CCQ term sheet, the Hyperia City set release notes, and the Bangkok and London organizer pages. Section numbers are given throughout so you can check any of it.

Three levels, and the two rulebooks behind them

Every sanctioned Lorcana event sits at one of three levels (TR 1.2), and the level decides how strict the room is. The Tournament Rules give an example of each and attach these differences:

Entry-levelCompetitivePremier Play
Ravensburger's examplePrerelease eventsSet ChampionshipsChallenge events and World Championships
Deck list required (3.8)NoYesYes
Deck checks (3.9)Not addressedAs many as possibleAt least 10% of decks
Top cut (3.2)Not requiredRequiredRequired
Match structure (3.3)Organizer's choiceOrganizer's choice; Premier structure encouraged at 64+ playersBest-of-three
Altered-art cards (3.11)AllowedUnaltered official cards onlyUnaltered official cards only
Organizer may also be Lead Lore Guide (2.2)YesNoNo
Officials may play (1.5)YesNot in an event they officiateNot in an event they officiate
Prize splits (7.1)Allowed, with conditionsAllowed, with conditionsNot one of the levels 7.1 allows

Every official event needs at least eight players and three rounds (3.1, 3.2). The Hyperia City prerelease guide covers the advised round counts for a store-sized event.

The line between the two rulebooks is not tidy. TR 1.2 says every tournament handles in-game errors with the PCG. Ravensburger's CORE guide for Lore Guides says Entry-level events should put education ahead of penalties, and calls the PCG the document for Competitive and Premier events. The PCG has only two penalty columns, Casual and Competitive. TR 1.2 says some PCG corrective actions are modified at the Competitive level, but neither document spells out which column each of the three levels uses. Hyperia City's Set Championship instructions set "Rules Enforcement: Competitive", so this post reads the PCG's Competitive column as the one for Set Championships and above. If it matters on the day, ask the Lead Lore Guide, whose ruling is final (TR 2.2).

Before game one

Most of the pre-game procedure is in TR 3.3 and 3.4. The play-or-draw steps are written for Premier Play's best-of-three, which TR 3.3 encourages other best-of-three events to follow:

  1. Decide who chooses. Use any random method you both agree on, such as a die or a coin. If you cannot agree on one, a Lore Guide picks the method.
  2. Choose before you look. The player who won the toss decides whether to play first or draw first, and must decide before either player sees an opening hand. A player who cannot decide is treated as playing first. The first player skips their first draw.
  3. Shuffle, then offer. Each player shuffles and offers their deck to the opponent, who may shuffle further or cut. Then each draws 7 and gets one chance to alter that hand.
  4. Later games. The loser of each game chooses play or draw for the next one. In a single-elimination match, the higher Swiss seed chooses for game one.

Pile counting, dealing your deck into piles to count it, is allowed under TR 3.4 with conditions. You may do it once per game, only before the game starts and before you shuffle, and never to arrange the deck.

At Competitive and Premier events you register your deck before you play (TR 3.8), through the Ravensburger Play Hub or on paper as the organizer directs. If the organizer gives no deadline, lists are due before round one is paired. The list is the final word on what you meant to play, so write full names, version included. You can ask to see your list between matches.

Deck checks happen after shuffling and before opening hands, at any point in the event (TR 3.9). Your match gets the time the check took plus 3 minutes (TR 3.12). One line in the PCG matters here. Under PCG 3.3, extra cards in your deck box count as part of your deck. The only exceptions are promos handed out at the event and placeholder cards for the inkwell, and placeholders should not be Lorcana cards at all. A spare Lorcana card in your box is a deck error waiting to be found.

