# Disney's Lorcana — full knowledge bundle Single-file bundle for LLM consumption: rules, glossary, errata, and (when size permits) the card catalog. Individual sections are available separately — see the game's llm.txt index. ## MCP server Prefer the TCG Knowledge MCP server over scraping these files when your client speaks MCP. It is read-only: comprehensive rules, errata, glossaries, tournament policy, and card catalogs. Start with list_games. Human guide: https://tcg.online/mcp Remote HTTP: POST https://api.tcg.online/mcp (streamable HTTP, JSON-RPC, protocol 2025-06-18). Staging host: https://staging-api.cardgoat.org/mcp Remote config: { "mcpServers": { "tcg-knowledge": { "url": "https://api.tcg.online/mcp" } } } Source: https://github.com/TheCardGoat/the-card-goat-online (tools/tcg-mcp-server/) Stdio (local, requires Bun): { "mcpServers": { "tcg-knowledge": { "command": "bun", "args": ["tools/tcg-mcp-server/server.ts"] } } } HTTP (self-host): bun tools/tcg-mcp-server/server.ts --http --port 8180 then POST JSON-RPC to http://127.0.0.1:8180/mcp. GET /healthz for liveness. Rate limited at 60 requests/min with burst 30. Tools: list_games, list_rules_documents, search_rules, read_rules_document, search_glossary, search_cards, get_card, list_card_sets. ## Disney Lorcana Comprehensive Rules # Disney Lorcana Comprehensive Rules Source: submodules/lorcana/.agents/skills/lorcana-rules/references/disney-lorcana-comprehensive-rules/Disney-Lorcana-Comprehensive-Rules.md --- Local source: submodules/lorcana/.agents/skills/lorcana-rules/references/disney-lorcana-comprehensive-rules/Disney-Lorcana-Comprehensive-Rules.md Publisher's current source: [Ravensburger](https://files.disneylorcana.com/Comprehensive-Rules_2.2.0-EN.pdf) (local copy: 2.0.1) # COMPREHENSIVE RULES Version 2.0.1. Effective February 5, 2026 ## A NOTE FOR NEW PLAYERS Welcome! There are several ways to access the rules for the Disney Lorcana trading card game. The information outlined in this document is meant for high-level Disney Lorcana rules questions and not as a way to learn the game. If you’re new to the Disney Lorcana TCG, we recommend you start with our introductory videos here or download the official Disney Lorcana Trading Card Game Companion app on Apple or Google Play. ## INTRODUCTION This document covers the technical details of official Disney Lorcana gameplay. The rules described here are organized in a numbered format to make referencing and updating them easy and clear. The Comprehensive Rules is a living document. Go to the Disney Lorcana Resources page for the most current version. ## CONTENTS ### 1. CONCEPTS 1.1. General 1.2. Golden Rules 1.3. Players 1.4. Cards 1.5. Costs 1.6. Abilities 1.7. Game Actions, Timing, and Illegal Actions 1.8. Game State Check 1.9. Damage 1.10. Materials 1.11. Lore 1.12. Drawing ### 2. GAMEPLAY 2.1. General 2.2. Setup Stage 2.3. In-Game Stage 2.4. Cleanup Stage ### 3. TURN STRUCTURE 3.1. Phases 3.2. Start-of-Turn Phase 3.3. Main Phase 3.4. End-of-Turn Phase ### 4. TURN ACTIONS 4.1. General 4.2. Ink a Card 4.3. Play a Card 4.4. Use an Activated Ability 4.5. Quest 4.6. Challenge 4.7. Move a Character ### 5. CARDS AND CARD TYPES 5.1. Card States 5.2. Parts of a Card 5.3. Characters 5.4. Actions 5.5. Items 5.6. Locations ### 6. ABILITIES, EFFECTS, AND RESOLVING 6.1. General 6.2. Triggered Abilities 6.3. Activated Abilities 6.4. Static Abilities 6.5. Replacement Effects 6.6. Ability Modifiers 6.7. Resolving Cards and Effects ### 7. ZONES 7.1. General 7.2. Deck 7.3. Hand 7.5. Inkwell 7.6. Discard ### 8. KEYWORDS 8.1. General 8.2. Alert 8.3. Bodyguard 8.4. Boost 8.5. Challenger 8.6. Evasive 8.7. Reckless 8.8. Resist 8.9. Rush 8.10. Shift 8.11. Singer 8.12. Sing Together 8.13. Support 8.14. Vanish 8.15. Ward ### 9. MULTIPLAYER ### 10. CASUAL GAME VARIANTS 10.1. General 10.2. Pack Rush ## GLOSSARY ### 1. CONCEPTS #### 1.1. General 1.1.1. The Disney Lorcana TCG is a game played with two or more players. Each player needs a deck of Disney Lorcana cards that they’ll use in the game (see 1.10, “Materials”). 1.1.2. Each player needs a way to track their lore totals and mark damage on characters and locations. This can be any method players find convenient that’s clear to all players in the game. 1.1.3. Disney Lorcana tournaments may have additional rules that can affect the ones in this document. Please refer to the Disney Lorcana TCG Tournament Rules found here for further reference. 1.1.4. Disney Lorcana cards are published in multiple languages. For the purposes of gameplay, the English cards, rules, rulings, and clarifications are the official versions. 1.1.5. Card text and rules may be updated. The most current updated information is the official version for gameplay. 1.1.6. Games with more than two players have additional rules that apply. See section 9, “Multiplayer” for more information. 1.1.7. Some cards include reminder text set in italics and within parentheses. Reminder text isn’t rules text. It’s only a memory aid and may vary without changing the meaning of the rules on any given card. #### 1.2. Golden Rules 1.2.1. If the text of a card contradicts a game rule, the card text supersedes that rule. Example: Mufasa – Betrayed Leader has an ability called The Sun Will Set that reads, “When this character is banished, you may reveal the top card of your deck. If it’s a character card, you may play that character for free and they enter play exerted. Otherwise, put it on the top of your deck.” The rule in section 4.3.2 specifies that cards can be played only during the active player’s turn. However, if an active player banishes an opponent’s Mufasa, the opponent can play a character even though it’s not their turn because the ability text allows the opponent to play it, superseding that rule. 1.2.2. If an effect prevents something from happening, that effect supersedes rules and other effects that allow it to happen. Example: The opponent has a Tiana – Celebrating Princess in play. She has an ability called What You Give Is What You Get that reads, “While this character is exerted and you have no cards in your hand, opponents can’t play actions.” The active player has a Genie – Powers Unleashed in play. He has an ability called Phenomenal Cosmic Power! that reads, “Whenever this character quests, you may play an action with cost 5 or less for free.” If the active player quests with Genie, as long as the opponent’s Tiana is exerted and they have no cards in their hand, the active player can’t play actions even though Genie’s triggered ability allows it. 1.2.3. If an effect tells a player to do something, the player does as much as possible even if some part of that effect can’t be done. This is known as doing as much as you can. Example: Reflection is a song action with an effect that reads, “Look at the top 3 cards of your deck. Put them back on the top of your deck in any order.” If the player who plays this action has only 2 cards in their deck, they look at the top 2 cards and resolve the effect normally, doing as much as they can. #### 1.3. Players 1.3.1. Each person playing the game is referred to as a player. There must be at least two players in a game. 1.3.2. A player has at least one of three additional specific designations: active player, opponent (also known as opposing player), or teammate. A player’s designation can change during the game and they can have more than one at a time. 1.3.3. If a card’s effect refers to “you,” “your,” or “yours,” it refers to the player who played that card. If an effect refers to a specific player designation in its text, it means that player only. If an effect refers to a plural player designation, it refers to all players with that designation. Example: Any reference to “teammates” refers to the teammates of the player who generated the effect. #### 1.3.4. Active player 1.3.4.1. There can be only one active player at a time. When a player starts their turn, they become the active player. When the next player in the game’s turn order begins their turn, they become the active player. 1.3.4.2. Active player is a designation that isn’t referenced in card text. The designation functions only to identify the player who’s currently taking their turn. #### 1.3.5. Opponent 1.3.5.1. Anyone a player is playing against is their opponent. In a multiplayer game, a player has multiple opponents. 1.3.5.2. Opponent is a designation that can be referenced in card text. If an effect references an “opponent,” it refers to any player other than the player who generated the effect, not including teammates. 1.3.5.3. The opponent designation can also be referenced in card text as “opposing player.” #### 1.3.6. Teammate 1.3.6.1. Some multiplayer game formats allow a player to designate one or more players as teammates. Such teammates are identified before the game starts. Teammates play together and aren’t opponents to one another. 1.3.6.2. Teammate is a designation that can be referenced in card text. If an effect references a “teammate,” it refers to any player who was designated as a teammate prior to the start of the game. A player can’t be their own teammate. #### 1.4. Cards 1.4.1. A Disney Lorcana deck is comprised entirely of standard Disney Lorcana cards and no other cards. A standard Disney Lorcana card measures 2.5" by 3.5" (6.3 cm x 8.8 cm). All standard Disney Lorcana cards have the Illuminary icon on the back. If anything refers to a “card” in the text, it’s referring to a standard Disney Lorcana card. 1.4.2. If a card doesn’t have the specific and exact Illuminary icon on the back defined in section 1.4.1, has an official but different illustration of the Illuminary icon (such as on the back of a card from a scenario deck in an Illumineer’s Quest), or is oversized, it’s not a standard Disney Lorcana card. 1.4.2.1. Specific types of cards have additional criteria that define them. For more information, see section 5, “Cards and Card Types.” 1.4.3. Cards a player includes in their deck are their cards. That player makes any decisions necessary for the card and its effects unless otherwise specified. If an effect's instructions include any physical manipulation of a card, the player whose deck the card came from physically manipulates it regardless of any other specification in the effect. Example: Chernabog – Unnatural Force has the ability Dark Dance, which reads, “When you play this character, you may shuffle chosen opposing character into their player's deck. If you do, that player may play a character from their discard for free.” When the active player resolves this triggered ability, they choose the character to be shuffled into the opposing player’s deck, but the opposing player physically shuffles the chosen character card into their deck. 1.4.3.1. If a card’s text refers to “you,” “your,” or “yours,” then it’s referring to the player who played the card. If an effect refers to “you,” “your,” or “yours,” then it’s referring to the player who generated that effect. 1.4.3.2. Player and character effects sometimes use pronouns to refer to the players and characters referenced in the effect in lieu of their names. Examples of these pronouns include: he, she, they, him, her, them, his, hers, and theirs. Item and location effects sometimes use pronouns in lieu of their names such as “it,” “its,” “them,” or “their.” #### 1.5. Costs 1.5.1. A cost is a payment that must be paid to play a card. The cost of a card is represented by a number in the top left corner of the card. This number equals the amount of ink necessary to pay for playing the card. 1.5.2. Some abilities have a cost. This cost must be paid in order to use the ability (see 4.4). Some costs are paid as part of resolving an effect. 1.5.3. A cost must be paid in full. If a card’s cost can’t be paid in its entirety, then the card can’t be played. Each payment applies to only one cost at a time. 1.5.4. A cost can’t be changed; however, the total amount paid can be affected. Adjustments to the total amount paid to play a card are called payment modifiers and affect only the amount paid to play a card, not the cost of the card itself. 1.5.5. Some cards have an alternate cost, which is a cost a player can pay instead of paying the normal ink cost of the card. A player chooses to pay an alternate cost during the process of playing a card. 1.5.5.1. Singing a song (see 5.4.4.2) is an alternate cost. 1.5.5.2. Shifting a character (see 8.10) is an alternate cost. 1.5.5.3. An ability or effect that allows a player to play a card “for free” is an alternate cost and means they may play that card without paying its cost (see 6.1.7). 1.5.5.4. An ability or effect that allows a player to use an ability “for free” is an alternate cost and means they may use that ability without paying any costs except {E} (see 6.1.7.1). #### 1.6. Abilities 1.6.1. There are several kinds of abilities in the Disney Lorcana TCG. Abilities normally apply only when the source of that ability is in play. The source of an ability is normally the card or effect that generates it. 1.6.1.1. Triggered abilities continuously look for a specific condition and have an effect when that condition is met. Triggered abilities follow the rules in section 6.2. 1.6.1.2. Activated abilities have a cost and an effect that occurs if that cost is paid. Activated abilities follow the rules in section 6.3. 1.6.1.3. Static abilities are effects that are continuously active, either for a fixed length of time or for as long as the card generating the effect is in play. Static abilities follow the rules in section 6.4. 1.6.1.4. Replacement effects are generated by some abilities. These replace one effect with another. Replacement effects follow the rules in section 6.5. 1.6.1.5. Keywords are words or short phrases that represent distinct abilities. See section 8 for the full list of current keywords. #### 1.7. Game Actions, Timing, and Illegal Actions 1.7.1. When a player does something in game that’s part of a normal turn, such as draw a card, exert a character, declare a challenging character, etc., it’s a game action. A game action is singular. A group of game actions that achieves a specific outcome, such as the process of challenging, is known as a turn action. 1.7.2. Effects, turn actions (see section 4), and game actions (see 1.7.1) must fully resolve before the next effect, turn action, or game action can happen. Example: Dr. Facilier – Remarkable Gentleman has an ability called Dreams Made Real that reads, “Whenever you play a song, you may look at the top 2 cards of your deck. Put one on the top of your deck and the other on the bottom.” If a player plays a song, they resolve that song’s effect fully before they resolve Dr. Facilier’s triggered ability. 1.7.3. Choices made as part of resolving an effect, including those that reference “choose” or “chosen,” are made as the effect resolves (see 6.1.3). 1.7.4. Triggered abilities wait to resolve in an additional zone called the bag. The bag isn’t a physical zone, but a place where triggered abilities are held when their conditions are met. Players resolve the effects of their triggered abilities from the bag following the process described in section 7.7, “Bag.” 1.7.5. Characters can’t quest, challenge, or activate any abilities with {E} as a part of their cost unless the character has been in play since the beginning of their player’s turn. This is known as drying. A character becomes dry if they’re in play during the start of their player’s next turn (see 3.2.2.1). 1.7.6. If a player attempts a game action they couldn’t perform or begins a turn action they’re unable to complete fully, it’s an illegal action. When an illegal action occurs, the action is undone, meaning the player reverses all actions they took until the state of the game is returned to what it was before the illegal action or actions was performed, assuming the action is possible to reasonably undo (see 1.7.6.2). All payments are undone if applicable. Abilities that would have occurred because of the original action don’t happen. 1.7.6.1. The player may attempt to redo what was attempted but in the correct way. 1.7.6.2. A player may not undo any game actions that are impossible to fully undo, such as shuffling a deck or revealing a card. The player undoes as much as they can. 1.7.7. If an illegal choice was made as part of resolving an effect, the player undoes all operations back to the point that they made the original choice, where a new choice can be made. If no legal choices exist, then the effect resolves with no effect. If there are other effects to resolve that don’t involve the choice, then the player does as much as they can in resolving all effects. Example A: A player attempts to play a character with a cost of 4 {I}. When they exert their ink to pay for playing the character, they realize they only have 3 unexerted cards (3 {I}) in their inkwell. Because the turn action for playing the character can’t be fully completed, it’s considered illegal. The player undoes their attempt to play the character, readies any ink that was exerted to play the character, and places the character back in their hand. Example B: Let The Storm Rage On is a song with an effect that reads, “Deal 2 damage to chosen character. Draw a card.” When a player plays this action and resolves the effect, they must choose a character. If they choose a character with Ward, a keyword ability that protects the character from being chosen, then the choice is considered illegal. The player undoes all actions to the point when the choice was made and must make a new choice. Note that the player doesn’t undo the playing of the action itself, as that part was performed legally. Only the illegal part of the game action, the choice, is undone and a new choice is made if able. #### 1.8. Game State Check 1.8.1. There is a set of conditions the game constantly checks for, and a result that occurs if the condition is met. The game checks for the listed conditions at the end of every step of the Start-of-Turn Phase, after the Challenge Declaration and Challenge Damage steps (see 4.6.4 through 4.6.6), after every turn action is completed, after any effect resolves, and when the turn ends. The following are the conditions and corresponding results: 1.8.1.1. If a player has 20 or more lore, that player wins the game. 1.8.1.2. If a player’s turn ends with no cards in their deck, that player loses the game. 1.8.1.3. In a multiplayer game, if a player is the last player remaining in the game, that player wins the game. 1.8.1.4. If a character or location has damage equal to or greater than its Willpower {W}, that character or location is banished. A character or location banished as a result of taking damage from a character in a challenge since the last game state check or as a result of taking damage from a character’s ability since the last game state check is considered banished by that character. 1.8.2. Triggered abilities that occur as a result of a game state check are added to the bag when their condition is met but won’t resolve until after the game state check or checks are completed. 1.8.3. After a game state check is completed, the game state check immediately occurs again. If no conditions are met during a game state check, players then resolve any triggered abilities in the bag. Once all triggered abilities have been resolved from the bag and there are no further conditions met from a game state check, the game continues. Example A: A player has a Flounder – Voice of Reason in play, a character with 2 {W}. Their opponent plays Fire the Cannons!, an action with an effect that reads, “Deal 2 damage to chosen character,” and chooses Flounder as the action’s effect resolves. Immediately after the action has finished resolving, a game state check occurs. Flounder has 2 damage counters on him and 2 {W}. Flounder has damage equal to or greater than his Willpower, meeting the condition in section 1.8.1.4 and is banished as a result. Another game state check occurs. No other conditions have been met, so the game continues. Example B: A player has a Pride Lands – Pride Rock and a Flounder – Voice of Reason in play. Pride Lands has an ability We Are All Connected that reads, “Characters get \(+ 2 \bullet\) while here.” Flounder has 2 damage counters on him and is also at the location, giving him a total of 4 {W}. The opponent has a Lumiere – Hotheaded Candelabra in play, a character with 7 {S}. During the opponents turn, Lumiere challenges Pride Lands, dealing 7 damage to the location. Once the challenge is over, a game state check occurs. Pride Lands has damage equal to or greater than its Willpower, meeting the condition in section 1.8.1.5 and is banished as a result. Once the first game state check is completed, another game state check occurs. Without Pride Lands in play, Flounder has damage equal to or greater than his Willpower, meeting the condition in section 1.8.1.4 and is banished as a result. Another game state check occurs. No other conditions have been met, so the game continues. 1.8.4. If multiple conditions are met by a player during a game state check, a single game state check occurs and all results occur simultaneously. If multiple conditions are met by multiple players during a game state check, a single game state check occurs and each player’s results occur in turn order. #### 1.9. Damage 1.9.1. Damage on a character or location is represented by damage counters. Each damage counter normally represents 1 damage; any damage counter intended to represent more than 1 damage counts as a separate damage counter for each 1 damage it represents. Damage can be dealt, put, removed, moved, or taken. 1.9.1.1. Deal/Dealt – Placing a number of damage counters on a character or location during a challenge (see 4.6) or as a result of resolving an effect that deals/dealt damage. 1.9.1.2. Put – Placing a number of damage counters on a character or location as a result of an effect that puts damage on them. 1.9.1.3. Remove/Removed – Taking a number of damage counters off a character or location as a result of an effect that removes/removed damage from them. 1.9.1.4. Move – Taking off a number of damage counters from one character or location and placing them on another character or location as a result of an effect that moved damage to them. 1.9.1.5. Take – A character or location takes damage whenever damage is dealt to, put on, or moved to that character or location. 1.9.2. Some card text refers to a character or location that “is damaged,” “was damaged,” “is dealt damage,” or “was dealt damage.” These references mean the same as “takes damage” for cards printed with that text. 1.9.3. When a character or location with damage leaves play for any reason, all damage counters on that character or location cease to exist. #### 1.10. Materials 1.10.1. Each player needs to have a deck of Disney Lorcana cards to play with. A deck of Disney Lorcana cards must adhere to the construction requirements of the format being played, either Constructed or Limited. In Constructed, players use a previously constructed deck of Disney Lorcana cards. In Limited, players are provided a set number of unopened Disney Lorcana products to build a deck using the cards inside. 