Every Lorcana turn runs through the same three phases: Start-of-Turn (Ready, Set, Draw), Main and End-of-Turn. This page walks through each step, what you can do in the Main Phase and in what order, as of the Comprehensive Rules version 2.3.0 (October 16, 2026).
A turn has three phases, and they always happen in this order. Only the Main Phase asks you to make
choices; the other two run themselves.
PhaseStepsWhat happens
1. Start-of-Turn PhaseReady, Set, DrawYour cards and ink ready, your characters dry, your locations give lore, and you draw a card.
2. Main PhaseNone (you choose)Ink one card, play cards, quest, challenge, move characters to locations and use abilities, in any order.
3. End-of-Turn PhaseNone"At the end of your turn" effects happen, then "this turn" effects end and play passes to your opponent.
Ravensburger renamed the first phase in its April 2026 rules update. The Comprehensive Rules now call it the
Start-of-Turn Phase, but the Quick Start book in starter sets and many guides still say Beginning Phase. They
are the same thing.
The Start-of-Turn Phase: Ready, Set, Draw
The Start-of-Turn Phase has three steps. Nothing in it is optional, so most players do all three in a few
seconds, but the order matters when a card triggers at the start of your turn.
Ready
You ready every card you have in play and in your inkwell, turning anything exerted (sideways) back upright.
This is why ink you spent last turn is available again. Effects that last "until the start of your next
turn" end here, and abilities that say "at the start of your turn" trigger now but wait until the Set step to
resolve.
Set
Your characters stop drying, so everything you played last turn can now quest and challenge. Then you gain
lore from each location you have in play that shows a lore value. That lore is not a triggered ability; it
simply happens. After that, any start-of-turn abilities waiting from the Ready step resolve.
Draw
You draw one card. The one exception is the first turn of the game, when the starting player skips this
step. After each of these steps the game checks for a winner, so a player who reaches 20 lore from a
location in the Set step wins before drawing.
The Main Phase: everything you can do
The Main Phase is your turn proper. You can take these turn actions in any order, and each one as many times
as you can pay for it, apart from inking, which is once per turn.
Turn actionCostLimit
Ink a cardFree. Reveal a card with the inkwell symbol and put it into your inkwell facedown.Once per turn
Play a cardIts ink cost, paid by exerting that many ready cards in your inkwell. A song can be sung instead.As many as you can pay for
QuestExert a dry, ready character. Gain lore equal to its lore value.Once per character, unless it is readied
ChallengeExert a dry, ready character to fight an exerted opposing character or an opposing location.Once per character, unless it is readied
Move a character to a locationThe location's move cost in ink.As many as you can pay for
Use an activated abilityWhatever the ability lists, such as ink or exerting the card.As the ability allows
Order is a real decision. A common pattern is to ink first, play your cards, then decide which characters
quest and which challenge, because the characters you play this turn are still drying and can't do either.
Challenging before you quest also matters: if you banish an opposing character first, it can't threaten the
character you were about to exert. The Lorcana challenge rules
page covers the fight itself.
Songs are the one way to play a card without spending ink. A song card is an action that a character can
sing instead: exert a dry character whose cost is at least the song's cost and the song resolves for free.
Force of a Great Typhoon, for example, costs 2, so any character costing 2 or more can sing it.
Inking a card: once per turn
Once per turn, you may choose a card in your hand that has the inkwell symbol around its cost, show it to your
opponent, and put it into your inkwell facedown and ready. Every card in the inkwell is 1 ink you can spend
each turn. A card without the symbol can't be inked, and a card in your inkwell can't be played later, so
inking is a choice about which card you need least.
There is no limit to how big your inkwell can grow, and you don't have to ink every turn. Some cards let you
ink an extra card, and effects that put a card directly into the inkwell don't use up your once-per-turn
action. Hyperia City (set 14) adds ink drops, counters you can remove to pay 1 ink each; they sit in your
inkwell but aren't cards and don't count as ink. The guide to reading a Lorcana card
shows where the inkwell symbol is printed.
Drying: why a new character waits a turn
A character that entered play this turn is drying. Until the Set step of your next turn, it can't quest,
can't challenge, and can't exert to pay a cost, which includes singing a song. Its other abilities work right
away: a "when you play this character" effect still happens.
Rush is the main exception: a character with Rush can challenge the turn it is played, though it still can't
quest. Items and locations never dry, so an item's ability can be used the turn you play it. Moving a
character to a location doesn't exert it, so a drying character can move. The
Lorcana keywords guide covers Rush and the other keywords that change
these rules.
When you have nothing left you want to do, you declare the end of your turn. You can't end it in the middle of
an action or while abilities are still waiting to resolve. Two keywords also stop you: a ready character with
Reckless that can challenge, or a ready character with Adventurous that can quest, has to do so first.
In the End-of-Turn Phase, abilities that say "at the end of your turn" or "at the end of the turn" resolve
first. Then effects that lasted "this turn" end, such as the Strength from Support. Damage does not go away:
it stays on a character until it leaves play or an effect removes it. Last, the game checks whether you have
any cards left in your deck. A player whose own turn ends with an empty deck loses, which
how to win at Lorcana explains.
What the first turns look like
Each player draws 7 cards and may mulligan once, putting any number on the bottom of their deck and drawing
back to 7. The starting player skips their first draw, and has nothing to challenge on turn one, so a typical
first turn is to ink a card and play a 1-cost character if you have one. A character played on turn one can
quest on turn two.
Ink grows by one each turn you ink, so on turn three you usually have 3 ink. Most decks plan their curve
around that: a 1 or 2 on the first turns, then larger characters as the inkwell grows. The
deck-building guide explains how to count inkable
cards so you can ink every turn.
Frequently Asked Questions
What are the phases of a turn in Lorcana?
A Lorcana turn has three phases, in this order: the Start-of-Turn Phase, the Main Phase and the End-of-Turn Phase. The Start-of-Turn Phase has three steps, Ready, Set and Draw. Older rulebooks and the Quick Start book call it the Beginning Phase.
Do you draw a card on your first turn in Lorcana?
The player who goes first skips the Draw step on the first turn of the game. The other player draws on their first turn as normal, and from then on both players draw at the start of every turn.
How many cards can you ink per turn in Lorcana?
One. Putting a card from your hand into your inkwell is limited to once per turn. A card effect can let you ink an additional card, and effects that put a card straight into the inkwell don't count toward the limit.
Does questing cost ink in Lorcana?
No. Questing costs nothing but exerting the character: turn a dry, ready character sideways and gain lore equal to its lore value. Challenging is free in the same way.
Can you quest more than once per turn?
Each character can quest once, because questing exerts it and an exerted character can't quest again until an effect readies it. You can quest with as many different characters as you have ready and dry.
What does drying mean in Lorcana?
A character that entered play this turn is drying. It can't quest, can't challenge and can't exert to pay a cost, including singing a song, until the start of your next turn. Its other abilities, such as a "when you play this character" effect, still work. Rush lets a drying character challenge. Items and locations don't dry.
Can you do anything during your opponent's turn in Lorcana?
You don't take turn actions on your opponent's turn: you can't ink, play cards, quest or challenge. Your triggered abilities still happen, for example a card that does something when it is challenged or banished.