When time is called

The clock first. These are the limits in TR 6.1 and 6.2; the Limited and Draft figures apply at Competitive and Premier events:

WhatLimit
Swiss roundAt least 50 minutes, recommended maximum 60
Single-elimination matchUntimed recommended; if timed, at least 70 minutes, announced before the cut
An event that is single elimination throughout, if timedAt least 50 minutes, recommended maximum 60
Sealed deck construction30 minutes
Sealed pool registration20 minutes
Draft deck construction and registration25 minutes together
Preconstructed deck construction10 minutes
Draft picks30 seconds with 12 cards left in the pack, falling to 3 seconds with 2 left

The two upcoming events I checked sit at the top of the Swiss range. Hyperia City's Set Championship instructions set 60-minute best-of-three Swiss rounds and an untimed top cut, or 70 minutes if announced before the cut. The Bangkok Challenge page also lists 60-minute best-of-three rounds.

When the round clock runs out, any game still going moves to the end-of-match procedure in TR 3.4:

  1. The active player finishes the turn they are in. That is turn 0, and it does not count.
  2. Five more turns follow, alternating. Usually that is two for the player who was active when time was called and three for the other.
  3. If someone wins the game during those turns, the match is reported normally.

What happens if nobody wins depends on the stage of the event:

If the current game has no winnerSwiss rounds, after turn fiveSingle elimination
One player is ahead on game winsThat player wins the match; the unfinished game is a draw, so 1-0 becomes 1-0-1That player wins the match as soon as time is called
Game wins are levelThe match is a draw, 1 match point eachFive additional turns are played, starting a new game if none is in progress. Then the higher lore total in the current game wins. If lore is tied, play continues until one player pulls ahead on lore, and that player wins at once

TR 3.3 adds that single-elimination brackets may use a different procedure, so listen for the announcement before a timed top cut.

The Swiss column has a consequence the Guidelines spell out. A player who won game one gains from the clock, so deliberately slowing down to run it out is listed as Cheating under PCG 4.4, and the penalty is disqualification in both columns. Slow play that is not deliberate is a Caution at Casual and a Warning at Competitive (PCG 3.2). If the match is still going when time is called, the remedy is two extra turns added to the end-of-match procedure.

Lost time comes back to you. A Lore Guide pause of more than a minute is added back (TR 3.12), and an opponent's lateness extends your match by the same amount (PCG 3.1). If the Lead Lore Guide starts a round early because every match has finished, nobody arriving before the old start time is penalized as late (TR 6.1).

Takebacks: one play, and nothing learned

The default in TR 3.7 is that a play, once made, stays made. The exception is an honest mistake or a dexterity slip, and only a Lore Guide can approve it. Players must never undo a play between themselves. The conditions:

  • Only your most recent play, and only if nothing has happened since.
  • Only if you learned nothing from it. A card drawn, a card revealed from the deck, a triggered ability resolving or your opponent's reaction to the play all count as new information, and any one of them rules the takeback out. A card you revealed from your own hand, for example to ink it, does not count.
  • A declared batch is one play. Questing with several characters as one out-of-order sequence can be taken back as a whole. Several separate challenges cannot.
  • When in doubt, no. If the Lore Guide cannot tell whether you gained information, the takeback is denied.
  • No rushing. Your opponent may not hurry you into a play to lock it in before you can ask.

The Disney Lorcana card Cogsworth - Grandfather Clock, a 5-ink Sapphire Super Rare from Rise of the Floodborn numbered 142/204 with 2 Strength, 5 Willpower and 2 Lore, showing Cogsworth as a tall wooden clock with a pendulum window in his body, a smug smile and one hand resting on a golden-topped cane, in front of towering stacks of books, with the abilities Shift 3, Ward, and Unwind: your other characters gain Resist +1.

The Tournament Rules' own example uses the card above. A player plays Let the Storm Rage On, which deals 2 damage to a chosen character and then draws a card. They choose an opposing Cogsworth - Grandfather Clock, are reminded that he has Ward, and ask to take it back before drawing. That takeback is eligible, because nothing has been drawn yet. Choosing a Ward character was still illegal, so under TR 3.7.2 the player also gets a Warning for a General Rule Error, takeback or not. Both cards exist only in Rise of the Floodborn, a set TR 1.6.1 keeps out of Core, so this exact line is Infinity-only, but the principle is not. Every Lorcana keyword explained covers Ward.