1.10.1.1. In the Constructed format, each player’s deck must contain at least 60 cards, can’t contain more than two ink types, can’t contain more than 4 cards with the same full name, and can’t contain any banned cards. 1.10.1.2. In the Limited format, each player’s deck must contain at least 35 cards for Draft or 40 cards for Sealed, may contain any number of ink types, and may contain any number of cards with the same full name. 1.10.2. Each player needs a method to track their lore totals. A player may use any reasonable method to do so that’s comfortable for and accessible to them. The lore-tracking method a player uses must always reflect the player’s current lore total during the game. Such methods can include, but aren’t limited to, pen and paper, lore trackers, and the Disney Lorcana Trading Card Game Companion app. Specific formats may identify what methods for tracking lore totals are allowed. 1.10.3. Each player needs a method to track damage counters on characters or locations. A player may use any reasonable method to do so that’s comfortable for and accessible to them. The damage-tracking method a player uses must clearly represent the amount of damage on each of their characters or locations to all players. #### 1.11. Lore 1.11.1. A player's lore total is the amount of lore they currently have in the game. A player’s lore total changes as they gain or lose lore. Each player starts the game with 0 lore and can’t have less than that. If a player would lose lore while they have 0 lore, they don’t lose any. 1.11.2. Some characters and locations have a Lore value represented by {L} on the card. A questing character with a Lore value causes that player to gain the amount of lore represented by the character’s Lore value. If a questing character doesn’t have a Lore value or their Lore value has been reduced to 0, the player doesn’t gain any lore and their lore total doesn’t increase. A location with a Lore value causes that player to gain the amount of lore represented by the location’s Lore value at the start of that player’s turn (see 3.2.2). 1.11.3. If a player has 20 or more lore, they win the game (see 1.8.1.1). ### 1.12. Drawing 1.12.1. To draw a card, a player places the top card of their deck into their hand. A player can draw cards only from their own deck. 1.12.2. Cards are drawn one at a time. If an effect instructs a player to draw more than one card, they draw the number of individual cards in succession. 1.12.3. If an effect instructs a player to “put” a card into their hand, this isn’t considered “drawing” a card, even though the mechanics are similar. #### 2. GAMEPLAY #### 2.1. General 2.1.1. A game of Disney Lorcana is divided into three distinct stages: Setup, In-Game, and Cleanup. Each stage follows a list of procedures each player must follow. These stages occur independently and don’t overlap. 2.1.2. Games have a set structure for selecting a starting player and determining turn order, specified by the format of the game being played and the series, that is the number of games being played. 2.1.3. In a two-player game, the turn order is: starting player, then non-starting player. In a multiplayer game, every player who isn’t the starting player is a non-starting player. Turn order begins with the starting player and then moves to the starting player’s left, continuing clockwise until all players have taken their turn. 2.1.3.1. In a two-game series, the player who wasn’t the starting player for the first game is the starting player for the second game. 2.1.3.2. In a best-of-N series, the losing player selects whether to be the starting player or not for the next game. This is known as the “play-draw” rule. #### 2.2. Setup Stage 2.2.1. During the Setup stage, players prepare to play a game of Disney Lorcana by following the steps listed here. 2.2.1.1. First, the players agree upon a method for randomly determining who is the starting player of the game. This can include rolling dice, flipping a coin, or other safe and reasonable methods that can be performed easily within the play area. Once the starting player of the game is determined, the game’s turn order has been established. 2.2.1.2. Second, each player shuffles their deck. Players may use any reasonable form of shuffling they find convenient and comfortable, but the method chosen must sufficiently randomize the deck. Once done, each player must be offered an opportunity to shuffle, cut, or shuffle and cut their opponent’s deck. Once both decks are randomized sufficiently, they’re considered ready to play and are placed in the play area. All cards in a player’s deck should be oriented the same way. 2.2.1.3. Third, each player begins the game with 0 lore. 2.2.1.4. Fourth, each player draws 7 cards. These cards are known as each player’s “opening hand.” 2.2.2. Once each player has drawn their opening hands, they each may alter their hands, beginning with the starting player and then proceeding in turn order. Each player can alter their hand only once in each game, following the steps listed here. 2.2.2.1. First, the starting player selects any number of cards from their hand and places them on the bottom of their deck without revealing them. Then, they draw until they have 7 cards in their hand. 2.2.2.2. Second, in turn order, each other non-starting player decides whether they’re going to alter their hand, and if so, completes the step in 2.2.2.1. 2.2.2.3. Third, each player who altered their hand by 1 or more cards shuffles their deck. Each player who shuffled their deck must give an opposing player an opportunity to cut, shuffle, or shuffle and cut the deck. 2.2.3. After each player completed the steps in 2.2.2.1 through 2.2.2.3, the game enters the In-Game stage and opens with the starting player’s Start-of-Turn Phase. #### 2.3. In-Game Stage 2.3.1. In the In-Game stage, players play the game of Disney Lorcana. 2.3.2. Each player, in turn order, takes their turn as described in section 3, “Turn Structure.” 2.3.3. Players continue to take turns in turn order until the game ends. A game can end in one of the following ways: 2.3.3.1. A player who has 20 or more lore wins the game. 2.3.3.2. A player who ends their turn with no cards in their deck loses the game. 2.3.3.3. A player who is the last player in a multiplayer game wins the game. 2.3.3.4. A player who decides to concede the game at any point, including during the Setup or Cleanup stages, loses the game. ### 2.4. Cleanup Stage 2.4.1. In the Cleanup stage, each player prepares the play area for the next game, if applicable. 2.4.1.1. Each player puts all cards from their Hand, Play, Inkwell, and Discard zones into their deck, oriented the same way. 2.4.1.2. Each player removes all counters from the play area. 2.4.2. After each player has recombined all their cards into a single deck and the play area is clear of all cards and counters, the next game can begin, if applicable. #### 3. TURN STRUCTURE #### 3.1. Phases 3.1.1. A turn has three phases, which occur in this order: Start-of-Turn Phase, Main Phase, and End-of-Turn Phase. 3.1.2. The Start-of-Turn Phase is where a player resets their cards as appropriate for their new turn. This is where all effects that end at the start of the player’s turn end and where effects that occur or begin at the start of their turn happen. The Start-of-Turn Phase has three steps: Ready, Set, and Draw. Each of these steps is performed in the order listed in sections 3.2.1 through 3.2.3. 3.1.3. The Main Phase is where a player can act on their turn, choosing to take any of the Main Phase turn actions. (See 3.3, “Main Phase.”) 3.1.4. The End-of-Turn Phase is where all effects that end at the current turn end and the next player in the turn order becomes the active player. (See 3.4 “End-of-Turn Phase.”) #### 3.2. Start-of-Turn Phase #### 3.2.1. Ready 3.2.1.1. The active player readies all their cards in play and in their inkwell. 3.2.1.2. Effects that apply “during your turn” start applying. 3.2.1.3. Effects that end at “the start of your turn” or at “the start of your next turn” end. 3.2.1.4. Triggered abilities that happen “at the start of your turn” or that occur at any time during the Ready step are added to the bag but don’t yet resolve. #### 3.2.2. Set 3.2.2.1. The active player’s characters that are in play are no longer “drying” and will be able to quest, challenge, or {E} to pay costs for activated abilities or song cards. 3.2.2.2. The active player gains lore from locations they have in play with a {L} characteristic. This isn’t a triggered ability and doesn’t use the bag. 3.2.2.3. The active player resolves any triggered abilities in the bag that were added during the Set step or the Ready step. #### 3.2.3. Draw 3.2.3.1. The active player draws a card from their deck. If this turn is the first turn of the game, the starting player skips this step. 3.2.3.2. Once all effects have been resolved and there are no more abilities in the bag, the game moves into the Main Phase. #### 3.3. Main Phase 3.3.1. During the Main Phase, a player can perform the turn actions listed in section 4, “Turn Actions.” 3.3.2. The active player can declare the end of their turn at any time during the Main Phase of their turn as long as they follow the rules listed in section 3.3.2.1. Once they do so, the game moves to the End-of-Turn Phase. 3.3.2.1. If the active player is performing a turn action and/or there are abilities in the bag waiting to resolve, the active player can’t declare the end of their turn and move to the End-of-Turn phase until the turn action is fully complete and there are no more abilities in the bag waiting to resolve. #### 3.4. End-of-Turn Phase 3.4.1. Once the active player has declared the end of their turn, they end their turn using the following process. 3.4.1.1. First, triggered abilities that would occur “At the end of the turn” and “At the end of your turn” are added to and resolve from the bag. 3.4.1.2. Second, effects that would end at the end of the active player’s turn end. This includes effects with a stated duration of “this turn” (e.g., Support). Any triggered abilities that would occur are added to and resolve from the bag. 3.4.2. Once there are no more triggered abilities to resolve from the bag, the turn ends for the active player and there is a final game state check (see 1.9.1). Then, the next player becomes the active player and starts their turn. ### 4. TURN ACTIONS #### 4.1. General 4.1.1. Turn actions are the actions that the game allows a player to take during their turn. No effect or other card is needed to take these turn actions. All turn actions can be taken any number of times by the active player, except for inking a card (see 4.2.3). 4.1.2. The active player can take turn actions only during the Main Phase of their turn and can take them in any order. The active player must complete each turn action in its entirety and players must resolve anything in the bag that resulted from a turn action before the active player takes their next turn action. 4.1.3. The active player can take the following turn actions during their turn: ink a card, play a card, use a card’s activated ability, quest, challenge, and move a character to a location. 4.1.4. If any part of a turn action process can’t be performed, it’s illegal to continue the turn action and the game goes back to the moment right before the turn action was started (see 1.7.6). 4.1.5. If a triggered ability occurs during the process used to complete a turn action, the triggered ability is added to the bag but won’t resolve until the process is complete. Each process within a turn action defines when it’s complete. #### 4.2. Ink a Card 4.2.1. The player declares they’re putting a card into their inkwell. To do so, the player follows the process listed in sections 4.2.1.1 through 4.2.1.3: 4.2.1.1. First, the player chooses and reveals a card from their hand with the inkwell symbol. 4.2.1.2. Second, all players verify that the inkwell symbol is present on the revealed card. 4.2.1.3. Third, the player puts the revealed card into their inkwell facedown and ready. This marks the end of the process. 4.2.2. Once the process of inking a card is complete, the player can resolve any triggered abilities that were added to the bag. When all abilities have been resolved, the turn action is complete. 4.2.3. This turn action is limited to once during the active player’s turn. 4.2.3.1. Some effects allow a player to put “additional” cards into their inkwell. These effects continually adjust the once-per-turn limit of the turn action for as long as the effect allowing the additional cards into the inkwell applies. Example: Belle – Strange But Special has an ability Read a Book that reads, “During your turn, you may put an additional card from your hand into your inkwell facedown.” A player can put two cards into their inkwell during their turn: one from the turn action and one from Belle’s ability. If an effect returns Belle to a player’s hand and the card is replayed, the player can’t put another card into their inkwell because the additional card was already added to their inkwell for the turn. If the player has two copies of Belle in play, then they could put a third card into their inkwell. 4.2.3.2. Some effects allow a player to put a card directly into their inkwell. These effects aren’t counted toward the once-per-turn limit of the turn action, and the card isn’t revealed as it’s put into the player’s inkwell. Example: Fishbone Quill is an item that has the ability Go Ahead and Sign, which reads, “{E} — Put any card from your hand into your inkwell facedown.” A player may use this ability as many times as they can pay its cost. Cards added to the inkwell this way aren’t revealed. #### 4.3. Play a Card 4.3.1. The active player can play a card from their hand by announcing the card and paying its cost. 4.3.2. The process for playing a card listed in sections 4.3.2.1 through 4.3.2.4 applies to all cards that can be played. Cards can normally be played only from a player’s hand. Only the active player can play a card during their turn. 4.3.2.1. First, the active player announces the card they intend to play and reveals it from their hand. 4.3.2.2. Second, the player announces how they intend to play the card, whether for its ink cost or an alternate cost. If multiple alternate costs could apply, the player chooses one and ignores the others. If the card is played for the alternate cost of “for free,” that alternate cost is immediately chosen, and the player ignores all costs to play the card and skips directly to 4.3.3 (see 1.5.5). 4.3.2.3. Third, the player determines the total cost needed to play the card. The total cost is the ink cost or alternate cost plus any payment modifiers. The resulting cost is the total cost. 4.3.2.4. Fourth, the player pays the total cost. If the total cost includes any ink, the player must exert a number of ready ink cards equal to the ink cost. If any other costs are included, the player pays those costs as instructed by the card text. Costs can be paid in any order but must be paid in full. 4.3.3. Once the total card cost is paid, the card enters play based on its type and is now considered “played.” 4.3.3.1. If the card is a character, item, or location, the card enters the Play zone. If it’s a character card being played using its Shift ability, it must be put on top of the card referenced in the alternate cost to play it. This marks the end of the process. 4.3.3.2. If the card is an action, the card enters the Play zone and its effect resolves immediately. Then, the card moves to the player’s discard pile. This marks the end of the process. 4.3.4. Once all steps in 4.3.2 and 4.3.3 are completed, triggered abilities that were added to the bag can now resolve. 4.3.4.1. If a card being played has a triggered ability that reads, “When [The Player] play(s) this [Card Type],” the triggered condition is met during step 4.3.3 as the card comes into play and is added to the bag. This is an exception to section 1.6.1. 4.3.5. Effects that change how a player pays the cost of a card (e.g., Singer) don’t change the ink cost of the card. 4.3.6. Payment modifiers that apply to “the next [Card Type] you play” always apply to the next card of that type you play within the specified duration, even if you pay an alternate cost to play that card. If the payment modifier applies to a card with a specific classification, it applies to the next card with that classification, even if other cards of the same type are played before it. Some cards have a self-referential payment modifier that functions while the card is in a non-Play zone, meaning it applies to the card it’s listed on only when that card is played. A modifier that isn’t self-referential functions only while the card it’s listed on is in play. Example A: Doc – Leader of the Seven Dwarfs has an ability called Share and Share Alike that reads, “Whenever this character quests, you pay 1 {I} less for the next character you play this turn.” If the active player exerted Doc to quest this turn and then played a character for free as a result of another effect (such as from playing Just in Time), the 1 {I} payment reduction still applies. Example B: Perdita – Playful Mother has an ability called Who’s Next? that reads, “Whenever this character quests, you pay 2 {I} less for the next Puppy character you play this turn.” If the active player quests with Perdita and then plays a Flounder – Voice of Reason, the payment modifier for a Puppy character would still apply to the next Puppy character they play, since Flounder doesn’t have the Puppy classification. Example C: Lefou – Bumbler has an ability called Loyal that reads, “If you have a character named Gaston in play, you pay 1 {I} less to play this character.” This payment modifier is self-referential because it can apply only to playing that specific card. In contrast, Gadget Hackwrench – Brilliant Bosun has an ability called Mechanically Savvy that reads, “While you have 3 or more items in play, you pay 1 {I} less to play Inventor characters.” Even though Gadget has the Inventor classification, the ability doesn’t refer to itself when playing and begins to apply only when Gadget is in play. #### 4.4. Use an Activated Ability 4.4.1. An activated ability is an ability listed on a card the active player has in play that they can use to pay a cost to generate an effect. Activated abilities are normally written as [Cost] — [Effect]. 4.4.2. An activated ability with an {E} cost on a character can be used only if the character is dry. An activated ability on an item or location can be used during the turn the item or location is played. 4.4.2.1. Some activated abilities {E} a character as a part of its cost. Only dry characters can be used to pay that cost. 4.4.3. To use an activated ability, the active player follows the steps of the process listed here in order. These steps apply to all activated abilities. Only the active player can use activated abilities. 4.4.3.1. First, the active player announces the ability they intend to use. 4.4.3.2. Second, the player announces how they intend to activate the ability, whether for its ink cost or an alternate cost. If multiple alternate costs could apply to the activated ability, the player chooses one and ignores the others for the purposes of activating the ability. If the ability can be activated “for free,” ignore all costs except for {E} to activate the ability and skip directly to section 4.4.4. 4.4.3.3. Third, the player determines the total cost needed to activate the ability. The total cost is the ink cost or alternate cost plus any payment modifiers. The resulting cost is the total cost. 4.4.3.4. Fourth, the player pays the total cost. If the total cost includes any ink, the player must exert a number of ready ink cards equal to the ink cost. If any other costs are included, the player pays those costs as instructed by the card text. Costs can be paid in any order but must be paid in full. 4.4.4. Once the total cost is paid, the ability is activated. The active player resolves the effect immediately. This marks the end of the process. 4.4.5. Once all steps in sections 4.4.3 and 4.4.4 are completed, triggered abilities added to the bag can now resolve. #### 4.5. Quest 4.5.1. Only characters can quest. A character chosen to quest is the questing character. The active player who declares a questing character is the questing player. To quest with a character, the player follows the process listed below in order. 4.5.1.1. First, the player declares the character they plan to quest with. 4.5.1.2. Second, the player checks for any restrictions that prevent them from questing (e.g., they aren’t dry yet, they have Reckless, etc.). 4.5.1.3. Third, the player exerts the questing character. 4.5.1.4. Fourth, the player gains lore equal to the {L} of the questing character. This marks the end of the process. 4.5.2. Once the lore is gained by the questing player, the questing character has “quested.” Triggered abilities that were added to the bag during the process can now resolve. 4.5.3. Once all effects have been resolved, the quest turn action is complete. 4.5.3.1. If a questing character has a negative lore value, the questing player gains no lore (see 1.11.2). #### 4.6. Challenge 4.6.1. Only characters can challenge. A character declared by a player to challenge is the challenging character. The player who declares a challenging character is the challenging player. The opposing character or location is being challenged, and the player whose character or location is being challenged is the challenged player. 4.6.2. Only the challenging character and the character or location being challenged are considered to be in the challenge. If an ability or effect refers to a character “in a challenge,” it’s referring only to one of the characters in the current challenge. 4.6.3. Challenges are divided into two steps: the Challenge Declaration step and the Challenge Damage step. In the Challenge Declaration step, players follow the process to establish what character is challenging and what opposing character or location is being challenged. In the Challenge Damage step, players follow the process to deal damage, if applicable, and fully complete the challenge. These steps are always followed in this order. 4.6.4. Challenge Declaration step 4.6.4.1. First, the player declares one of their characters is challenging a character. A character must have been in play at the beginning of the Set step of their player’s turn and ready in order to challenge (see 3.2.2.1). 4.6.4.2. Second, the player chooses an exerted opposing character to be challenged. 