The three takebacks the Rules tell a Lore Guide to refuse: changing a target after a triggered draw shows you the outcome, unwinding several challenges made one after another, and changing your ink choice after passing the turn and seeing your opponent act.

What each mistake costs

The PCG's ladder runs Caution (not recorded), Warning (recorded, and it can escalate), Game Loss, Match Loss and Disqualification (PCG 1.1). Here is every infraction it defines, in both columns:

InfractionExample from the PCGCasualCompetitive
Missed Trigger (2.1)Questing with Doc - Leader of the Seven Dwarfs, then paying full priceCautionCaution; Warning if the trigger would have been bad for the player who missed it
Hidden Information Error (2.2)Flipping over a card in your inkwellCautionWarning
Card Count Error (2.3)Drawing 2 cards for the turn instead of 1CautionWarning
General Rule Error (2.4)Questing with a Reckless characterCautionWarning
Tardiness (3.1), under 3 minutesSitting down after the round has startedCautionWarning
Tardiness, 3 to 9 minutesWarningGame Loss
Tardiness, 10 minutes or moreMatch Loss and droppedMatch Loss and dropped
Slow Play (3.2)Checking the discards repeatedly without actingCautionWarning
Deck/Registration Error, Minor (3.3)A 59-card deck with the 60th card in the deck boxWarningWarning
Deck/Registration Error, Major (3.4)A Constructed deck with three inksGame LossGame Loss
Limited Error (3.5)Passing a draft pack the wrong wayCautionWarning
Information and Communication Error (3.6)Announcing the wrong Strength for a challengerCautionWarning
Marked Cards (3.7)A few sleeves with marks on themWarningWarning; Game Loss if easy enough to abuse
Outside Assistance (3.8)Asking a spectator whether a play is rightGame LossMatch Loss
Unsporting Conduct, Minor (4.1)Loudly complaining about an opponent's deckWarningWarning
Unsporting Conduct, Major (4.2)Ignoring a Tournament Official's instructionsMatch LossMatch Loss
Unsporting Conduct, Severe (4.3)A slur, a threat, or theftDisqualificationDisqualification
Cheating (4.4)Noticing an extra card drawn and not calling a Lore GuideDisqualificationDisqualification
Improper Match Result (4.5)Rolling a die to decide a matchMatch LossDisqualification
Wagering (4.6)Betting on who will win the Top 8Match LossDisqualification

Three escalation rules sit on top of the table. A third Warning in the same Rule Error category becomes a Game Loss. A second Warning in the same Tournament Error category, or in the same Unsporting Conduct category, also becomes a Game Loss. If both players earn a Game Loss for the same game, the two offset: both are recorded and the game is played as normal. Match Losses do not offset. A Match Loss during rounds with prizes leaves you eligible for them, while a disqualification forfeits any prize not yet handed over.

Read down the Competitive column and a pattern shows. No in-game rules mistake costs a game the first time. Every Rule Error is a Caution or a Warning. On a first offence, games are lost to things that happen away from the cards: arriving 3 or more minutes late, a deck or list that needs rewriting, help from outside the match, sleeves marked badly enough to abuse, and conduct. The cheapest protection is boring: be in your seat on time, count your deck, and call a Lore Guide the moment something goes wrong. Spotting an error that helps you and saying nothing is Cheating.

Missed triggers and the bag

The Disney Lorcana card Doc - Leader of the Seven Dwarfs, a 3-ink Amber Uncommon from Rise of the Floodborn numbered 5/204 with 2 Strength, 3 Willpower and 2 Lore, showing the white-bearded dwarf Doc in a yellow cap and red tunic, smiling and pointing with one hand outside a timber cottage, with the ability Share and Share Alike: whenever this character quests, you pay 1 ink less for the next character you play this turn.