4.6.4.3. Third, the players check for challenging restrictions (e.g. Evasive). 4.6.4.4. Fourth, the challenging player exerts the challenging character. 4.6.4.5. Fifth, the challenge occurs, and any “while challenging” effects start to apply. This marks the end of the process. 4.6.5. Any “challenges” or “is challenged” triggered abilities are added to the bag and resolve from the bag along with any other triggered abilities that were added to the bag during the Challenge Declaration process. Once all effects in the bag have resolved, the challenge moves to the Challenge Damage step. 4.6.6. Challenge Damage step 4.6.6.1. First, calculate the total amount of damage dealt to each character in the challenge, taking into account any current effects that modify Strength {S} and damage. Apply Strength {S} increases and {S} decreases first, then damage increases and damage reductions. The resulting number is the final amount of damage that character deals. If a character’s {S} is negative, it counts as 0 {S} for the purpose of determining how much damage is dealt during the challenge. 4.6.6.2. Second, all damage is dealt simultaneously. The challenging character deals damage to the character being challenged, and the character being challenged deals damage to the challenging character. Place a number of damage counters equal to the damage dealt on each character in the challenge (see 1.9, “Damage”). This marks the end of the process. 4.6.6.3. Third, a game state check occurs. 4.6.7. After the Challenge Damage step and once all effects have been resolved and there are no more abilities in the bag, effects that apply “while challenging” or “while being challenged” end and the challenge is over. Any abilities that occur “after the challenge” happen now and resolve. Then, the player can choose their next turn action. 4.6.8. Characters can challenge locations. This follows all of the normal rules and processes of challenging with the following exceptions. 4.6.8.1. When a challenging player would choose an exerted opposing character to challenge, the player chooses an opposing location to challenge instead. 4.6.8.2. Locations aren’t considered ready or exerted and can be challenged at any time during the Main Phase. 4.6.8.3. Locations don’t have a {S} characteristic and don’t deal damage to the challenging character during the Challenge Damage step. Locations have a {W} characteristic and can be dealt damage during the Challenge Damage step. 4.6.9. If a character in a challenge is removed from the challenge for any reason, that challenge ends, following the process below. 4.6.9.1. First, resolve any remaining triggered abilities in the bag. 4.6.9.2. Then, effects that apply “while challenging” or “while being challenged” end and the challenge is over. Any abilities that occur “after the challenge” happen now and resolve. Then, the player can choose their next turn action. Example A: The active player has a ready Stitch – New Dog in play, and an opponent has an exerted Milo Thatch – Clever Cartographer in play. The active player announces Stitch is challenging and chooses Milo Thatch as the character being challenged. There are no restrictions or requirements to satisfy. The active player exerts Stitch. No effects trigger as a result of these declarations. Stitch and Milo Thatch deal damage equal to their Strength {S} to each other. The active player and the opponent each place damage counters on their character. A game state check is performed and no effects trigger from the check. The challenge is over. ![images/f9bf42868226bf1d0d6a2f0d34c4f66dc6eb3a12a11a61d362d96c3ae8967dfb.jpg]([image omitted]) Example B: The active player declares Marshmallow – Persistent Guardian is challenging an opposing Cheshire Cat – Not All There. Cheshire Cat’s ability Lose Something? reads, “When this character is challenged and banished, banish the challenging character.” Marshmallow’s ability Durable reads, “When this character is banished in a challenge, you may return this card to your hand.” Marshmallow has 5 {S}, so he deals 5 damage to Cheshire Cat, who has 3 {W}. When the game state check is made, Cheshire Cat is banished. This triggers his ability, and the opponent adds it to the bag. The opponent resolves the ability’s effect, banishing Marshmallow. Because the players haven’t reached the step of the challenge in which effects in the bag are resolved, they’re still in the challenge, and the active player adds Marshmallow’s ability to the bag. The active player can then resolve it, returning Marshmallow to their hand. There are no more effects to add, and the bag is empty. The challenge is over. ![images/891bc580c21d4e3304f7ac361025eaef122fdb868b1063610d7446766d865990.jpg]([image omitted]) Example C: The active player declares Rafiki – Mystical Fighter is challenging an opposing Shenzi – Hyena Pack Leader, who has \(\_ { 0 \sim }\) and is at De Vil Manor – Cruella’s Estate. De Vil Manor has no abilities, but Shenzi’s ability I’ll Handle This gives her \(+ 3 0\) while she’s at a location. Rafiki’s ability Ancient Skills reads, “Whenever he challenges a Hyena character, this character takes no damage from the challenge.” After restrictions and requirements are checked and Rafiki is exerted, the active player adds this triggered ability to the bag. The active player then resolves that effect. When the challenge proceeds to the Challenge Damage step, Rafiki won’t be dealt any damage. ![images/033a24334e19f93320ceea36d359e7a98ad91fb5abe6f8cf6803e22b372dc07d.jpg]([image omitted]) #### 4.7. Move a Character 4.7.1. A player can move only their characters. A player can move characters only to their locations. A player can’t move opposing characters, and they can’t move their characters to opposing locations. 4.7.2. Players can’t move a character from a location unless that character is being moved to another location. 4.7.3. To move a character to a location, the active player follows the process listed below in order. 4.7.3.1. First, the player chooses one of their characters and one of their locations and declares that the character is moving to that location. 4.7.3.2. Second, the player pays the chosen location’s move cost. If the character can move “for free,” the player ignores all costs to move the character and skips directly to 4.7.3.3. 4.7.3.3. Third, once the cost is paid, the chosen character moves to the chosen location. This marks the end of the process. 4.7.4. Triggered abilities that were added to the bag during the process can now resolve. Once all effects have been resolved, the move is complete. ### 5. CARDS AND CARD TYPES #### 5.1. Card States ![images/69a5a3a3c0d21d9d971ab6caa0c662f5a7883dc15cf6323c2fb97bf2c4518de6.jpg]([image omitted]) 5.1.1. While in any zone except for a player’s hand, a card can have one or more specific states. 5.1.1.1. Ready – When a card is readied, it’s turned upright and is known as a ready card. Characters and items enter play ready. 5.1.1.2. Exerted – When a card is exerted, it’s turned sideways. A player can use an exerted card’s abilities that don’t require {E} as part of the cost. A player can’t use any of an exerted card’s abilities that include {E} as part of the cost. 5.1.1.3. Damaged – A card that has at least 1 damage is considered to be damaged. 5.1.1.4. Undamaged – A card that has no damage is considered to be undamaged. 5.1.1.5. Under – A card that has one or more cards on top of it is considered to be under the top card in a stack (see 5.1.7). A player can’t choose any card that’s under the top card (see 5.1.6) in a stack. A card that’s under another card and in the Play zone isn’t considered to be in play. Any player can look at a faceup card that’s under another card at any time. No player can look at the front of a facedown card that’s under another card at any time, not even their own. 5.1.1.6. On Top – A card that has one or more cards under it is considered to be on top of all cards under it. A card that’s on top of one or more cards doesn’t gain the text of any card under it. The card that’s on top of all other cards in a stack is called the top card. 5.1.1.7. In a stack - When a card is on top of or under one or more other cards in play, it and all cards under or on top of it are considered to be in a stack. These cards are considered to be in a stack only while in play. If the top card in a stack leaves play, all cards in the stack move to the same zone as the top card, and these cards are no longer considered to be in a stack. 5.1.1.8. In Play – A card that’s faceup in the Play zone with no cards on top of it is considered to be in play. If a card is facedown, under another card, or in any zone other than the Play zone, it’s not considered to be in play. 5.1.1.9. Faceup – A card in the play area with its back (i.e., the side with the Illuminary icon) facing down toward the play surface and its front (i.e., the side with the card’s cost and classifications) facing up toward the players is considered to be faceup. If a card is put under another card faceup or has another card put on top of it while faceup, it’s still considered to be faceup. A card that’s faceup is publicly known to all players. Any player can look at a faceup card at any time, even if the faceup card is under another card. 5.1.1.10. Facedown – A card in the play area with its back (i.e., the side with the Illuminary icon) facing up toward the players and its front (i.e., the side with the card’s cost and classifications) facing down toward the play surface is considered to be facedown. No player can look at the front of a facedown card at any time, not even their own. A facedown card is never considered to be in play. 5.1.1.11. Drying – A character that entered play during their player’s current turn is considered to be drying. A drying character can't quest, can’t be declared as a challenging character, and can't {E} to pay any cost. 5.1.1.12. Dry – A character that’s been in play since the start of their player’s turn is considered to be dry. A dry character can quest and can be declared as a challenging character. Items and dry characters can {E} { to pay any cost. 5.1.2. A card in any zone except a player’s hand can have the state(s) described below. A card can have multiple states at the same time. 5.1.2.1. A character enters play with the ready, undamaged, in play, faceup, and drying states. A character that’s in play can have any of the states listed in sections 5.1.1 through 5.1.12 except under and facedown. 5.1.2.2. An item enters play with the ready, in play, and faceup states. An item that’s in play can’t have the damaged, undamaged, under, or facedown states. 5.1.2.3. A location enters play with the undamaged, in play, and faceup states. A location that’s in play can’t have the ready, exerted, under, or facedown states. 5.1.2.4. A card in a player’s inkwell can only have the ready, exerted, and facedown states. 5.1.2.5. A card in a player’s deck can only have the facedown state. 5.1.2.6. A card in a player’s discard can only have the faceup state. 5.1.2.7. A card in a player’s hand can’t have any state. 5.1.3. If a state is applied to or removed from a card for any reason, the state is applied or removed immediately. Example A: The active player decides to quest with a ready Flounder – Voice of Reason. As they exert Flounder to quest, the ready state is removed from him immediately, and the exerted state is applied to him immediately. Example B: The active player decides to play a Tinker Bell – Giant Fairy using her Shift ability on top of a Tinker Bell – Tiny Tactician that’s ready, undamaged, in play, faceup, and dry. As that happens, all states except faceup are immediately removed from Tinker Bell – Tiny Tactician and the under and in a stack states are immediately applied. The ready, undamaged, on top, in a stack, in play, faceup, and dry states are immediately applied to Tinker Bell – Giant Fairy. The ready, undamaged, and dry states are immediately applied to the shifted Tinker Bell because the character she’s put on top of already had those states. See 10.10 “Shift” for more information. #### 5.2. Parts of a Card ![images/3b15210db7d0718ccdcc1026621b10cc76778aad8a24c2289287b57978bd66ec.jpg]([image omitted]) 5.2.1. Most parts of a card appear on all card types. Specific differences are noted in the entry for the relevant card type. 5.2.2. Card Cost – The amount of ink needed to play the card. 5.2.3. Inkwell Symbol – If this swirl icon, \(\curvearrowleft\) , is present around the card’s cost, the card can be put into its player’s inkwell. Cards in an inkwell represent that player’s ink. Each card counts as 1 {I}. 5.2.4. Art – The art isn’t used for gameplay. 5.2.5. Ink Type – The ink type of the card, identified by the ink type symbol. The colored bar behind the card’s name reflects the associated color. A card’s ink type is important for building a deck and may be referenced in card rules. The ink types are: Amber, Amethyst, Emerald, Ruby, Sapphire, and Steel. ![images/f6a6213b34d80110d8a716dc583b480a506a7b5af846c219177040d35aaebeff.jpg]([image omitted]) 5.2.5.1. Some cards have more than one ink type. Cards with two ink types have two ink type symbols and count as each ink type. 5.2.6. Name - The name of the card appears in larger print. A card's name applies in all zones. An effect that looks for a card with a specified name looks only at this line and ignores the version (see 5.3.6.1). The whole character or location name must be the same as the specified name to be a match. A character's or location's name and version together constitute its full name. Example A: Tinker Bell - Peter Pan's Ally has an ability called Loyal and Devoted that reads, "Your characters named Peter Pan gain Challenger +1. (They get +1 while challenging.)" If you have Peter Pan - Fearless Fighter and Peter Pan - Never Land Hero in play with this Tinker Bell, she gives both versions of Peter Pan Challenger +1. Example B: The Sorcerer's Hat has the activated ability Incredible Energy which reads, "G, 1 - Name a card, then reveal the top card of your deck. If it's the named card, put that card into your hand. Otherwise, put it on the top of your deck." If the active player names Lucky for the effect and then reveals Lucky Dime from the top of their deck, that isn't a match. Lucky Dime is then put back on the top of that player's deck. 5.2.6.1. Some characters have two singular names in addition to their printed name. These characters have an ampersand (&) or something else that's treated as an ampersand (see 5.2.6.3) between the two names listed on the name line. If an effect looks for a card or character with a specified name, the specified name must exactly match one of the names on the card. 5.2.6.2. A character with multiple names is still a single character. Example A: Flotsam & Jetsam - Entangling Eels is a character that has three names. The card is a character named "Flotsam," a character named "Jetsam," and a character named "Flotsam & Jetsam." Example B: Bruno Madrigal - Undetected Uncle has an ability called You Just Have to See It that reads, "Name a card, then reveal the top card of your deck. If it's the named card, put it into your hand and gain 3 lore. Otherwise, put it on the top of your deck." If the active player names "Flotsam" for the ability's effect and then reveals either Flotsam or Flotsam & Jetsam from the top of their deck, the revealed card is a match and the active player puts it into their hand and gains 3 lore. If the player names "Flotsam & Jetsam" and then reveals Flotsam from the top of their deck, that isn't a match, and the player doesn't put the revealed card into their hand and doesn't gain 3 lore. Flotsam is then put back on the top of that player's deck. 5.2.6.3. One character, Chip 'n' Dale - Recovery Rangers, doesn't have the ampersand (&) in the card's name line but is treated as if it did. 5.2.7. Classifications - Categories that identify some characteristics of the card and may be referenced in card rules. Example: Hades - King of Olympus has an ability called Sinister Plot that reads, "This character gets \(+1 \diamond\) for each other Villain character you have in play." This ability references cards with the Villain classification. 5.2.8. Rules Text - Any abilities, effects, and rules text the card has appear in this space, called the text box. Some abilities have a cost to use them. Abilities can be keywords (see section 8) or have a story name. The story name is used for referencing the ability and isn't used for gameplay. 5.2.9. Flavor Text - Flavor text isn't used for gameplay. 5.2.10. Ancillary Information - Ancillary information isn't used for gameplay. 5.2.10.1. Artist Name - Artist who illustrated the card. 5.2.10.2. Collector Number - Indicates where this card appears in the set. The number of unique standard cards in the set appears after the slash. 5.2.10.3. Set Number - What number set this card is from. Example: The First Chapter, Rise of the Floodborn, Into the Inklands, and Ursula's Return are indicated with 1, 2, 3, and 4 here, respectively. 5.2.10.4. Language - The language the card is in. 5.2.10.5. Legal Text - Copyright information. 5.2.10.6. Rarity Symbol - Indicates how common the card is among the cards in the set it was printed in. ![images/446e86060030ddf22d69a757b8557fd51da41d15660c5ac4ce13c02b2352e8f7.jpg]([image omitted]) # 5.3. Characters 5.3.1. Characters are a type of card that can be in play. A character card that's in the Play zone is a character; in all other zones it's a character card. 5.3.2. Characters are generally played during a player's Main Phase (see 3.3). 5.3.3. Characters don't list "Character" on their classification line. A card needs to have both characteristics outlined in 5.3.3.1 and 5.3.3.2 to be a character. If not, the card isn't a character. 5.3.3.1. A character has a value and a value. 5.3.3.2. A character has at least one of the following listed on the classification line: Alien, Ally, Broom, Captain, Colossus, Deity, Detective, Dinosaur, Dragon, Dreamborn, Entangled, Fairy, Floodborn, Gargoyle, Ghost, Giant, Hero, Hunny, Hyena, Illusion, Inventor, King, Knight, Madrigal, Mentor, Musketeer, Pirate, Prince, Princess, Puppy, Queen, Racer, Robot, Seven Dwarfs, Sorcerer, Storyborn, Super, Tigger, Titan, Villain, Whisper. 5.3.4. Only characters can quest or challenge. 5.3.5. A character must have been in play at the beginning of the Set step of their player's turn in order to quest, challenge, or as part of a cost (see 3.2.2, "Set"). 5.3.6. Characters have additional parts on their cards. 5.3.6.1. Version - A card's version differentiates cards with the same name. A card's version name applies in all zones. A character's name and version together constitute its full name. 5.3.6.2. Strength - Primarily, how much damage this character deals in a challenge, though card effects can also reference this value. If a character would deal damage equal to its \(\mathbb{Q}\) and it has 0 or less \(\mathbb{Q}\) , it deals no damage. 5.3.6.3. Willpower - Damage on a character is persistent, which means it accumulates over the course of the game. If a character has damage equal to or higher than their \(\clubsuit\) , they're banished as a result of a game state check. Card effects can also reference this value. 5.3.6.4. Lore Value - How much lore their player gains when the character quests. # 5.4. Actions 5.4.1. Actions are a type of card that enters play briefly to generate an immediate effect. An action card that's in the Play zone is an action; in all other zones it's an action card. 5.4.1.1. An action is defined as having "Action" on the card's classification line. 5.4.1.2. Actions are played from a player's hand. When an action is played, its effect resolves immediately. An action is put into the Play zone while the effect resolves. After the effect resolves, the action is put into the player's discard pile. An effect from an action doesn't enter the bag. (See 7.7, "Bag.") 5.4.2. Actions are generally played during a player's Main Phase (see 3.3). 5.4.3. Effects - Actions have effects rather than abilities. 5.4.4. Songs 5.4.4.1. Songs are a type of action that are defined as having both "Action" and "Song" on the classification line. 5.4.4.2. Songs have a special rule in addition to the normal rules for actions (see 5.4.1 through 5.4.3). All songs allow the player to pay an alternate cost instead of their ink cost to play them. Being a song means "You may pay, 'a character with ink cost N or greater' to play this card instead of its ink cost," where N equals the ink cost of the song. This is called singing the song. 5.4.4.3. Some songs also have the keyword Sing Together, which functions similarly to the special rule. (See 8.12, "Sing Together.") 5.4.5. Triggered abilities that occur from playing an action are added to the bag but won't resolve until after the action is played (see 4.3.4). # 5.5. Items 5.5.1. Items are a type of card that can be in play. An item is an item only while in the Play zone; in all other zones it's an item card. 5.5.2. Items are generally played during a player's Main Phase (see 3.3). 5.5.3. An item is defined as having "Item" on the classification line. 5.5.4. If an item has an ability, that ability can be used during the turn the item is played. # 5.6. Locations ![images/937abd3e0bc7d5746453d2b5a4ca0cf6ec63fb8ef54e4a95a2d20011110a5bff.jpg]([image omitted]) 5.6.1. Locations are a type of card that can be in play. A location is a location while in the Play zone; in all other zones it's a location card. 5.6.2. Locations are generally played during a player's Main Phase (see 3.3). 5.6.3. A location is defined as having "Location" on the classification line. Locations are the only card type printed in landscape (i.e., with the longer sides on the top and bottom). 5.6.4. If a location has an ability, that ability can be used during the turn the location is played. 5.6.5. Locations have additional parts on their cards. 5.6.5.1. Move Cost - The amount of ink needed to move a character to this location. 5.6.5.2. Willpower - Damage on a location is persistent, which means it accumulates over the course of the game. If a location has damage equal to or higher than its \(\clubsuit\) , it's banished as the result of a game state check. Locations don't have a \(\text{品}\) characteristic and don't deal damage. 5.6.5.3. Lore Value - How much lore its player gains at the start of their turn during the Set step. # 6. ABILITIES, EFFECTS, AND RESOLVING # 6.1. General 6.1.1. An ability is any card text in the text box on a character, item, or location that can affect the game. An ability has one or more effects. An effect is the part of an ability or action that gets resolved. An ability is considered to be fully resolved if all of its effects have fully resolved. If an ability has an effect that has yet to fully resolve, such as one that didn't happen or resolved with no effect, that ability isn't fully resolved. Example: Cursed Merfolk - Ursula's Handiwork has an ability called Poor Souls that reads, "Whenever this character is challenged, each opponent chooses and discards a card." The Poor Souls ability is a triggered ability. The effect of this ability is "each opponent chooses and discards a card." 6.1.1.1. A card can have multiple abilities. These are normally separated by paragraph breaks as well as keywords or story names. 