PCG 2.1 handles a forgotten trigger in a set order:

  • Too late, do nothing. If the trigger was missed more than a turn cycle ago, or it had a duration that has already run out, nothing happens and play continues. Doc's discount lasts only "this turn", so once that turn ends it is simply gone.
  • Otherwise the opponent decides. Your opponent chooses whether the missed trigger goes into the bag now, and if it does, it resolves immediately. Choices that could not have been made at the original moment, such as targeting a character that was not in play yet, cannot be made now.
  • "May" means no. A missed trigger with "may" in it is treated as declined.
  • Catch your own, no penalty. If the active player catches their own missed trigger before their turn ends, the remedy applies but no corrective action is given.

Both players are expected to point out mandatory triggers, the ones without "may", even on the opponent's cards (TR 5.4). Reminding an opponent of a "may" trigger is encouraged but not required. Entry-level play is gentler. The CORE guide tells Lore Guides to add a missed trigger to the bag if it is noticed before its controller's next turn and doing so would not be too disruptive. There is no opponent's choice in that version. How the bag orders everything once it gets there is in the bag explained.

Deck and deck list errors

The difference between Minor and Major is whether the fix changes what you registered. A 59-card deck whose 60th card turns up in the box, a fifth copy you catch yourself (as long as removing it still leaves 60 cards), or a deck and list that are both legal but don't match are all Minor, and cost a Warning. Fixing the deck to match the list keeps it Minor. Any fix that alters the list makes it Major. A missing card you cannot find, a third ink, or a list that has to be rewritten to match the deck are all Major, and cost a Game Loss.

The fixes are mechanical (PCG 3.3 and 3.4). A Constructed deck with too many inks loses the cards of its least-represented ink, and they are replaced with cards of the two inks it has most of. If inks tie, which one goes is decided at random. If you cannot get the missing cards, the Lore Guide can issue an Ink Card Proxy for each one. A proxy is worth 1 ink and has no text and no characteristics. If you get the real cards later in the event, you can switch back without another penalty.

Talking, tracking and the inkwell

Section 5 of the Tournament Rules is the part that changes how you physically play:

  • Inking is public. When you ink a card with your turn action, announce its full name, and let your opponent check the inkwell symbol (5.4). Leave the card faceup until your turn ends, then turn it facedown (5.5). Keep your inkwell apart from any other facedown cards, with all your ready ink cards turned the same way as each other, and all your exerted ones likewise.
  • Exert means about 90 degrees. Rotate every exerted card the same direction, clockwise or counterclockwise, but consistently (5.4).
  • Say the new lore total. Every lore gain or loss is announced along with the player's new total (5.4).
  • Answer state questions. If asked, you must say whether a card is ready or exerted, what damage it has and whether its ink is dry (5.4).
  • Lay out your board clearly. Characters, items and locations sit in front of your inkwell from your opponent's side of the table, and a character at a location must clearly be at it. The inkwell itself can sit left, right or further back (5.1).
  • Name cards properly. When an ability makes you name a card, its exact printed name is best. A description is allowed if it fits only one Lorcana card, such as describing exactly what that card's ability does. Something like "the blue card" is not enough, and only Lorcana cards can be named (5.6).
  • Shortcuts are allowed if nothing changes. Exerting your ink before you reveal the card you are paying for leads to the same legal result, so it is fine. Drawing for the turn before resolving a start-of-turn "discard a card" is not, because the order changes which card can be discarded (3.5). Out-of-order play never excuses a missed trigger.

Then the notes rule. Under TR 5.2 the only notes you may write during a match are lore totals, tokens may track only your own public information, and no token may carry a number for anything except damage. Writing down the names of cards as they go into an inkwell, or using dice to mark the costs of cards you have seen, can count as Outside Assistance under the same rule: a Game Loss at Casual, a Match Loss at Competitive. The PCG files note-taking under Information and Communication Error instead (PCG 3.6), a Warning at Competitive, so which applies is the Lore Guide's call. The PCG's view is that most of an inkwell should be known to both players anyway, because every card inked with the turn action is announced (PCG 1.3). You are expected to remember it, not record it.