6.1.1.2. Abilities generate effects. Action cards don't have abilities; they generate effects as they resolve. Example A: Huey - Savvy Nephew has two abilities: a keyword ability and an ability with a story name. The first is Support, a keyword ability. The second is Three Nephews, a triggered ability. These abilities are separated on the card by a paragraph break. Example B: Ring the Bell is an action that has the effect, "Banish chosen damaged character." This effect happens as the action resolves. 6.1.2. A card's abilities and effects are made up of one or more sentences, separated by periods. Each sentence is a separate effect. A sentence can have more than one effect. When an ability or effect begins to resolve, follow the order the effects are written in. Once a card's abilities and effects begin to resolve, all effects resolve as much as possible, even if part of the effect or effects can't resolve for any reason. Some actions and abilities have more than one effect to resolve as separate sentences of the action or ability. These sentences resolve in the order they're written, but all occur as part of the same resolution of the action or ability. To correctly resolve an ability's effects, the entire context and structure of the ability should be considered. 6.1.3. All choices for effects are made as the effect resolves. If resolving an effect allows a player to choose "up to" N of something, the player can't pick the same choice for more than one iteration of N. If the resolving effect includes multiple instances of the word "choose" or "chosen," then the same choice can be made for each instance. "Up to" includes 0 as a legal choice. Example A: Painting the Roses Red is a song action that has the effect, "Up to 2 chosen characters get -1 this turn. Draw a card." The same character can't be chosen twice. The card's player could also choose 0 characters. Example B: The Queen - Commanding Presence has an ability called Who Is the Fairest? that reads, "Whenever this character questions, chosen opposing character gets \(-4\) this turn and chosen character gets \(+4\) this turn." The same character can be chosen for both the \(-4\) and the \(+4\) modifiers since the ability has two separate instances of the word "chosen." 6.1.4. If an effect contains the word "may," the player whose ability generated the effect can choose whether they want it to happen as the effect resolves. If the player chooses not to have it happen, that effect resolves with no effect, and no part of the "you may" sentence is performed. If an ability or action has multiple effects separated by periods, and one of them contains the word "may," the choice applies only to that specific effect; the others resolve as normal. 6.1.5. Some effects are considered sequential effects. These effects require a player to make a decision or pay a cost in order to resolve them. These are normally written as "[A] to [B], "[A] or [B]," or "[A]. If you do, [B]." Note that both [A] and [B] can have multiple parts. 6.1.5.1. If the effect is "[A] to [B]" or "[A]. If you do, [B]," [A] is required as a part of the resolving effect. [A] can include paying \(\mathbf{O}\) , and that ink is paid as the effect is resolving. If [A] can't be completely performed, the effect can't continue in sequence. 6.1.5.2. If the effect is "[A] or [B]," the player is required to choose [A] or [B] as part of the resolving effect. If [A] can't be chosen, then [B] has to be chosen, and vice versa. Example A: "Banish chosen item of yours to deal 5 damage to chosen character." If the player doesn't have an item in play that they can banish for the sequential effect listed in the first part of the sentence [A], they can't deal the 5 damage described in the second part of the sentence [B]. Example B: "Whenever this character quests, you may shuffle this card into your deck to draw 3 cards." This triggered ability is added to the bag when the character quests. When the player resolves the ability from the bag, they can choose the sequential effect of shuffling the card into their deck [A]. If they do, they draw three cards from part [B]. If the player chooses not to do [A] or is unable to do part of [A] for any reason, they don't draw three cards from part [B]. Example C: Megara - Captivating Cynic has an ability called Shady Deal that reads, "When you play this character, choose and discard a card or banish this character." If the player doesn't or can't choose and discard a card, they must banish Megara. Example D: Judy Hopps - Optimistic Officer has an ability called Don't Call Me Crazy that reads, "When you play this character, you may banish chosen item. If you do, its player draws a card." If the player chooses not to banish a chosen item, its player doesn't draw a card. 6.1.6. If an ability or effect refers to "another" or "other," it refers to any card that effect or ability doesn't originate from or one that wasn't already selected by the ability. Example: Mulan – Imperial Soldier has an ability called Lead by Example that reads, “During your turn, whenever this character banishes another character in a challenge, your other characters get +1 ♦ this turn.” Mulan must banish a character other than herself, and she doesn’t gain the benefit of this ability herself because it applies only to your “other” characters. 6.1.7. If an ability or effect instructs a player to play a card "for free" as a part of resolving that ability or effect, the player ignores all costs and can't choose to play that card by paying any other alternate cost (see 4.3.2.2). If playing a card this way causes any triggered abilities to occur, those abilities are added to the bag but wait to resolve until the card the effect instructed the player to play has fully resolved. 6.1.7.1. If an ability or effect instructs a player to use an ability "for free," the player ignores all costs needed to use the ability except for {E}. Example: During the active player's turn, they have a Pride Lands – Jungle Oasis in play and a Donald Duck – Pie Slinger in their discard pile. Pride Lands is a location card and has an ability called Our Humble Home that reads, "While you have 3 or more characters here, you may banish this location to play a character from your discard for free." When the active player banishes Pride Lands with this ability, they play Donald Duck from their discard for free. Even though Donald Duck has a Shift cost, the player can't choose to pay it as an alternate cost to play him since he enters play as part of resolving Pride Lands's ability. 6.1.8. Some abilities and effects have the language "for each" to define a single number used in that ability or effect. This can be used on any type of ability or effect. If a non-static ability has "for each," the number defined is counted once during the process of resolving the effect. If a static ability has "for each," the number defined is continuously counted for as long as the static ability remains active. Example: Prince John - Greediest of All has an ability called I Sentence You that reads, "Whenever your opponent discards 1 or more cards, you may draw a card for each card discarded." If the opponent discards 2 cards, then the active player may draw 2 cards. The active player can't choose to draw only 1 card. They must choose to draw either 2 cards or none at all. 6.1.8.1. Some abilities and effects instruct the player to draw or discard cards "until" a specified number of cards is met. This functions similarly to 6.1.8, where the number of cards needed to meet the specified number is counted once during the process of resolving the effect. 6.1.9. Sometimes an ability or combination of abilities is represented by a specific word or short phrase in bold text. These are known as "keyword abilities." See section 8. "Keywords" for more information. 6.1.10. Sometimes a combination of abilities can be repeated indefinitely, called a "loop." If all players are aware of and understand the actions of each iteration of the loop, the player who maintains the loop proposes a specific number of iterations. The game is considered to proceed immediately through those iterations without the player performing each one. Then the game continues, and a new action must be taken. 6.1.11. Some abilities and effects use "that" in their text to refer to something specific mentioned earlier in the text. Example: Ursula – Deceiver of All's ability What a Deal reads, “Whenever this character sings a song, you may play that song again from your discard for free. If you do, put that card on the bottom of your deck instead of into your discard.” Here, “that song” refers to the card sung by Ursula and not to any other song card that's in her player's discard pile. 6.1.11.1. If card text references a specific zone where "that" card is put or located, only that zone is checked. If the card referenced by "that" has changed zones, the part of the effect checking that zone for "that" card fails and resolves with no effect, even if there are other cards whose full name matches the full name of "that" card. The player does as much as they can when resolving the rest of the effect. Example: A player has 2 copies of Ursula – Deceiver of All in play and exerts them both to sing a song using its Sing Together ability. Ursula's ability What a Deal reads, "Whenever this character sings a song, you may play that song again from your discard for free. If you do, put that card on the bottom of your deck instead of into your discard." Because both copies of Ursula were exerted to sing together, both of their What a Deal abilities are triggered and added to the bag to be resolved. When the first triggered ability resolves, the song card played using Sing Together is put on the bottom of its player's deck. When the second triggered ability resolves, "that song" card is no longer in the discard, so that part of the effect resolves with no effect. Similarly, "that song" refers to a song card that's no longer in the discard, so the latter part of the effect also does nothing. Even if there's another song card with the same name in the discard, "that song" refers only to the specific song card that was sung by Ursula when the triggered abilities were added to the bag, not any other song card with the same name. 6.1.12. Some abilities or effects apply only outside of the play zone. Read the entire ability to determine if it applies only outside of the play zone. Example A: An effect that reads "For each character card in your discard, you pay 1 Ⓞ less to play this character" applies during the process of playing the character. Example B: Lilo - Escape Artist has an ability called No Place I'd Rather Be that reads, "At the start of your turn, if this card is in your discard, you may play her and she enters play exerted." Because the triggered ability condition is looking for the card in the discard, this ability functions in the discard zone, not in the play zone. 6.1.13. Some abilities or effects specify when an effect can happen, known as durations. They use certain words or phrases to define when the ability's effects occur or apply. Durations are indicated by the following words or phrases: "during," "once," "until," "this turn," and "while." 6.1.13.1. During - An ability with this duration applies only at the specified moment or within a specific period listed after the word "during." If the current moment or specific period doesn't match the one listed after "during" in the ability or effect, then that ability or effect doesn't apply. Example: Triton - Young Prince has an ability called Superior Swimmer that reads, "During your turn, this character gains Evasive. (They can challenge characters with Evasive.) This ability applies only if it's the turn of the player who has Triton in play. If it's the turn of any other player, this ability doesn't apply. 6.1.13.2. Once - An ability with this duration can happen only a single time within the specified period listed after the word "once." The ability checks to see if it has fully resolved previously. If it has, it resolves with no effect. If a player has two or more abilities with the same name, each ability checks independently. Example: Taffyta Muttonfudge - Sour Speedster has an ability called New Roster that reads, "Once per turn, when this character moves to a location, gain 2 lore." The active player moves Taffyta Muttonfudge to a location and the triggered ability is added to the bag. When the triggered ability resolves from the bag, it checks to see if this effect has already resolved this turn. It hasn't, so the effect resolves as normal. Then the active player moves Taffyta Muttonfudge to another location and the triggered ability is added to the bag. When the ability resolves and checks, it has resolved already this turn, so it resolves with no effect. If the active player has a second Taffyta and moves her to a location, her ability checks only whether that particular ability has resolved, instead of any ability named New Roster. Since this is the first time the ability of the second copy of Taffyta checks to see if that particular ability has resolved, it resolves as normal. 6.1.13.3. Until - An effect with this duration applies up to a certain moment in the game defined in the effect, usually listed after the word "until." Such an effect applies as soon as it's generated. Example: Dodge! is an action that has the effect, "Chosen character gains Ward and Evasive until the start of your next turn." Once the action is finished resolving, the chosen character gains those keywords. The character loses them at the start of their player's next turn. 6.1.13.4. This Turn - An effect with this duration applies from the moment it's generated until that player's End-of-Turn Phase, immediately prior to the turn passing to the next player. Sometimes these effects have a condition or requirement to meet for the stated duration of "this turn" to apply. Example: Good Job! is an action that has the effect, "Chosen character gets \(+1 \diamond\) this turn." As soon as the action resolves the effect, the character gets the \(+1 \diamond\) for the rest of the turn. The character loses the \(+1 \diamond\) during the player's End-of-Turn Phase. 6.1.13.5. While - An ability with this duration applies only if the defined condition is true. If the defined condition is false, the ability doesn't apply. A variation of this duration, "while here," can appear on locations. Example A: Noi – Orphaned Thief has an ability called Hide and Seek that reads, "While you have an item in play, this character gains Resist +1 and Ward. (Damage dealt to this character is reduced by 1. Opponents can't choose this character except to challenge.)" As long as the player who has Noi in play also has an item in play, the ability applies. Once the item leaves play, Noi's ability no longer applies. Example B: Pride Lands - Pride Rock has an ability called We Are All Connected that reads, "Characters get \(+2\) while here." If a character is at this location, they get the \(+2\) . If the location leaves play or the character moves to another location, the character immediately loses the Willpower gained from the ability. 6.1.13.6. Some abilities and effects use a combination of the durations above. Such an ability or effect is active and functional only as long as all durations apply and the conditions of those durations are true. If any of those durations don't apply or any of their conditions are false, the ability or effect doesn't apply. Example A: Jafar - Striking Illusionist has an ability called Power Beyond Measure that reads, "During your turn, while this character is exerted, whenever you draw a card, gain 1 lore." The triggered ability happens only if it's the turn of the player who has Jafar in play and if Jafar is exerted. If either condition is false—if Jafar is ready, for example—the triggered ability won't happen and isn't added to the bag. Example B: Thebes – The Big Olive is a location that has an ability called If You Can Make It Here. . . . It reads, “During your turn, whenever a character banishes another character in a challenge while here, gain 2 lore.” The triggered ability happens only if it's the turn of the player who has Thebes in play and only if a character at Thebes banishes another character in a challenge. If either condition is false—if it's an opponent's turn, for example—the triggered ability doesn't happen and isn't added to the bag. 6.1.14. Some effects instruct the active player to reveal a card or cards. 6.1.14.1. To reveal a card, the player shows the face of the card to all other players in the game. The player can reveal cards only from the group of cards described earlier in the effect. 6.1.14.2. Cards that are revealed remain revealed only for as long as the effect applies. Once the effect stops applying, the cards are no longer revealed. Example: The song Look at This Family has an effect that reads, "Look at the top 5 cards of your deck. You may reveal up to 2 character cards and put them into your hand. Put the rest on the bottom of your deck in any order." The cards the player chooses to reveal can only come from the top 5 cards the player looked at. The player can't choose to reveal any cards from any other group of cards. # 6.2. Triggered Abilities 6.2.1. Triggered abilities occur when their trigger condition is met. They trigger only once per trigger condition met. 6.2.2. Triggered effects start with "When," "Whenever," "The first time," "The second time," "The next time," "At the start of," or "At the end of" and describe both the game state that causes the abilities to trigger and the effects of the abilities. The starting word or phrase and the condition are collectively known as the [Trigger Condition]. These effects are normally written as "[Trigger Condition], [Effect]." 6.2.3. When an ability's trigger condition is met, it's added to the bag to be resolved as described in section 7.7, "Bag." 6.2.4. Some triggered abilities are written as "[Trigger Condition], if [Secondary Condition], [Effect]." Such an ability checks whether the secondary condition is true only when the effect resolves. If the condition is false, the ability resolves with no effect. If an ability has multiple "if [Secondary Conditions]," all of them are checked as the effect resolves. Example: Stitch - Carefree Surfer has an ability called Ohana that reads, "When you play this character, if you have 2 or more other characters in play, you may draw 2 cards." When the active player plays Stitch, the triggered ability is added to the bag. When chosen to resolve, the effect checks if the player has two or more characters in play. If they don't, the triggered ability resolves with no effect. 6.2.5. Some triggered abilities are written as, "[Trigger Condition], [Effect]. [Effect]." Both effects are linked to the trigger condition, but each effect is independent of the other. Example: Scar – Vicious Cheater has an ability called Daddy Isn't Here to Save You that reads, “During your turn, whenever this character banishes another character in a challenge, you may ready this character. He can't quest for the rest of this turn.” Because the two effects are both linked to the trigger condition, if Scar doesn't banish another character in a challenge, he can quest this turn as normal. 6.2.6. Some triggered abilities are written as, "[Trigger Condition] and [Trigger Condition], [Effect]." These abilities function as two triggered abilities that are independent of each other, but both resolve for the same effect. Example: John Silver - Alien Pirate has an ability called Pick Your Fights that reads, "When you play this character and whenever he quests, chosen opposing character gains Reckless during their next turn." The triggered ability occurs when John Silver is played and also when the active player quests with this character. The triggered ability doesn't require both trigger conditions to be true at the same time for it to occur, only one or the other. 6.2.7. Some abilities and effects create a triggered ability that can occur only during a specific duration or when a specific condition is met at a particular moment later in the game. These are usually created as the result of resolving an action card. 6.2.7.1. Floating Triggered Abilities - Triggered abilities generated to exist for a specified duration. These exist outside of the bag. Whenever the condition of the floating triggered ability is met, an instance of that triggered ability is added to the bag for resolution. Once that duration expires, the floating triggered ability ceases to exist. Example: Steal from the Rich is an action that reads, "Whenever one of your characters quests this turn, each opponent loses 1 lore." When Steal from the Rich resolves, it creates the floating triggered ability defined by the card. This exists for the rest of the turn. Whenever the player quests with one of their characters that turn, the condition of the floating triggered ability is met and an instance of that triggered ability is added to the bag to resolve. The floating triggered ability continues to exist outside of the bag until the end of the turn, when the specified duration in the condition expires. 6.2.7.2. Delayed Triggered Abilities - Triggered abilities generated to resolve at a specific moment later in the game. This moment is specified in the condition of the delayed triggered ability. The ability exists outside of the bag until that condition is met. When the condition is met, the delayed triggered ability is added to the bag for resolution. Example: Candy Drift is an action that reads, "Draw a card. Chosen character of yours gets \(+5\) this turn. At the end of your turn, banish them." When the action resolves, it generates a delayed triggered ability: "At the end of your turn, banish them." The triggered ability exists outside of the bag until the step of the End-of-Turn Phase where end-of-turn triggered abilities occur (see 3.4.1.1). At that point, the triggered ability is added to the bag and resolves. # 6.3. Activated Abilities 6.3.1. Activated abilities are abilities listed on a card in play that a player can choose to use during their Main Phase. They're normally written as [Cost] - [Effect]. 6.3.1.1. An activated ability with an cost on a character can be used only if the character is dry. An activated ability without an cost on a character can be used the turn the character is played. 6.3.1.2. An activated ability on an item or location can be used the turn the item or location is played. 6.3.2. While there are no effects waiting to resolve and a character isn't questing or in a challenge, the active player may use an activated ability on that character as a turn action (see 4.4). 6.3.3. Triggered abilities that occur from activating an ability are added to the bag, but they won't resolve until after the effect from the activated ability is resolved. Example: A player has Fang Crossbow and Tinker Bell - Very Clever Fairy in play. Fang Crossbow has an ability called Stay Back! that reads, "Banish this item - Banish chosen Dragon character." Tinker Bell has an ability called I Can Use That that reads, "Whenever one of your items is banished, you may put that card into your inkwell facedown and exerted." If the player uses Fang Crossbow's Stay Back! ability and banishes the item as part of paying the activated ability's cost, Tinker Bell's triggered ability is added to the bag but won't resolve until the effect of Stay Back! has fully resolved. # 6.4. Static Abilities 6.4.1. Static abilities are effects that could alter characteristics of a card, game rule, or game state. These are continuously active for a specific length of time (usually a printed duration). A static ability that doesn't specify a duration is continuously active for as long as the card generating the effect is in play. Example: An ability that reads, "Your exerted characters gain Ward until the start of your next turn" is a static ability that specifies a duration. An ability that reads, "Your exerted characters gain Ward" is a static ability that lasts for as long as the card generating the static effect remains in play. 6.4.2. Static abilities can come from two sources: a resolved effect or a card in play. Continuous static abilities and applied static abilities from a resolved effect generally have a duration. Continuous static abilities from cards in play generally don't have a duration. 6.4.2.1. Continuous static abilities generated from resolved effects affect all cards in play that the ability can affect. These static abilities last for as long as their duration is active and are functional only during their existence. When the duration is over, the effect ceases to exist, and all affected cards lose the effect immediately. If a card that would be affected by a continuous static ability generated from a resolved effect is played after that ability has resolved, the card has that ability's effect as it comes into play. Example: Restoring Atlantis is an action with the effect, "Your characters can't be challenged until the start of your next turn." When the effect resolves, a continuous static effect is generated and continues to apply to all characters it could apply to until the duration ends. If a character is played after the effect resolves, that character is also affected by this continuous static effect. 6.4.2.2. Applied static abilities generated from resolved effects affect only cards in play at the time the effect resolved. Cards that would be affected by the applied static ability but that entered play after the effect resolved aren't affected. These kinds of effects normally apply an ability or modifier to the affected cards on resolution. Example: Kida - Protector of Atlantis has an ability called Perhaps We Can Save Our Future that reads, "When you play this character, all characters get \(-3\) until the start of your next turn." When the triggered ability resolves, a static ability is generated that gives all characters \(-3\) until the start of the next turn. Because the effect applies to characters as it resolves, a character played after the static ability was generated isn't affected by the static ability. 6.4.2.3. A continuous static ability generated from a card that's in play affects all cards in play the ability can affect. These static abilities last for as long as the card generating them is in play. If a card generating a static ability leaves play, its effect ends as soon as the card is removed from the Play zone, and all affected cards lose the effect immediately. If a card that would be affected by a continuous static ability generated from a card in play is played after that ability has resolved, the card has that ability's effect as it comes into play. Example: A player has Weight Set and Grumpy - Bad-Tempered in play. Weight Set has an ability called Training that reads, "Whenever you play a character with 4 or more, you may pay 1 to draw a card." Grumpy has an ability called There's Trouble A-Brewin' that reads, "Your other Seven Dwarfs characters get +1." The player plays Happy - Good-Natured, which has 3. Happy comes into play with the static ability from Grumpy applying to him and has a value of 4. Because Happy is played with 4, the triggered ability on Weight Set occurs. 6.4.3. For some static abilities, determining whether their effect applies depends on checking to see if a condition within the text of the ability is true or false. These abilities are known as conditional static abilities. To determine if a conditional static ability is active, identify the word that ties the effect and the condition together, check to see whether that condition is true or false with regard to the game state, and decide if the effect applies based on the result of that check and the rules described in section 6.4.4. 6.4.4. Conditional static abilities tie their condition and effect together with the word "unless" or the word "if." Some conditions tied to their effects by the word "if" are part of a triggered ability and require a separate process to resolve (see 6.2.4). 6.4.4.1. Some conditional static abilities are written as "[Effect] unless [Condition]." For these abilities, while the checked condition is true, the effect doesn't apply. While the checked condition is false, the effect applies. 6.4.4.2. Some conditional static abilities are written as "If [Condition], [Effect]." For these abilities, while the checked condition is true, the effect applies. While the checked condition is false, the effect doesn't apply. 6.4.4.3. Some conditional static abilities are written as "[Effect] if [Condition]." For these abilities, while the checked condition is true, the effect applies. While the checked condition is false, the effect doesn't apply. Example A: Bashful - Hopeless Romantic has an ability called Oh, Gosh! that reads, "This character can't quest unless you have another Seven Dwarfs character in play." The effect, "This character can't quest," applies and remains active for as long as the condition, "you have another Seven Dwarfs character in play," is false. Once the player has another Seven Dwarfs character in play, the condition is true, and the effect no longer applies. Example B: Lefou - Opportunistic Flunky has an ability called I Learned from the Best that reads, "During your turn, you may play this character for free if an opposing character was banished in a challenge this turn." During your turn, the effect "you may play this character for free" applies for as long as the condition "an opposing character was banished in a challenge this turn" is true. If an opposing character hasn't been banished in a challenge during your turn, the condition is false, and the effect doesn't apply. 6.4.5. Effects that "skip" a step or phase of the game are static effects. "Skip [Step/Phase]" means, "This [Step/Phase] doesn't happen." If the effect skips a step or phase, no part of that step or phase happens. Any abilities or effects that would occur because of that step or phase don't happen. If an effect would skip a step or phase but that step or phase has already started, then it's not skipped and continues as normal. Example: Arthur - Determined Squire has an ability called No More Books that reads, "Skip your turn's Draw step." If a player would start their Draw step with Arthur in play, they skip their Draw step and move immediately to the Main Phase of their turn. However, if a player finds a way to play Arthur during their Draw step, the current Draw step isn't skipped and proceeds normally. # 6.5. Replacement Effects 6.5.1. Some effects are considered replacement effects. These effects wait for the stated condition to occur and then partially or completely replace the event as it resolves. 6.5.1.1. Abilities that include the word "instead" are the most common type of replacement effect. Example: Stolen Scimitar's abilitySlash reads, \(\mathbb{Q} -\) Chosen character gets \(+1\) this turn. If a character named Aladdin is chosen, he gets \(+2\) instead." 6.5.2. An event is the resolution of an effect as a whole. If an event contains multiple effects, all of those effects are considered to be part of the same event. Example: Let the Storm Rage On is a song that reads, "Deal 2 damage to chosen character. Draw a card." While there are two effects in the action, the resolution of both effects is the event. If one effect is replaced, the event is partially replaced. If both effects are replaced, the event is completely replaced. 6.5.3. For an event to be replaced, the replacement effect must exist and be able to apply to the event when it would happen. Replacement effects can't replace an event that has already happened. Example: Snuggly Duckling - Disreputable Pub has an ability called Routine Ruckus that reads, "Whenever a character with 3 or more challenges another character while here, gain 1 lore. If the challenging character has 6 or more, gain 3 lore instead." When a character challenges another character while at this location, the triggered ability is added to the bag and resolves. On resolution, the replacement condition "If the challenging character has 6 or more" is checked to see if it's met. If the stated condition isn't met, the replacement effect doesn't happen, even if the stated condition would be true later in the challenge. 6.5.4. When an event is replaced, it never happens. Instead, a modified event occurs. This modified event may trigger abilities or be affected by other replacement effects. Because the first event is replaced, abilities that would have triggered from it don't. 6.5.5. A replacement effect only has one chance to partially or fully replace an event. Once a replacement effect is applied and a modified event occurs, that replacement effect can't be applied to the same event again, even if the event is further modified and the replacement condition is met again. 6.5.6. Some abilities have replacement effects that partially or completely replace its own ability. These are known as self-replacement effects and are always applied first. 6.5.7. If multiple different replacement effects can apply to the same event, the player whose cards or card effects are being affected follows the steps listed here. 6.5.7.1. First, if any self-replacement effects can apply, choose one and proceed to section 6.5.7.2. If none can apply, proceed to the next step. 6.5.7.2. Second, if any other replacement effects can apply, choose one. 6.5.7.3. After the chosen replacement effect has been applied, a modified event occurs. Repeat this process, taking into account other replacement effects that can apply to the modified event, until no more replacement effects can apply. Example: The active player has a Seven Dwarfs' Mine in play, and the opposing player has a Beast - Selfless Protector and a Flounder - Voice of Reason in play. Seven Dwarfs' Mine has the ability Mountain Defense, which reads, "During your turn, the first time you move a character here, you may deal 1 damage to chosen character. If the moved character is a Knight, deal 2 damage instead." Beast - Selfless Protector has the ability Shield Another, which reads, "If one of your other characters would be dealt damage, put that many damage counters on this character instead." The active player then plays Sleepy - Sluggish Knight, a character with the Knight classification, and moves him to Seven Dwarfs' Mine. When the location's triggered ability resolves, the active player chooses to deal damage to Flounder, resulting in the following event: Deal 1 damage to Flounder - Voice of Reason. Replacement effects from Seven Dwarfs' Mine and Beast can apply to this effect. Flounder is being affected, so the opposing player follows the steps listed in sections 6.5.7.1 through 6.5.7.3. First, the opposing player checks whether there are any self-replacement effects. The Mine's effect "deal 2 damage instead" is a self-replacement effect that can apply, so the opposing player chooses and applies it. As a result, the modified event is: Deal 2 damage to Flounder - Voice of Reason. The steps are repeated, and the opposing player checks for other self-replacement effects. Finding none, the opposing player moves to the next step and checks for any other replacement effects. Beast - Selfless Protector has a replacement effect that can apply, so the opposing player chooses and applies it, resulting in this event: Put 2 damage counters on Beast - Selfless Protector. The opposing player repeats the steps, but since no replacement effects can apply, the effect resolves and the game continues. 6.5.8. Two or more instances of the same replacement effect can't apply to the same event. If multiple instances of the same replacement effect could apply to the same event, the player whose cards or card effects are being affected chooses one to apply. The rest cease to exist. Example: The active player has a Rapunzel – Ready for Adventure, a Flounder – Voice of Reason, and 2 copies of Heihei – Boat Snack in play. Rapunzel has a triggered ability called Act of Kindness that reads, “Whenever one of your characters is chosen for Support, until the start of your next turn, the next time they would be dealt damage they take no damage instead.” The active player quests with a Heihei and chooses to add his Ⓞ to Flounder’s Ⓞ with Support, causing Rapunzel’s triggered ability to occur. The ability is added to and resolves from the bag, creating a replacement effect: The next time Flounder would be dealt damage, he takes no damage instead. The active player quests with the other Heihei and chooses to add his Ⓞ to Flounder’s Ⓞ with Support. Rapunzel’s triggered ability is again added to and resolves from the bag, creating another instance of the same replacement effect. The active player exerts Flounder to challenge an opposing exerted character. During the Challenge Damage step, damage is dealt to each character in the challenge, resulting in the following event: The challenged character deals damage equal to their \(\text{品}\) to Flounder. Flounder would be dealt damage, so the active player attempts to apply the two instances of the same replacement effect. Because two or more instances of the same replacement effect can't apply to the same event, the active player chooses one to apply, resulting in this event: The challenged opposing character deals no damage to Flounder. The remaining instance of the replacement effect can't apply and ceases to exist. # 6.6. Ability Modifiers 6.6.1. Some abilities and effects can modify a characteristic of a character or location in play, such as \(\text{品}\) or \(\clubsuit\) 6.6.1.1. A modifier applies to a card continuously, either for a fixed length of time or for as long as the card generating the modifier is in play. Whenever a modifier applies to a card's characteristic, that characteristic changes immediately. This process doesn't use the bag (see 7.7, "Bag"). 6.6.1.2. When multiple modifiers apply to a card's characteristic, they don't apply in any specific order but all combine to apply together. If a new modifier would apply to a card's characteristic, it combines with all other modifiers that apply to it. Example A: The active player plays Grand Duke – Advisor to the King. He has an ability called Yes, Your Majesty that reads, “Your Prince, Princess, King, and Queen characters get +1 Ⓞ.” The +1 Ⓞ modifier generated by the ability’s effect applies immediately to the Ⓞ of all characters the active player has in play with the Prince, Princess, King, and Queen classifications. If that player plays another character with one of these classifications while their Grand Duke is still in play, the new character enters play with the +1 Ⓞ modifier applied and keeps that modification until the Grand Duke leaves play. Example B: The active player has a Heihei - Rambling Rooster in play with 2 and 2. Heihei gets +1 from an effect. Heihei now has 3 and 2. Later in the turn, an additional effect gives Heihei -5. Heihei's is modified to be -2. A later effect gives Heihei +1, bringing him to -1. Each time a modifier applies to Heihei, all other modifiers that apply to him combine with it at the same time. 6.6.2. If a character has a negative \(\mathbb{Q}\) , it deals no damage during challenges and counts as having a Strength of 0 except for the purpose of applying modifiers to determine its \(\mathbb{Q}\) (see 6.6.1.2). Example: The active player has a Yokai - Scientific Supervillain and a Microbots in play. Yokai has a triggered ability called Technical Gain that reads, "Whenever this character quests, draw a card for each opposing character with 0 Ⓞ." Microbots has a triggered ability called Inspired Tech that reads, "When you play this item, chosen character gets -1 Ⓞ this turn for each item named Microbots you have in play." The opponent has a character with 1 Ⓞ and 1 (W) in play. The active player plays a second Microbots. When resolving the triggered ability, the active player chooses the opponent's character, who immediately gets -2 Ⓞ and now has -1 Ⓞ and 1 Ⓞ. The active player then quests with Yokai. Because the opposing character's Ⓞ is negative, they count as having a Ⓞ of 0 when resolving Yokai's triggered ability, and the active player draws 1 card. Even though the character's Ⓞ counts as 0 for the purpose of resolving Yokai's effect, it isn't changed to 0; they still have a Ⓞ of -1. 6.6.3. If a character or location has a negative Lore value \(\diamond\) , it counts as having a Lore value of 0 except for the purpose of applying modifiers to determine its \(\diamond\) (see 6.6.1.2). Example: The active player has a Flynn Rider – His Own Biggest Fan in play, and their opponent has 5 cards in their hand. Flynn has \(4 \downarrow\) and an ability called One Last, Big Score that reads, “This character gets \(-1 \downarrow\) for each card in your opponents’ hands.” Because the opponent has 5 cards in their hand, a modifier of -5 applies to Flynn’s Lore value of 4 (-1 for each of the 5 cards). Flynn now has a new Lore value of -1. Because Flynn’s Lore value is negative, if the player exerts him to quest, Flynn counts as having a Lore value of 0 and the player gains 0 lore. This doesn’t change Flynn’s actual Lore value to 0, however. Flynn still has a Lore value of -1 until the number of cards in the opponent’s hand changes or another modifier is applied to his Lore value. 6.6.4. If an effect says a characteristic "can't be reduced below" a specified value, that characteristic's value can't be less than the specified value after modifiers to determine that characteristic's value have been applied. Example: The active player has an Elisa Maza - Transformed Gargoyle in play with 4 and 4. She has a static ability called Forever Strong that reads, "Your characters' can't be reduced below their printed value." Elisa gets -4 until the end of her player's turn from an effect. After modifiers are applied, Elisa has a value of 0, but because that value is less than her printed value, her is 4. Later in the turn, Elisa gets +1 until the end of her player's turn from another effect. After both modifiers are applied, Elisa has a value of 1, but because this modified value is still lower than her printed value, her is 4. Later in the turn, Elisa gets +4 until the end of her player's turn from one last effect. After modifiers are applied, Elisa has a value of 5. Since this modified value isn't lower than her printed value of 4, Elisa has 5. # 6.7. Resolving Cards and Effects 6.7.1. To resolve a played card, the player takes the following actions immediately after the card is considered to have been "played" (see 4.3.3), dependent on the type of card being resolved. 6.7.1. If the card is a character, item, or location, it enters the Play zone (see 4.3.3.1). If a character is being played using its Shift ability, it must be put on top of the card indicated in section 8.10, "Shift." 6.7.1.2. If the card is an action, it enters the Play zone, and its generated effect resolves immediately. Once the effect is completely resolved, the action is put into the player's discard pile (see 4.3.3.2). 6.7.2. To resolve an effect, the player takes the following steps, in order, while following all instructions in the resolving effect's text and taking into account anything that could modify any step below during the process. 6.7.2.1. First, if an effect uses "for each" to define a single number, that number is counted as described in section 6.1.8. Then, if the effect includes a secondary "if" condition, check if the condition is true or false (see 6.2.4). If that condition is false, the effect resolves with no effect. Otherwise, proceed to the next step. 6.7.2.2. Second, check to see if any replacement effects would apply to the resolving effect (see section 6.5, "Replacement Effects"). These effects happen before the resolving effect's instructions are followed. If there are multiple replacement effects that apply to the resolving effect, follow the rules in section 6.5.6. Once there are no replacement effects to apply, proceed to the next step. 6.7.2.3. Third, if the resolving effect deals damage to a character or location, calculate the total damage dealt by identifying the amount of damage dealt in the effect's text and applying any damage modifiers to it. The resulting number is the final amount of damage dealt by the resolving effect. Then, proceed to the next step. If the resolving effect doesn't deal damage, ignore this step and proceed to the next one. 6.7.2.4. Fourth, the player performs the instructions of the resolving effect's text and makes any choices required by the effect in full and in the order written. If the effect tells the player to do something, the player does as much as possible, even if some part of that effect can't be done. If the instructions include damage that was calculated in the previous step, all damage is dealt simultaneously. 6.7.3. Triggered abilities that occur during the process of resolving a card or an effect are added to the bag, but these won't resolve until after the card or the effect is resolved. If those triggered abilities occur during the process of resolving multiple effects from the same action or ability, they won't resolve until all effects from the action or ability are resolved (see 6.1.2). 6.7.4. A game state check occurs after every effect resolves (see 1.8.1). 