Your hand and any facedown zone are private; your opponent is entitled only to the number of cards in them (TR 5.4). Looking at a card in your own inkwell, unless a card effect lets you, is a Hidden Information Error. A card you inked with the turn action is shown to your opponent and put back; one that got there any other way is shuffled into your deck and replaced with a random card from it (PCG 2.2).

Ink drops and the dice question

From 16 October, Hyperia City adds ink drops: counters that go into your inkwell and can be removed to pay ink costs. Lorcana ink drops explained covers how they work, and the Hyperia City rules changes cover the Comprehensive Rules 2.3 text behind them. Ravensburger's set release notes say printed ink drops come in Hyperia City booster packs, and that dice or other objects can stand in if you have none.

The current Tournament Rules, effective 14 July, predate ink drops and do not mention them. The closest rule is 5.2, which allows no number on a token for anything except damage. By the letter of that rule, a die turned to 3 to represent three ink drops is a number on a token tracking something other than damage. The release notes and the Tournament Rules have not been reconciled as of 14 October. My suggestion: at a Competitive or Premier event, track drops with the printed tokens from your prerelease packs, or one plain object per drop, and ask the Lead Lore Guide before round one if you want to use a die.

Sleeves, dice, phones and the feature table

Rows of players facing each other across long black-draped tables at the Disney Lorcana North America Championship, with numbered Disney Lorcana table markers from 140 to 150 standing between the pairs, colourful deck boxes, playmats and sleeved cards on the tables, and a soda bottle in front of table 150.

TR 3.11 lists what you can bring. Official Lorcana accessories are approved, anything else has to meet the same standards, and the organizer can still ask you to swap any accessory for an acceptable one:

  • Sleeves. Each sleeve holds one card completely. Every sleeve in the deck is the same size, colour and style, with a fully opaque back, and none is reflective, damaged or marked. Inner sleeves and over-sleeves are allowed, and only those are exempt from the opaque-back rule. A sleeve problem found mid-match that isn't urgent can be fixed between games or after the match.
  • Dice. Unbranded polyhedral dice or official ones, in good condition, with easily read numbers.
  • Lore counters. Official counters, the Disney Lorcana Companion app, a custom counter that is easy to read and not misleading, or written totals.
  • Deck boxes. Used to hold decks between games and matches, and not used while a game is in progress, except to get at another approved accessory.
  • Playmats. Clean, flat on the table, and not in the way of play.
  • Altered-art cards. Entry-level only. Competitive and Premier events allow only unaltered official cards, though a signature on unaltered art is fine.

Marked sleeves are a Warning in both PCG columns, and the fix is new sleeves at your earliest convenience (PCG 3.7). If the Lead Lore Guide decides the marks could easily be abused, you must replace them immediately, and at a Competitive event the penalty goes up to a Game Loss. The PCG's examples include one ink's worth of cards in a slightly different shade of sleeve, so sleeve the whole deck from one pack.

Phones are allowed if they stay in plain view of both players. The Companion app's lore counter and card database are the examples TR 5.3 gives. For anything private, such as a text or a call, tell a Lore Guide first. TR 7.1 also bans alcohol at every Lorcana event regardless of size, along with wagering and collusion.

Two players at a feature-match table during the Disney Lorcana European Championship, both wearing headsets; the player facing the camera, in glasses and a black hoodie with a boom microphone at his mouth, holds a hand of red-sleeved cards over a light playmat with a green die and a few cards on it, with notepads and pens beside the mat and a gold trophy at the right end of the table.

You cannot decline to be broadcast in a featured match (TR 7.3), and entering counts as consent to being filmed (TR 4.2); at non-broadcast and local events you can ask the organizer beforehand not to be recorded. Featured matches also carry a dress code: neat, broadcast-appropriate clothing and no third-party sponsor logos.