6.7.5. If multiple players would act at the same time because of a resolving effect, the active player performs their part of the effect first, then all other players do so in turn order (see 2.1.3). Each part is considered a part of the same resolution, and the effect isn't fully resolved until all players have performed all instructions. Example: Donald Duck - Perfect Gentleman has an ability called Allow Me that reads, "At the start of your turn, each player may draw a card." While the triggered ability is resolving, the active player resolves their part of the effect first and draws a card. Then, in turn order, each other player resolves their part of the effect and draws a card. Once all players have finished resolving their respective parts of the effect, the effect has fully resolved and the game continues. A game state check occurs only after the effect has fully resolved. 6.7.6. If an ability or effect needs to reference a card's characteristic from when it was in play but that card isn't in play anymore, the ability or effect references the last known value for that characteristic from before the card left play. 6.7.7. If an action or ability instructs a player to play a card as a part of resolving that action or ability, the card is played while the action or ability is resolving. Any effects that occur as a result of playing that card are generated or added to the bag, but they wait to resolve until the action or ability that instructed the player to play that card finishes resolving. This also applies to the effects of the card the player was instructed to play by the initial action or ability, even if that card is moved to a different zone. Example: A player has a location named Sleepy Hollow – The Bridge in their discard pile and a Jim Hawkins – Space Traveler in play. Jim Hawkins has an ability called Take the Helm that reads, “Whenever you play a location, this character may move there for free.” The player plays the action Get to Safety!, which reads, “Play a location with cost 3 or less from your discard for free. Then, if you have a location named Sleepy Hollow in play, draw a card.” As the action’s effect resolves, the player plays Sleepy Hollow from their discard and puts it into play. Jim Hawkins’s triggered ability Take the Helm occurs and is added to the bag, but it doesn’t resolve yet. Get to Safety! continues resolving, and the player draws a card because Sleepy Hollow is now in play. After the action is finished resolving, the player can resolve triggered abilities like Take the Helm from the bag. 6.7.7.1. An effect generated from an action played this way resolves after the card that instructed the player to play the action finishes resolving but before any triggered abilities can be resolved from the bag. 6.7.8. Some effects modify how a card enters play. These effects resolve along with the card being played. Example: Mother Gothel – Withered and Wicked has an ability called What Have You Done?! that reads, “This character enters play with 3 damage.” The effect resolves as Mother Gothel is put into play. There’s no moment within the game in which Mother Gothel enters play with no damage on her. # 7. ZONES 7.1. General 7.1.1. All zones are considered separate from one another. Some zones may physically be present within the same space but are still separate zones for gameplay purposes. Example: The table represents the game area of the players. Although the players' decks, inkwells, and discard piles physically occupy that space, they aren't in play, as they're all separate zones. 7.1.2. Cards in a public zone are publicly known. Players can look at or count the cards in any public zone at any time. Cards in a public zone are considered public information. 7.1.2.1. The public zones are play, discard, and the bag. 7.1.3. Cards in a private zone aren't publicly known. Players can't look at them unless directed to by a game rule (e.g., drawing a card) or an effect. Players can count the number of cards in a private zone at any time. A private zone isn't considered private while it's revealed. If part of a private zone is revealed, only that part isn't considered private. Cards in a private zone are considered private information. 7.1.3.1. The private zones are hand, deck, and inkwell. 7.1.4. If an effect allows a player to look at one of their private zones for a specific card or type of card, they may fail to find that card. If an effect allows a player to look at one of their public zones for a specific card or type of card, they can't fail to find a card and must choose an appropriate card if able. 7.1.5. A card can exist in only one zone at a time. Only cards in a player's Play zone are considered in play. Cards outside the game aren't in play. Cards in a player's deck, discard, hand, and inkwell aren't in play. 7.1.6. If a card enters any other zone from play, all gained effects, damage, and other gained characteristics are removed, and that card becomes a new card. Some abilities and effects may still refer to the card in its new zone. 7.1.6.1. If an effect that is generated and waiting to resolve is from a played action, that effect will resolve before any triggered abilities can be chosen to resolve. 7.2.Deck 7.2.1. A player's deck is the set of cards they start the game with. The deck is where these cards are held during the game and where a player draws cards from (see 1.12). 7.2.2. The deck is a private zone. The cards in a player's deck remain facedown at all times and in a single pile. Players can't look at or change the order of cards in their decks during a game. Players can count the remaining cards in any player's deck at any time. 7.2.3. If cards are added to the top or bottom of a deck "in any order" and any of the cards were faceup, the order in which the faceup cards are added to the deck must be known by all players. Example: A player has two shifted characters in play, each with 2 cards total in a stack and each with 2. Their opponent plays Under The Sea, a song with an effect that reads, "Put all opposing characters with 2 or less on the bottom of their players' decks in any order." The player can freely order and mix the individual stacks of cards around before placing them on the bottom of the deck. Because all of these cards were faceup and thus known to all players, both the player and the opponent know the order the cards are placed in. 7.2.3.1. If those faceup cards are in one or more stacks, and/or any of those stacks contain both faceup and facedown cards, any of the cards in those stacks can be combined and freely ordered with the other cards being added to the deck, including cards in other stacks. No states are applied to or removed from those cards until they're added to the top or bottom of the deck. # 7.3. Hand 7.3.1. A player's hand is where drawn cards are held. Cards can be added to the hand by other effects as well. Players start the game with an "opening hand" of 7 drawn cards (see 2.2.1.4). 7.3.2. The hand is a private zone. Players can look at the cards in their own hand but can't look at the cards in another player's hand at any time. Players can count the number of cards in any hand at any time. Players can hold and rearrange their hands in any comfortable and/or convenient fashion. 7.3.3. There's no maximum hand size. A hand can't have fewer than 0 cards in it. 7.3.4. If an effect instructs someone to discard, that player chooses the indicated number of cards from their hand and puts them into their discard pile. # 7.4. Play 7.4.1. A player's Play zone is where their cards are played. Characters, items, and locations can be in the Play zone until they leave the Play zone for any reason. Actions can be in the Play zone only for as long as their effect is resolving. Players can't play cards into an opponent's Play zone. 7.4.2. The Play zone is a public zone. Players can look at the cards any player has in play at any time. Players can count the number of cards any player has in play at any time. Players can rearrange their Play zones in any comfortable and/or convenient fashion, provided that the overall layout is clear and understandable to all players. The status of cards in play can't be hidden from other players. 7.4.2.1. Facedown cards in a player's Play zone are considered to be private information, even if those cards were public information at one point. Players may count the number of facedown cards in a player's Play zone. Players can't look at facedown cards unless a game rule or effect allows the player to do so. This is an exception to section 7.4.2. 7.4.3. Whenever 1 or more cards would leave play, they first check whether any abilities would trigger from them and/or others leaving play with them. The triggered abilities "see" the other cards leaving the Play zone along with the source card of the triggered ability. Example: Lyle Tiberius Rourke – Cunning Mercenary has an ability called Thanks For Volunteering that reads, "Whenever one of your other characters is banished, each opponent loses 1 lore." If a player has Lyle and two other characters in play, and their opponent plays Be Prepared, the triggered ability on Lyle occurs twice, once for each character banished along with Lyle. # 7.5. Inkwell 7.5.1. A player's inkwell is where they put the cards they use as ink throughout the game. These cards are ink cards and each represents 1 the player can use to pay ink costs. Nothing on the front of an ink card affects the ink it generates. 7.5.2. Cards are put into a player's inkwell facedown and ready. If multiple cards are put into a player's inkwell at the same time, each card is treated as a separate instance. 7.5.3. There's no limit to the number of cards a player can have in their inkwell. 7.5.4. The inkwell is a private zone. Players can't look at a card in an inkwell at any time, even their own. Players can count the number of cards in any inkwell at any time. Players can arrange the cards in their inkwell in any way, provided that ink cards are kept facedown and separate from cards in all other zones at all times. The status of cards in an inkwell can't be hidden from other players. 7.5.5. If a card allows a player to put an "additional" card into their inkwell on their turn, they announce they're using that effect, then follow the normal steps of inking a card (see 4.2.3.1). 7.5.6. Whenever an effect puts a card from another zone into the inkwell, the card isn't revealed and isn't required to have the inkwell symbol. It enters the inkwell facedown as ink (see 4.2.3.2). # 7.6. Discard 7.6.1. A player's discard (also known as their "discard pile" or their "Discard zone" is generally where their cards that have left play are held. 7.6.2. The discard pile is a public zone. The cards in a player's discard remain faceup at all times and in a single pile. Players can look at and count the cards in any player's discard pile at any time. A player can look at and rearrange the cards in their own discard pile at any time. 7.6.3. If multiple cards enter a discard pile at the same time, their player puts them into the discard pile in any order. # 7.7. Bag 7.7.1. Unlike other zones, the bag isn't a physical space but is only where triggered abilities created by the game wait to resolve. 7.7.2. Only triggered abilities can be added to the bag. Activated abilities, resolving actions, and playing characters, locations, or items aren't added to the bag. 7.7.3. Adding abilities to the bag follows specific rules. 7.7.3.1. Whenever a triggered ability's condition is met, the ability is added to the bag by the player whose card generated it. If multiple triggered abilities happen at the same time, they're added to the bag simultaneously. If the triggered ability's condition is met while another effect is resolving, it's added to the bag but the players wait to resolve it until the current effect is completely resolved. 7.7.4. The order in which effects are resolved from the bag follows a process that continues until there are no more effects to resolve from the bag. 7.7.4.1. The bag checks to see which players have any abilities in the bag. 7.7.4.2. If any of those triggered abilities are from the active player, they choose any one of their triggered effects and fully resolve it (see 6.7.2). 7.7.4.3. After the effect has resolved and the game state check has completed, the bag checks to see if there are any other triggered abilities remaining in the bag and from which player. If the last player who resolved an effect still has triggered abilities in the bag, that player continues to resolve their effects from the bag until that player has no more triggered abilities in the bag to resolve. 7.7.4.4. When the bag check returns with no more effects to resolve from that player, the bag checks to see if the next player in turn order has any triggered abilities in the bag to resolve. If they do, that player begins to resolve their effects using the same process the first player did in steps 7.7.4.2 and 7.7.4.3. This is known as passing the bag. 7.7.4.5. This continues through all players in turn order and until there are no more triggered effects in the bag to resolve. Once the bag is empty, the game continues with the active player. 7.7.5. If a triggered ability is added to the bag by the currently resolving player, it's seen by the next bag check and can be chosen to resolve next. 7.7.6. If a triggered ability is added to the bag by a player who isn't the currently resolving player, it waits to resolve until that player's turn to resolve effects from the bag. 7.7. If a player leaves the game while abilities they added to the bag are still waiting to resolve, those abilities cease to exist. Example A: The active player quests with a character. This meets a trigger condition on the questing character, so the triggered effect is added to the bag to be resolved once the quest turn action is completed. When the quest and subsequent game state check are completed, the bag checks for triggered effects to resolve and which players they originated from. The check returns with the triggered effect from the active player, who chooses and resolves it. After the subsequent game state check is completed, the bag checks again to see if there are any more triggered effects. The check returns with none, so the game continues with the active player. Example B: The active player quests with a character. Three triggered effects are added to the bag: two from the active player and one from the opponent. When the bag checks for triggered effects to resolve, the active player chooses and resolves one of their effects. During resolution, another triggered effect from the active player is added to the bag. After resolution, the bag checks again and returns three triggered effects: two from the active player and one from the opponent. The active player was last to resolve an effect, so they can choose another effect to resolve. After both of the active player's effects are resolved, the bag passes to the opponent, who resolves their effects. During resolution, another triggered effect from the active player is added to the bag. After resolution, the bag checks and returns one triggered effect from the active player and that it was the opponent who last resolved an effect. Since there are no more triggered effects for the opponent to resolve, the bag passes back to the active player, who resolves their remaining effect. When the bag checks again to see if there any more triggered effects to resolve, the check returns with none, so the game continues with the active player. # 8. KEYWORDS # 8.1. General 8.1.1. Keywords are abilities or combinations of abilities represented by short names and provide those abilities to the card based on that name. Keywords are usually followed by reminder text describing what they do. This reminder text, enclosed in parentheses and set in italics, isn't rules text but only a memory aid. The current list of keywords is: Alert, Bodyguard, Boost, Challenger, Evasive, Reckless, Resist, Rush, Shift, Singer, Sing Together, Support, Vanish, Ward. 8.1.2. Some abilities stack, or combine; these abilities are followed by \(+[\mathsf{N}]\) . A keyword ability that doesn't have a \(+[\mathsf{N}]\) doesn't stack with other effects that provide that keyword. If a card with a keyword that doesn't stack would get that same keyword from an ability or action, it won't get that keyword. Example: If you have a character with Support and an effect gives that character Support, only the first instance of the keyword applies. However, if the keywords were Resist +1 and Resist +2, the abilities would stack, and that character would have Resist +3. # 8.2. Alert 8.2.1. The Alert keyword represents a static ability. Alert means "This character ignores the challenging restriction of Evasive." 8.2.2. A character doesn't gain Evasive from having the Alert keyword. They can still gain Evasive from another ability or effect. # 8.3. Bodyguard 8.3.1. The Bodyguard keyword represents two abilities. 8.3.2. The first of these is a static ability that functions while the character is being played. This ability means "This character may enter play with the exerted state rather than the ready state." 8.3.3. The second is a static ability that creates a challenging restriction. This ability means "If an opponent would choose one of your characters to challenge, they must choose this character or another character with Bodyguard if able." # 8.4. Boost 8.4.1. The Boost keyword represents an activated ability with a specified duration. Boost N means "Once during your turn, you may pay N to put the top card of your deck facedown under this card." 8.4.2. No player can look at the front of a card that has been put facedown under another card at any time, not even their own. 8.4.3. If a card is under another card, it's not considered to be in play. Putting a card under another card with Boost doesn't count as playing that card. # 8.5. Challenger 8.5.1. The Challenger keyword represents a static ability that functions while a character is challenging. Challenger \(+\mathsf{N}\) means "While this character is challenging, they gain \(+\mathsf{N}\) ." Because this is a \(+\mathsf{N}\) ability, it stacks with other Challenger effects. 8.5.2. A character with Challenger doesn't gain \(+N\) if they're being challenged. # 8.6. Evasive 8.6.1. The Evasive keyword represents a static ability that creates a challenging restriction. Evasive means "This [Type] can't be challenged except by a character with Evasive." # 8.7. Reckless 8.7.1. The Reckless keyword represents two static abilities. 8.7.2. The first ability means "This character can't quest." 8.7.3. The second ability means "You can't declare the end of your turn if this character is ready and can challenge an opposing character or location." 8.7.4. A player can still exert a character with Reckless to use abilities or sing songs if able. # 8.8. Resist 8.8.1. The Resist keyword represents a static ability that modifies the amount of damage dealt to the card with the keyword. Resist +N means "Damage that would be dealt to this character or location is reduced by N." Resist is a damage reduction (see 4.6.6.1). Because this is a +N ability, this stacks with other Resist effects. 8.8.2. If damage dealt to this character or location is reduced to 0, no damage is considered to have been dealt. 8.8.3. Damage put or moved onto a character with Resist isn't affected by the ability. # 8.9. Rush 8.9.1. The Rush keyword represents a static ability. Rush means "This character can challenge as though they were in play at the beginning of your turn." # 8.10.Shift 8.10.1. The Shift keyword represents a static ability of paying an alternate cost to play a character instead of paying the character's ink cost. Shift means "If you have a character in play with the same name as this card, you may play this character by paying their Shift cost instead of their ink cost. If you do, put this card on top of another character you have in play with the same name." This is called shifting. 8.10.2. If a shifted character is put on top of an exerted character, the shifted character enters play exerted. 8.10.3. If an effect on a shifted character causes it to enter play exerted, it becomes exerted as it enters play, even if the character it was on top of is ready. 8.10.4. If a shifted character is put on top of a dry character, the shifted character enters play dry. If a shifted character is put on top of a drying character, the shifted character enters play drying. 8.10.5. A player can use a shifted character to perform all turn actions of the character it was put on top of. The shifted character doesn't gain the text of the character it's put on top of (e.g., an activated ability), but it does keep any effects that apply to that character when the shifted character enters play. A player can exert a shifted character to sing a song if the character it was put on top of was dry when the shifted character entered play. 8.10.6. A shifted character retains whatever damage is on the character it's put on top of. 8.10.7. When a shifted character leaves play, all cards in its stack (i.e., all cards under it) move to the same zone as the shifted character card does, and the cards are no longer considered to be in a stack (see 5.1.1.7). 8.10.8. The Shift keyword has two variants: [Classification] Shift and Universal Shift. These variant keywords are Shift abilities and follow all rules for the Shift keyword with the following exceptions. 8.10.8.1. [Classification] Shift means "If you have a character in play with the [Classification] specified by this ability, you may play this character by paying their Shift cost instead of their ink cost. If you do, put this card on top of another character you have in play with the specified classification." 8.10.8.2. Universal Shift means, "If you have a character in play, you may play this character by paying their Shift cost instead of their ink cost. If you do, put this card on top of another character you have in play." ## 8.11. Singer 8.11.1. The Singer keyword represents a static ability that allows a player to pay an alternate cost to sing a song. Singer N means "This character can to pay the alternate cost of a song card as though they had cost N instead of their normal ink cost." 8.11.2. This character counts as cost N only to sing songs and only during the process of playing a card. The character's ink cost doesn't change. ## 8.12. Sing Together 8.12.1. The Sing Together keyword represents a static ability that allows a player to pay an alternate cost to sing a song with one or more of their or their teammates' characters. Sing Together N means "Instead of paying the ink cost of this card, you can a number of your or your teammates' characters with total ink cost N or greater to play this card without paying its ink cost," where N is the ink cost of the song. 8.12.2. When playing a song using Sing Together, add the ink costs of one or more of your ready characters together. If the total meets or exceeds the cost listed for Sing Together, the character or characters can sing the song. 8.12.3. Characters that have the triggered ability condition "Whenever this character sings a song" and are one of the characters singing the song with Sing Together, the condition is met, and the triggered ability is added to the bag to resolve. ## 8.13. Support 8.13.1. The Support keyword represents a triggered ability. Support means "Whenever this character quests, you may add this character's to another chosen character's this turn." ## 8.14. Vanish 8.14.1. The Vanish keyword represents a triggered ability. Vanish means "When this character is chosen by an opponent as part of resolving an action's effect, banish this character." 