Draws, concessions, prize splits and tiebreakers

Matches are recorded as games won, lost and drawn: 2-0-0, 2-1-0, 1-1-1 or an intentional draw at 0-0-3, with unfinished games counted as draws (TR 3.3, 3.4). A match win is 3 points, a draw 1 and a loss 0. Both players confirm the result, and inaccurate reporting can be penalized with a Match Loss or disqualification (TR 3.4).

TR 3.6 covers the rest:

  • Concede any time. You may concede a game or a match whenever you like. Refusing to play a match counts as conceding it.
  • Never ask. You may not ask an opponent to concede. Under PCG 4.1, asking repeatedly is Unsporting Conduct, Minor.
  • One draw offer. You may propose an intentional draw once per match.
  • Nothing in return. You may not offer or accept anything for a concession or a draw, and anyone who gets such an offer must call a Lore Guide. Under PCG 4.5, an incentive for a concession is an Improper Match Result: a Match Loss at Casual and disqualification at Competitive.

Prize splits are allowed at Entry-level and Competitive events if three conditions hold (TR 7.1). Every remaining player must agree, the split must be reported to an official before it happens, and it must have nothing to do with match results. Officials can still refuse one.

Tiebreakers are the gap. The Tournament Rules do not define them. Pairings and results normally run through the Ravensburger Play Hub: the scorekeeper role in TR 2.4 is written around it, and both the Set Championship instructions and the CCQ term sheet require it. The Play Hub's cookie notice links to Carde.io's privacy policy. Carde.io's help centre gives the default order for events on its platform: match points, then opponents' match-win percentage, game-win percentage and opponents' game-win percentage, with every percentage floored at 33%. Its help centre also says each publisher can set its own order. None of the Ravensburger documents above says which order Lorcana uses, so treat that as the platform's default, not a Lorcana rule.

A checklist for your first Competitive event

This part is opinion, built on the rules above.

  1. Count to 60 after sleeving, then empty the deck box of every other Lorcana card.
  2. Check the list against the deck, full names and versions. A wrong deck with a right list costs a Warning; a list that has to change costs a Game Loss.
  3. Sleeve from one pack of identical, opaque, unmarked sleeves, and bring spares.
  4. Be seated when the round starts. At a Competitive event, three minutes late is a Game Loss.
  5. Say it out loud: inked cards by name, lore with the new total, and mandatory triggers on both sides.
  6. Call a Lore Guide for every error, including ones that help you, and never take a play back without one.
  7. Ask about ink drop dice before round one.

Quick reference

  • Three documents: the Comprehensive Rules (how the game works), the Tournament Rules effective 14 July 2026 (how events run) and the Play Correction Guidelines effective 21 May 2024 (what mistakes cost).
  • Three levels: Entry-level (prereleases), Competitive (Set Championships) and Premier Play (Challenges and Worlds). Deck lists are required at the top two.
  • Swiss rounds: at least 50 minutes and recommended up to 60. Hyperia City Set Championships and the Bangkok Challenge use 60-minute best-of-three.
  • Time called: turn 0, then five more turns. In Swiss, if nobody wins, the player ahead on games wins the match; level games make a draw.
  • Takebacks: your most recent play only, with a Lore Guide's approval, and never once you have gained information.
  • Penalties at Competitive: in-game rules errors are a Caution or Warning the first time. Game and match losses come from lateness, major deck or list errors, outside assistance, abusable marked cards, repeat Warnings and conduct.
  • Notes: lore totals only, and no numbers on tokens except damage, which leaves ink drop dice for the Lead Lore Guide to rule on.

Section numbers refer to the Tournament Rules effective 14 July 2026 and the Play Correction Guidelines effective 21 May 2024, both read from Ravensburger's resources page on 14 October 2026, as were the event details. Check that page for newer versions before a big event.

Frequently Asked Questions

What happens when time is called in a Disney Lorcana tournament match?
Under Ravensburger's Disney Lorcana Tournament Rules (section 3.4), the active player finishes their current turn, which counts as turn 0, and then five more turns are played between the two players, usually two for the active player and three for the other. In Swiss rounds, if nobody wins the game in those turns, the player with more game wins takes the match (for example 1-0-1), and if game wins are level the match is a draw worth 1 match point each. In single elimination, a player already ahead on games wins immediately; if games are level, five additional turns are played and then the higher lore total wins.
How long is a round at a Disney Lorcana tournament?
Disney Lorcana Tournament Rules section 6.1 sets a Swiss round at a minimum of 50 minutes with a recommended maximum of 60, and recommends untimed single-elimination matches; a timed top-cut match must be at least 70 minutes and announced before the cut. Hyperia City Set Championships use 60-minute best-of-three Swiss rounds, and the Bangkok Challenge also lists 60-minute best-of-three rounds.
Can you take back a play in a Disney Lorcana tournament?
Only in limited cases. Disney Lorcana Tournament Rules section 3.7 allows a takeback of a player's most recent play, for an honest mistake or dexterity error, only when a Lore Guide approves it, nothing has happened since, and the player gained no new information from the play, such as a card drawn, a trigger resolving or the opponent's reaction. Players must never perform a takeback between themselves, and if the Lore Guide cannot tell whether information was gained, the takeback is denied.
What is the penalty for drawing an extra card in a Lorcana tournament?
Drawing too many cards is a Card Count Error under Ravensburger's Disney Lorcana Play Correction Guidelines: a Caution at Casual enforcement and a Warning at Competitive. The fix is to identify which cards belong in the hand and shuffle randomly chosen extras back into the deck. A third Warning in the same Rule Error category becomes a Game Loss, and a player who notices an extra card and does not call a Lore Guide is committing Cheating, which is a disqualification.
What happens if you miss a triggered ability in a Lorcana tournament?
Under section 2.1 of Ravensburger's Disney Lorcana Play Correction Guidelines, a Missed Trigger is a Caution, upgraded to a Warning at Competitive enforcement if the trigger would have had a negative effect on the player who missed it. If it was missed more than a turn cycle ago, or its duration has already ended, nothing happens; otherwise the opponent chooses whether to add it to the bag now. A missed trigger with the word 'may' is treated as declined, and both players are expected to point out mandatory triggers.
Can you take notes during a Disney Lorcana tournament match?
Only lore totals. Disney Lorcana Tournament Rules section 5.2 lets players write down lore totals, use tokens only for their own public information, and put no number on a token for anything except damage. The Tournament Rules say writing down the names of cards as they go into an inkwell, or using dice to mark the costs of revealed cards, can be Outside Assistance, which is a Game Loss at Casual enforcement and a Match Loss at Competitive under the Play Correction Guidelines; the Guidelines themselves file note-taking under Information and Communication Error, a Warning at Competitive. The Lore Guide decides which applies.
What sleeves are allowed in Disney Lorcana tournaments?
Disney Lorcana Tournament Rules section 3.11 requires that each sleeve fully encloses one card, that every sleeve in a deck is the same size, colour and style with a fully opaque back, and that none is reflective, damaged or marked; inner and over-sleeves are allowed. Marked sleeves are a Warning under the Play Correction Guidelines, upgraded to a Game Loss at Competitive enforcement if the marks are easy enough to abuse.
How are ties broken in Disney Lorcana tournament standings?
Ravensburger's Disney Lorcana Tournament Rules do not define tiebreakers. Set Championships and Challenge Championship Qualifiers are required to run on the Ravensburger Play Hub, whose cookie notice links to Carde.io's privacy policy. Carde.io's help centre gives its platform default as match points, then opponents' match-win percentage, game-win percentage and opponents' game-win percentage, each floored at 33%, while noting that each publisher can set its own order. None of Ravensburger's tournament documents says which order Lorcana uses.
Can you use dice to track ink drops at a Lorcana tournament?
Ravensburger's Hyperia City set release notes say dice or other objects can represent ink drops if you have no printed ones, but the Disney Lorcana Tournament Rules, effective 14 July 2026 and written before ink drops, allow no number on a token for anything except damage (section 5.2). Until the two are reconciled, the safest options at Competitive or Premier events are the printed ink drops from Hyperia City boosters or one plain object per drop, and the Lead Lore Guide has the final say.