8.14.2. The Vanish triggered ability resolves after the action's effect resolves. If the character has moved to a different zone before the triggered ability resolves, it resolves with no effect. ## 8.15. Ward 8.15.1. The Ward keyword represents a static ability. Ward means "Your opponents can't choose this card when resolving an effect." 8.15.2. Effects that don't require the player to choose still affect a character with Ward. # 9. MULTIPLAYER 9.1. Multiplayer games are played with three or more players. Team games are a subset of multiplayer play that aren't covered in this document. 9.2. Multiplayer games follow the same rules as two-player games. The following rules are additional rules for multiplayer games. These rules may change the official rule from above. For multiplayer games, these rules either augment or change the standard rules of Disney Lorcana. 9.2.1. At the end of each player's turn, play proceeds to the player on their left rather than going back and forth across the table. 9.2.2. If an ability requires more than one player to do something at the same time, the active player does it first. Then, proceed to the left, one player at a time, until all players are done. 9.2.3. When a player loses the game from ending their turn with no cards in their deck (see 1.8.1.2), they must leave the game immediately. All of that player's cards and effects are removed from the game, including any triggered abilities they added to the bag that haven't resolved. Any generated static effects with a stated duration continue until the stated duration is finished. Example: Pete - Games Referee has an ability called Blow the Whistle that reads, "When you play this character, opponents can't play actions until the start of your next turn." If a player in a multiplayer game plays Pete but then loses or leaves the game later, all their cards are removed, including that Pete, but the generated static ability from Pete still applies. When it would be that player's next turn, the static effect ends before the next player in the turn order begins their turn. 9.3. Some multiplayer game formats use simultaneous turns. 9.3.1. During a simultaneous turn, all players on the same team progress through the phases and steps of the game at the same time. During the Main Phase, the players can take any turn action they could take normally, in any player order they wish. A player must complete one turn action in its entirety before any player can begin the next turn action. 9.3.2. If triggered abilities or effects are added to the bag by multiple players during a simultaneous turn, these triggered abilities or effects are added to the bag by the team as a whole, and the order in which they're resolved is chosen by the team. Otherwise, resolving abilities and effects follow the rules listed in section 7.7, "Bag." Example: Three players are members of the same team taking a simultaneous turn. During the Ready step of the Start-of-Turn Phase, all three players ready their cards at the same time. During the Set step, all three players gain lore from locations they have in play with a \(\diamond\) characteristic and then add any effects or abilities that triggered during the Ready step to the bag at the same time. In the Draw step, all three players draw a card from their decks at the same time. After the game moves into the Main Phase, the three players continue with their simultaneous turn. The first player wants to put a card into their inkwell; the second wants to quest; and the third has decided to have one of their characters challenge an opposing character. The players can decide the order of these turn actions together, but each turn action must be completed in its entirety before the next player can act. During the End-of-Turn Phase, the players declare the end of their turn. All triggers are added to the bag at the same time and all "this turn" effects end at the same time. # 10. CASUAL GAME VARIANTS ## 10.1. General 10.1.1. This section contains optional rules for the use in casual game variants of Disney Lorcana. This section isn't meant to be comprehensive. 10.1.2. All casual game variants follow the normal rules for Disney Lorcana except as defined in the variant's description. If the normal rules and the casual game variant rules ever contradict each other, follow the casual game variant rule when playing that specific variant. Example: In a normal game of Disney Lorcana, the starting hand size is 7. In a Pack Rush game of Disney Lorcana, the starting hand size is 5. When playing Pack Rush, use the starting hand size of 5 instead of 7. ## 10.2. Pack Rush 10.2.1. In Pack Rush, each player takes two unopened Disney Lorcana booster packs and shuffles them together to play one game. Pack Rush is considered a Limited format. Booster packs can be from any set for all players. 10.2.1.1. There's no minimum deck size. The deck size is determined by the total number of Disney Lorcana cards in the two booster packs. 10.2.2. Before shuffling the cards together, players take any marketing cards in the pack and set them aside. Before drawing opening hands, players take 2 of the marketing cards from the packs and put them into their inkwell. This means each player starts the game with 2 cards in their inkwell. 10.2.2.1. Marketing cards can't be moved from the inkwell to any other zone. 10.2.2.2. Marketing cards can't be chosen for effects. 10.2.3. The starting hand size for Pack Rush is 5. 10.2.4. When a player reaches 15 or more lore, they win the game. 10.2.5. When a player runs out of cards in their deck, they don't lose the game. Instead, they shuffle the cards in their discard and place them facedown as their new deck. # GLOSSARY ability Special rules explaining what the card can do that differs from the game rules, such as an effect that resolves as a result of the card being played. action card A type of card that gives its player an immediate one-time advantage. When an action card is played, its player resolves its effects and then puts it in their discard pile. action, game When a player does something in game that's part of a normal turn, such as draw a card, exert a character, declare a challenging character, etc., it's a game action. A game action is singular. action, turn One of a set of game actions with predefined processes that arrive at a specific outcome. activate To use an activated ability of a card. ## activated ability An ability that a player may use after paying its cost. An activated ability can't be used if its cost can't be paid. Activated abilities of items may be used during the turn the item is played. ## active player The player who has started their turn. When a player ends their turn, they're no longer the active player. ## alter a starting hand When a player chooses to modify their starting hand at the beginning of the game after each player has drawn their starting hand. Each player may take any number of those cards, put them on the bottom of their deck without revealing them, draw until they have 7 cards in their hand, and reshuffle their deck. A player can't alter their starting hand more than once in a game. ## alternate cost A cost the active player can choose to pay to play a card instead of paying that card's ink cost. ## applied static ability A static ability generated from a resolved effect that applies only to cards in play at the time that effect is resolved. ## bag A non-physical zone where triggered abilities wait before determining how their effects resolve. Whenever a triggered ability's condition is met, the ability is added to the bag. ## banish/banished When a character, item, or location is put from play into their player's discard pile, either as a result of abilities or effects or—in the case of characters and locations—when the card has damage equal to or greater than its Willpower \(\{\mathsf{W}\}\) . A character, item, or location put into their player's discard this way is considered to be banished. ## card type The type that each card has, such as character, action, item, or location. A card's type determines the rules for how to play it. ## challenge When a player exerts one of their dry characters and chooses an exerted opposing character or an opposing location. Each character deals damage equal to their Strength to the other character or the location. ## challenging/challenged character A challenging character is the character declared by the active player to challenge an opposing character or location. A challenged character is the opposing character who is being challenged. Both the challenging and challenged characters are considered "in a challenge" for the duration of the challenge. ## challenging/challenged player A challenging player is the player who declared a challenging character. A challenged player is the player whose character is challenged. ## character A card that has at least one of the classifications listed in 6.1.2.2 on its classification line and also has both \(\text{品}\) and \(\text{品}\) characteristics. A character that's played is put into the Play zone and remains there until it's banished or removed from play by a game effect. A player may have multiple copies of a character with the same name in their deck but can't have more than 4 copies with the same full name. ## classification A category that identifies some characteristics of the card and may be referenced in rules of other cards. A card's classification is located to the right of its ink type symbol. ## condition A game state that is checked to be true or false or met or unmet. ## conditional static ability A static ability that only applies if a condition within the text of that ability is true or false. ## continuous static ability A static ability that affects all cards in play that ability can effect. This type of static ability lasts for as long as its duration is active and is functional only while it exists. ## cost What is required in order to play a card or use an activated ability. This may be an ink cost or an alternate cost such as exerting a character. An activated ability can't be used if its full cost can't be paid. ## damage Damage on a character or location is represented by damage counters and counts against its Willpower \(\{\mathsf{W}\}\) . Damage is dealt by characters in challenges and by some effects. When a card with damage moves from in play to any other zone, the damage ceases to exist. ## damage counter A counter put on a character or location card to show how much damage it has. A single damage counter normally represents 1 damage; any damage counter intended to represent more than 1 damage counts as a separate damage counter for each 1 damage it represents. If an effect puts a damage counter onto a character or location, it doesn't count as damage dealt to the character or location and isn't affected by modifications to damage dealt. ## damaged/undamaged A character or location with 1 or more damage is considered damaged. A character or location with no damage on it is considered undamaged. deck A set of cards a player uses in the game. The parameters of the deck are defined by the format being played. For example, in Core Constructed a deck consists of 60 or more cards, up to two ink types, and up to 4 cards with the same name and version (together known as a full name). Other formats may have different construction rules. There's no upper limit to the number of cards in a deck. The deck is a private zone. ## delayed triggered ability A triggered ability generated to resolve at a specific moment later in the game. ## discard noun. The single faceup pile where actions are put after they've finished resolving and where other cards are put after being banished or discarded. When a player puts a card from their hand into their discard, they're discarding that card. The discard is considered a public zone. Also called the " discard pile." verb. When a player chooses 1 or more cards from their hand and puts them into their discard. A player can discard only from their hand. If a player is instructed by the text of an ability or effect to discard their hand, the player can choose to discard a hand that has 0 cards in it. ## draw When a player takes the top card of their deck and puts that card into their hand. A player can draw only from their deck. ## Draw step The third step of the Start-of-Turn Phase of a player's turn, when the player puts the top card of their deck into their hand. Once all effects have been resolved and there are no more waiting to be added, the game moves into the Main Phase. On the first turn of the game, the active player skips this step. ## dry A character that was in play at the start of its player's current turn is considered to be dry. ## drying A character that was played after the start of its player's current turn is considered to be drying. Drying characters can't quest, challenge, or to pay any cost. Non-activated abilities on drying characters, including abilities that trigger "When you play this character," are still in effect while the character is drying. Drying characters may still be affected by card effects. ## duration A specified length of in-game time that describes how long an ability or effect applies. ## effect What happens as a result of resolving an action or ability. ## End-of-Turn Phase The turn structure's third phase, which begins when the active player declares the end of their turn. ## exert To turn a card sideways, such as to quest, challenge, or pay the cost of a card or ability. Some abilities use the symbol to show that the card must be exerted as part of the ability's cost. While a card is exerted, its player may still use abilities on it that don't require them to. ## exerted A card that is or has been turned sideways. ## facedown A card in the play area with its back facing up toward the players and its front facing down toward the play surface. No player can look at the front of a facedown card at any time, not even their own. A facedown card is never considered to be in play. ## faceup A card in the play area with its back facing down toward the play surface and its front facing up toward the players. A faceup card is publicly known and can be looked at by any player at any time. ## floating triggered ability A triggered ability generated to exist for a specified duration. ## for free A player who plays a card or uses an activated ability for free can't choose any other alternate cost for playing the card or activating the ability. An activated ability for free must still pay {E} ## full name For cards that have a version in addition to a name, the combination of the two. ## game state check The check the game performs to verify a set of conditions and the required actions when one or more of those conditions are met. This check occurs at the end of each step, after each action or ability is finished resolving, and after each effect in the bag is finished resolving (see 1.8). ## hand The zone where cards drawn by a player are held. ## Illuminary icon The icon on the back of a standard Disney Lorcana card. ## in a stack Two or more cards that are in play and in a single pile comprising a top card and all cards under it. If the top card in a stack moves to a specific zone, all cards under that card move to the same zone, and the cards are no longer considered to be in a stack. ## in play A card in the Play zone without any cards on top of it. If a card is under another card, it's not considered to be in play. If a card is facedown, under another card, or in any zone other than the Play zone, it's not considered to be in play. ## ink noun. The resource that players use to pay the cost of playing cards and using certain abilities. A player's ink is represented by the cards they've put into their inkwell, also called ink cards. verb. When a player puts a card from their hand into their inkwell as a turn action, also called inking a card. A player can ink only 1 card during their turn, and that card must have the inkwell symbol around its cost to indicate that it's inkable. ## ink type The ink type of a card as shown by the ink type symbol at the left edge of the card, just above the text box. The six ink types are Amber, Amethyst, Emerald, Ruby, Sapphire, and Steel, and each has its own symbol on the cards. A deck can have up to two ink types. ## inkwell The private zone where a player puts their ink cards, facedown. Each card in a player's inkwell represents 1, no matter what's on the front of the card, and players can't look at the front of the cards in any inkwell. ## inkwell symbol A circular symbol that's present around a card's cost if that card can be inked, or put into its player's inkwell and used as ink. ## is/was damaged Takes/took damage. ## item A card that lists "Item" on its classification line. When a player plays an item, they put it in their Play zone, where it remains until it's banished or removed from play by a game effect. Items can be exerted during the turn they're played. A player can't have more than 4 copies of an item with the same full name in their deck. ## keyword ability An ability or abilities represented by a short, bolded name that's the same wherever the ability appears. Examples of keyword abilities include Bodyguard, Challenger, Evasive, Reckless, and Rush. ## location A card that lists "Location" on its classification line. When a player plays a location, they put it in their Play zone. Locations have a cost to play, a move cost to move a character to the location, and Willpower \(\clubsuit\) . Locations can be dealt damage and can be challenged; when a location has damage equal to or greater than its Willpower \(\clubsuit\) that location is banished. A location may have a Lore value \(\diamond\) , which is how much lore its player gains at the start of their turn during the Set step. If a location has an activated ability, that ability can be used the same turn the location comes into play. A player may have multiple copies of a location with the same name in their deck but can't have more than 4 copies with the same full name. ## lore The resource players race to gain as they play. The first player to reach 20 lore wins the game. ## Lore value A card characteristic that indicates the amount of lore its player can gain from it each turn. On a character, this lore is gained by questing. On a location, this lore is gained at the start of the player's turn during the Set step. ## Main Phase The second phase of the turn structure, when a player can take any of the Main Phase turn actions (see 3.3, "Main Phase"). ## move cost The cost to move one of your characters to one of your locations. ## multiplayer game A game played with three or more players. name A card's name appears in large text above its classification line. On actions, items, and locations, the name is located in the center of the card. On characters, the name is located on the left of the card, across from its \(\text{和}\) and \(\text{心}\) . A character's or location's name and version together make up the card's full name. on top When a card has 1 or more cards under it. opponent Anyone a player is playing against. Also known as opposing player. opposing character A character played by an opponent. opposing player Anyone a player is playing against. Also known as opponent. passing the bag The process in which multiple players with triggered abilities in the bag determine the order in which players resolve those abilities (see 6.7). phase One of the three main parts of a turn. The phases of a player's turn are the Start-of-Turn Phase, Main Phase, and End-of-Turn Phase. play The act of playing a card. A card can be played only from a player's hand. If the card played is an action, the player reveals the card, pays its cost, puts it into play, resolves its effects, and then discards it. If the card played is a character, item, or location, the player reveals the card, pays its cost, and puts that card into play. player Anyone playing the game. private zone A zone where the cards aren't publicly known. Players can't look at them unless directed by a game rule (e.g., drawing a card) or an effect. Players can count the number of cards in a private zone at any time. While a private zone is revealed, it's not considered private. public zone A zone where the cards are publicly known. Players can look at or count the cards in any public zone at any time. quest When a player exerts a character to gain lore equal to that character's Lore value \(\spadesuit\) . A character can't quest the same turn it's played. ready verb. To put a card in the ready position (upright). A player readies all of their exerted cards in the Ready step of their turn. adjective. A card that's currently in the ready position. Ready step The first step of the Start-of-Turn Phase of a player's turn, when effects that apply "during your turn" start applying and the active player readies all their exerted cards. Effects with the duration "until the start of your next turn" end. Effects that trigger "at the start of your turn" trigger. However, they wait until the Set step to start resolving. ## reminder text Italicized text following a keyword or other rules text and enclosed in parentheses. It's not rules text and serves only as a memory aid. ## replacement effect An effect generated by some abilities that replaces one effect with another. ## reveal Showing the face of a card or cards from a private zone to all other players. The player can reveal cards only from the group of cards described in the effect. The revealed cards remain revealed for as long as the effect that caused them to be revealed is resolving. Being revealed doesn't move cards from the zone they're in. ## self-replacement effect An ability that has a replacement effect that partially or completely replaces its own ability or abilities. ## sequential effect An effect that requires a player to make a decision or pay a cost in order to resolve it. Such an effect is normally written as "[A] to [B], "[A] or [B]," or "[A]. If you do, [B]." ## Set step The second step of the Start-of-Turn Phase of a player's turn, when characters that are in play are no longer drying and can quest, challenge, or