Keep Reading

Sources & Further Reading
Last updated October 14, 2026.

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Key art from Ravensburger's Disney Lorcana Challenge Season of Villainy page: Hades from Hercules, with blue flaming hair and yellow eyes, grins sideways at the viewer in a high-collared purple robe with a chain and a hexagonal medallion, one hand raised and wreathed in blue flame, against a dark purple background with a small Disney copyright credit in the corner.
📰Events & UpdatesOct 11, 2026·12 min read

Lorcana Challenge 2026-27 Schedule and How to Qualify

Under Ravensburger's updated format, a Season of Villainy Challenge weekend is three tournaments, not one, and each hands out Championship invites on different terms. Here are the 11 Challenge dates on Ravensburger's English-language Challenge page, what Main Event 1, Main Event 2 and the Infinity CCQ each qualify you for, the CCQ and Local Qualifier rules, the prize ladder and the golden Hades on it.

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Official Disney Lorcana teaser graphic for the digital game announcement: an open laptop and a smartphone side by side against a swirling purple starfield, both screens showing the Disney Lorcana Trading Card Game logo, with the text Sign Up For Digital Game Updates, DisneyLorcana.com/digital, a QR code, a Ravensburger ribbon bottom right and a Disney copyright credit bottom left.
📰Events & UpdatesSep 21, 2026·8 min read

Disney Lorcana Digital Game: What's Confirmed So Far

The entire public case for a Disney Lorcana digital client is one graphic, two sentences and a QR code. Here is exactly what Ravensburger has confirmed since D23 2026, what three outlets disagree about, and what the last two TCGs to try this actually shipped, and when.

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The Disney Lorcana card Elinor - Renowned Diplomat, a 4-ink Emerald Super Rare from Wilds Unknown numbered 86/204, with 3 Strength and 4 Willpower, showing Elinor in a hooded green cloak holding two rolled scrolls against a dark misty forest camp, with the ability Coordinated Efforts: at the end of your turn, if you have 3 or more exerted characters in play, deal 1 damage to chosen opposing character, gain 1 lore, and draw a card.
📰Events & UpdatesSep 13, 2026·9 min read

Disney Lorcana European Championship 2026 Results

Emerald/Steel has now lost the final at both of Season 2's regional championships. Here is what happened at Disney Lorcana's European Championship in Paris - the Top 16, the archetypes behind it, and who is headed to Worlds.

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The Disney Lorcana card Cheshire Cat - Inexplicable, a 3-ink Amethyst Super Rare from Whispers in the Well numbered 60/204, with 3 Strength and 4 Willpower, showing the grinning pink Cheshire Cat coiled inside a swirling psychedelic pink-and-teal vortex, with the abilities Boost 2 and It's Loads of Fun: moving damage counters between characters when a card goes under it.
📰Events & UpdatesSep 1, 2026·10 min read

Disney Lorcana North America Championship 2026 Results

Emerald/Steel was a quarter of the field and eleven of the Top 16. It still lost the final. Here is what actually happened at Disney Lorcana's North America Championship in Anaheim - the Top 16 breakdown, both finalists' decklists, and every player now headed to the World Championship.

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Disney Lorcana key art showing Illumineers channeling ink, the magic that powers every card play in the game.
🌱Beginner GuidesJul 28, 2026·10 min read

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.

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Official Ravensburger Gen Con announcement key art: the white Gen Con logo centered on a blue background patterned with puzzle pieces and game silhouettes, with a Ravensburger ribbon in the corner.
📰Events & UpdatesAug 1, 2026·9 min read

Disney Lorcana at Gen Con 2026: 118 Sessions, a Stitch Promo, and a Coconut

Ravensburger's cheapest Gen Con ticket costs two dollars, and it might be the most important thing the company is doing at the show. A live report from day three: every Lorcana session counted, the participation promo verified, and the first public playtest in the game's history.

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