to pay costs for activated abilities or song cards. During this step, the active player gains lore from locations they have in play with a \(\clubsuit\) characteristic. Effects that occur "At the start of your turn" and abilities that triggered during the Ready step are added to the bag, then all triggers are resolved. ## shuffle To randomize the order of cards in a deck. ## simultaneous turns A turn in some multiplayer formats, in which all players on the same team progress through the phases and steps of the game at the same time. Triggered abilities and effects are added to the bag by the team as a whole, and the team chooses the order they resolve in. ## sing/singing When a player \(\mathbb{O}\) a character to pay an alternate cost to play a song. That character's cost must be equal to or greater than the song's ink cost. skip When a specific step or phase doesn't happen. ## song A type of action that can be played by paying the song's ink cost or by exerting a character or characters to sing it. ## stack noun. A number of cards set on top of each other, such as a character with Shift and the character it was played onto. When cards in a stack leave play, they all go to the same zone as the top card and are no longer considered to be in a stack. verb. To combine multiple instances of an effect. Keyword abilities that stack are followed by “+[N].” ## Start-of-Turn Phase The first phase of the turn, in which a player resets their cards for the turn. This is when all effects that end at the start of the player's turn end and when effects that occur or begin at the start of their turn happen. The Start-of-Turn Phase has three steps: Ready, Set, and Draw. ## starting hand The initial 7 cards that a player draws at the start of the game, before they choose whether to alter their hand. ## starting player The player who takes the first turn of the game, determined randomly before the game begins. The starting player doesn't draw on that turn. ## static ability An effect that could alter characteristics of a card, game rule, or game state. A static ability is continuously active, either for a fixed length of time or for as long as the card generating the effect is in play. ## Strength The amount of damage a character deals in a challenge. A character's Strength may be referenced in abilities or effects. ## take/took damage Whenever damage is (or was) dealt to, put on, or moved to a character or location. ## triggered ability An ability that causes an effect to be added to the bag when a particular condition is met. Triggered abilities start with "When," "Whenever," "At the start of," or "At the end of" and describe the game state that causes the abilities to trigger and the effects of the abilities. When an ability triggers, its effect is added to the bag to be resolved. ## turn The unit of time each player takes to complete the following three phases: Start-of-Turn Phase, Main Phase, and End-of-Turn Phase. Each player takes their turn before passing the turn to the next player. ## turn action An action that the game allows a player to take during the Main Phase of their turn. A player may take any number of turn actions on their turn, in any order. Turn actions include putting a card into the inkwell, playing a card, questing, challenging, moving a character to a location, and using activated abilities. ## under When a card has one or more cards on top of it. A card that's under another card and in the Play zone isn't considered to be in play. Any player can look at a faceup card that's under another card at any time. No player can look at the front of a facedown card that's under another card at any time, not even their own. ## version A descriptor that can differentiate cards with the same name for purposes building a deck. A character's or location's name and version together constitute the card's full name. ## Willpower How much damage it takes to banish a character or location. ## zone A physical or non-physical space used for gameplay purposes. Whether a zone is public or is private determines what information can be shared about the cards there. Each player's zones are: deck, hand, play, inkwell, discard, and bag. All zones are considered separate from one another. ## Glossary # Glossary Source: submodules/lorcana/.agents/skills/lorcana-rules/references/glossary.md --- Local source: submodules/lorcana/.agents/skills/lorcana-rules/references/glossary.md Publisher's current source: [Ravensburger](https://files.disneylorcana.com/Comprehensive-Rules_2.2.0-EN.pdf) (local copy: 2.0.1) # Lorcana Glossary Load this file before rules-facing Lorcana work. Use these terms in player-facing copy, tests, and implementation notes unless the codebase has an established narrower type name. ## Core Objects - Character: Card type that can quest, challenge, sing, take damage, and be banished. - Action: One-shot card type. Songs are a subtype of action. - Item: Card type that stays in play and may have static, triggered, or activated abilities. - Location: Card type in play with move cost and Willpower. Locations can be challenged and may provide lore. - Song: Action that can be played by paying ink or by exerting one or more eligible characters to sing. ## Zones - Deck: Private stack a player draws from. - Hand: Private zone of cards available to play. - Play: Public zone containing characters, items, and locations. - Inkwell: Private zone of facedown ink cards used to pay ink costs. - Discard: Public zone for discarded, banished, or resolved cards. - Bag: Non-physical zone where triggered abilities wait before resolving. ## Turn And State Terms - Active player: Player currently taking their turn. - Ready: Upright state. Ready cards can usually be exerted to pay costs or take actions. - Exert: Turn a card sideways to pay a cost or take an action. - Exerted: Sideways state. - Drying: A character played after the start of its player's current turn. Drying characters cannot quest, challenge, or pay exert costs unless an effect allows it. - Dry: A character that has been in play since the start of its player's turn. - Start-of-Turn Phase: Ready, Set, and Draw steps. - Main Phase: Phase where turn actions happen. - End-of-Turn Phase: End timing and turn cleanup. ## Actions And Resolution - Turn action: Main Phase action such as inking, playing a card, questing, challenging, moving to a location, or using an activated ability. - Ink: Resource represented by cards in the inkwell; also the act of putting a card into the inkwell. - Quest: Exert a character to gain lore equal to its Lore value. - Challenge: Exert a dry character to challenge an exerted opposing character or opposing location. - Move: Move a character to a location by paying move cost. - Game state check: Rules check performed after actions and effects to process wins, losses, banishment, and pending triggers. - Triggered ability: Ability that adds an effect to the bag when its condition is met. - Replacement effect: Effect that modifies or replaces an event. ## Values - Lore: Resource players race to gain. Reaching 20 or more lore wins in normal play. - Lore value: Amount of lore a character gains by questing or a location grants at the start of turn. - Strength: Amount of damage a character deals in a challenge. - Willpower: Amount of damage needed to banish a character or location. - Damage: Counters on characters or locations that count against Willpower. - Ink cost: Ink required to play a card or pay a cost. ## Keywords - Bodyguard: Opposing challenges must choose a character with Bodyguard if able. - Evasive: Can be challenged only by characters with Evasive. - Reckless: Cannot quest and can restrict ending the turn while able to challenge. - Resist +N: Reduces damage dealt by N. - Rush: Can challenge as though dry. - Shift: Alternate play method that puts a character on top of another character. - Singer: Can sing songs of a stated cost or less. - Sing Together: Multiple ready characters can exert together to sing. - Support: Triggered ability that adds Strength to another chosen character this turn. - Vanish: Banish this character when an opponent chooses it for an action, ability, or effect. - Ward: Opponents cannot choose this character except to challenge. ## Errata & Rulings # Errata & Rulings Status: not tracked in the tcg-engines repository. No Lorcana errata text is tracked in this export. Publisher set release notes and current rules: https://www.disneylorcana.com/en-GB/resources. Local set notes are under submodules/lorcana/.agents/skills/lorcana-rules/references/-release-notes/. ## Disney Lorcana Tournament Rules # Disney Lorcana Tournament Rules Source: submodules/lorcana/.agents/skills/lorcana-rules/references/tournament-policy (1 tournament-policy files) --- Local source: submodules/lorcana/.agents/skills/lorcana-rules/references/tournament-policy/tournament-rules.md Publisher document: [Ravensburger](https://files.disneylorcana.com/Tournament-Rules-7.14.2026_Update_EN.pdf) (local copy: effective 2026-07-14) Tournament Rules Effective 07/14/2026 INTRODUCTION Ravensburger and the Disney Lorcana trading card game Organized Play Team work to provide a welcoming, open, supportive, and safe environment for all event participants. Part of this work includes setting rules and standards for tournament roles, processes, and gameplay procedures. All tournament participants agree to abide by the rules outlined in this document. Corrective action may be taken if these rules aren’t followed. Other applicable documents that all participants must follow are available at the Disney Lorcana TCG Resources page, here. These documents include: • Disney Lorcana TCG Comprehensive Rules • Disney Lorcana TCG Play Correction Guidelines • Disney Lorcana TCG Organized Play Diversity & Inclusion Policy • Disney Lorcana TCG Community Code • We welcome constructive feedback and suggestions regarding this document. Please contact us at LorcanaOP@ravensburger.com to provide yours. For a list of revisions to this document since its last publication, see the Update Summary at the end of this document. 1 ©Disney disneylorcana.com CONTENTS 1. TOURNAMENT DEFINITIONS 1.1. Tournament Types 1.2. Tournament Levels 1.3. Tournament Formats 1.3.1. Constructed Tournament Formats 1.3.2. Limited Tournament Formats 1.3.2.1. Preconstructed 1.3.2.2. Sealed 1.3.2.3. Pack Rush 1.3.2.4. Draft 1.4. Tournament Roles 1.5. Eligible Players and Tournament Officials 1.6. Set Legality and Rotation 1.6.1. Rotation List 1.6.2. Banned Cards 2. TOURNAMENT ROLES 2.1. Tournament Organizer 2.2. Lead Lore Guide 2.3. Lore Guides 2.4. Scorekeeper 2.5. Player 2.6. Spectator 2.7. Broadcast Representative 3. TOURNAMENT OPERATIONS 3.1. Player Minimums 3.2. Round Minimums 3.3. Match Structure 3.4. Match Procedure 3.5. Out-of-Order Sequencing 3.6. Intentional Draws and Concessions 3.7. Takebacks 3.7.1. Eligibility and Limitations 3.7.2. Illegal Actions and Rules Errors 3.7.3. Examples of Eligible Takebacks 3.7.4. Examples of Ineligible Takebacks 3.8. Deck Registration 3.9. Deck Checks 3.10. Dropping from a Tournament 3.11. Approved Accessories 3.12. Time Extensions 2 ©Disney disneylorcana.com 4. BROADCAST 4.1. Tournament Operator Rights 4.2. Player Likeness Consent 5. INFORMATION AND COMMUNICATION 5.1. Game Layout 5.2. Notes and Information Tracking 5.3. Electronic Devices 5.4. In-Game Information 5.5. Inkwell 5.6. Card Naming and Descriptions 6. TIME LIMITS 6.1. General Tournament Time Limits 6.2. Limited Tournament Time Limits 7. PLAYER CONDUCT 7.1. Prohibited Conduct 7.2. Sponsors and Teams 7.3. Interviews and Other Content 8. TRAVEL INFORMATION 8.1. Travel Documentation and Accommodations 8.2. Player Replacements/Alternates 9. PRIZING 9.1. Prizing Earned 3 ©Disney disneylorcana.com SECTION 1: TOURNAMENT DEFINITIONS 1.1 Tournament Types Disney Lorcana TCG tournaments are divided into two types: Constructed and Limited. Constructed tournaments are played with decks that the players have built before the tournament begins. Each player is responsible for bringing a deck that is legal for the specific Constructed format being played at that tournament. (See section 1.3.1, “Constructed Tournament Formats.”). Limited tournaments are played with unopened Disney Lorcana TCG product that is provided by the Tournament Organizer. Players aren’t expected to bring any Disney Lorcana TCG cards with them to participate in a Limited tournament. Limited includes the Preconstructed, Sealed, Pack Rush, and Draft variants. (See section 1.3.2, “Limited Tournament Formats.”) 1.2 Tournament Levels Disney Lorcana TCG tournaments are divided into three levels: Entry-level, Competitive, and Premier Play. All tournaments handle in-game errors by using the Disney Lorcana TCG Play Correction Guidelines, available on the Disney Lorcana TCG Resources page, located here. Entry-level tournaments are played with more relaxed rules and fewer, if any, prizes. These tournaments are intended for less serious play; Tournament Organizers are responsible for ensuring that these events are welcoming to less-experienced players. The focus of Entry-level tournaments is to be fun and educational for all. Prerelease events are examples of Entry-level tournaments. Competitive tournaments are designed for more serious play and have stricter rules and higher expectations for players. They also feature unique and sometimes significant prizes for players. Because of this higher standard, players are expected to be familiar with the rules and policies outlined in this document. Some Corrective Actions from the Play Correction Guidelines are also modified at this level. Set Championships are examples of Competitive tournaments. Premier Play tournaments are the highest level of Disney Lorcana TCG competitive tournaments. The focus of these events is competition, and players can win significant prizes. Due to this higher level of competition, players are expected to understand the rules and policies outlined in this document as well as the full Play Correction Guidelines. Challenge Events and World Championships are examples of Premier Play tournaments. 1.3 Tournament Formats 1.3.1 Constructed Tournament Formats “Constructed” describes any event where players are expected to build their decks ahead of the tournament. There are two Constructed formats: Core and Infinity. 4 ©Disney disneylorcana.com 1.3.1.1 Core Constructed • Constructed decks must contain at least 60 cards. There’s no maximum deck size, but a player must be able to shuffle their deck in a timely manner without assistance. • Constructed decks must not contain cards from more than two ink types. For example, if a deck contains Amber and Amethyst cards, it must not contain any Emerald, Ruby, Sapphire, or Steel cards. Decks may contain dual-ink cards as long as they contain only the two ink types on those cards. For example, an Emerald and Ruby deck can’t contain a card that’s Emerald and Steel. • Constructed decks must not contain more than 4 of a single card as identified by its full English card name. For a character or location card, its full name is the combination of the card’s name and its version. Thus, cards with the same name but different version names are considered distinct cards. For example, a deck may contain up to 4 copies of Ariel – On Human Legs as well as up to 4 copies of Ariel – Spectacular Singer. • In a Core Constructed tournament, players may use only cards that are within the current rotation schedule to build their decks. • In a Core Constructed tournament, players must not use any cards that are banned from the Core Constructed format. (See 1.6.2 “Banned Cards.”) 1.3.1.2 Infinity Constructed • Infinity Constructed tournaments follow the same guidelines as Core Constructed tournaments with the following exceptions. o In Infinity Constructed tournaments, players may use any cards from any set as long as they follow the other guidelines outlined in 1.3.1, “Constructed Tournament Formats.” o Infinity Constructed tournaments feature their own banned card list that is separate from Core Constructed tournaments. (See 1.6.2, “Banned Cards.”) 1.3.2 Limited Tournament Formats “Limited” describes any event where players are provided with unopened Disney Lorcana TCG product and are expected to build their decks on-site during the tournament. There are four Limited formats: Preconstructed, Sealed, Pack Rush, and Draft. • Limited decks in Sealed must contain at least 40 cards. Limited decks in Draft must contain at least 35 cards. There’s no maximum deck size, although decks are limited in size by the card pool they’re built from. • Limited decks aren’t restricted in how many ink types they may contain. • Limited decks may contain any number of copies of any individual card. For example, if a player in a Sealed tournament opens 6 copies of Genie – The Ever Impressive, they may play all 6 in their deck. 1.3.2.1 Preconstructed 5 ©Disney disneylorcana.com o In a Preconstructed tournament, players are provided with a random preconstructed single-player deck from the set or sets chosen for the tournament. At the Tournament Organizer’s discretion, players may add cards from or exchange cards among the preconstructed deck, the booster pack included in their single- player deck box (if applicable), and/or any additional sealed product supplied for the construction of the deck. o Because the provided preconstructed deck is 60 cards, the deck must be a minimum of 60 cards after the deck construction period. Limited-format decks may contain cards of more than two ink types. o Preconstructed tournaments can only be Entry-level tournaments. 1.3.2.2 Sealed o In a Sealed tournament, each player is provided with a set of unopened booster packs from which to build their deck. o The minimum number of booster packs to be provided for Sealed tournaments is six per player, from the set(s) of the Tournament Organizer's choice. Each player begins with the same number of booster packs from each set selected. o Sealed events may be used at any tournament level. 1.3.2.3 Pack Rush o In a Pack Rush event, each player is provided with two unopened booster packs, either from the same set or from different sets, that will comprise their deck. Players will remove the marketing or puzzle cards from the packs and shuffle all the remaining cards from the two booster packs together to form a 24-card deck with no ink type restrictions. o All players should follow the remaining guidelines outlined in the Pack Rush Rules, which can be found on the Disney Lorcana TCG Resources page, here. 1.3.2.4 Draft o In a Draft tournament, players take turns selecting, or “drafting,” cards from unopened booster packs to form their card pools. o The minimum number of booster packs to be provided for Draft tournaments is four per player, from the set(s) of the Tournament Organizer’s choice. Each player begins with the same number of booster packs from each set selected. o Players are seated in random groups called pods. The number of people in each pod is at the discretion of the Tournament Organizer, although the guidelines here should usually be followed.  Each pod should have as close to eight players as possible.  Each pod should have at least six players.  There should be no more than one pod with an uneven number of players. 6 ©Disney disneylorcana.com o Following these guidelines, here are the recommended pod sizes for smaller tournaments. # of players Pods 6-11 1 pod 12-14 1 pod of 6 1 pod of 6 to 8 15-16 1 pod of 8 1 pod of 7 to 8 17 1 pod of 8 1 pod of 9 18 3 pods of 6 19-20 2 pods of 6 1 pod of 7 to 8 21 1 pod of 6 1 pod of 7 1 pod of 8 22 1 pod of 6 2 pods of 8 23 1 pod of 7 2 pods of 8 o For the first booster pack, each player opens a pack, selects a card to add to their card pool, and then passes the remaining cards to their left. Then, they collect the cards passed from their right, select a card, and pass the remaining cards to their left. Card selection continues in this manner until all cards from the pack have been drafted. All players should pass cards at the same pace, taking care not to allow a player to fall behind. o The direction of passing reverses for each booster pack after the first: cards from the second pack are passed to the right, cards from the third pack are passed to the left, and so on. Each booster pack should be passed in only one direction around the table. If a player falls behind or passes a booster pack the wrong direction, players could end up with an incorrect number of cards. Once all packs have been drafted, each player’s selections become their card pool for deck construction. o In Entry-level Draft tournaments, players may be paired against any other player in the tournament. o In Competitive Draft tournaments, players must be paired against players in their own pod. o The Tournament Organizer may create special deck construction rules for specific events at Competitive events. These rules must be communicated to players in a timely manner. 7 ©Disney disneylorcana.com 1.4 Tournament Roles Tournaments may have multiple roles represented: • Tournament Organizer • Lead Lore Guide • Lore Guide • Scorekeeper • Player • Spectator • Broadcast Representative All the above roles except Player and Spectator are considered Tournament Officials. For purposes of this document, “Lore Guide” refers to anyone acting as Lead Lore Guide or Lore Guide in that tournament. 1.5 Eligible Players and Tournament Officials Anyone is eligible to play in any Disney Lorcana TCG tournament, except: • Anyone currently banned from playing in Disney Lorcana TCG events; • Any Tournament Official for any event they’re a part of (Competitive and Premier Play only); and • Anyone specifically prohibited from participation by Ravensburger North America Organized Play policy, which ensures fair play and transparency as well as mitigating conflicts of interest within competitive events. Anyone is eligible to serve as a Tournament Official for a Disney Lorcana TCG tournament, except: • Anyone currently banned from playing in Disney Lorcana TCG events and • Anyone who has played in the tournament that they want to be a Tournament Official for, even if that person has dropped out of the tournament. Tournament Officials are allowed to participate in Entry-level events. Tournament Officials are prohibited from participating in Competitive and Premier Play events, including Set Championships and Challenges, for which they’re serving as a Tournament Official. 1.6 Set Legality and Rotation Disney Lorcana TCG sets are legal to play in Disney Lorcana TCG Sanctioned Constructed Tournaments immediately on prerelease in hobby stores and are legal to play in Disney Lorcana TCG Sanctioned Limited Tournaments immediately on prerelease in hobby stores. Alternate and special versions of cards, including preview and promo cards, become legal when their respective set does, regardless of when they’re released. 8 ©Disney disneylorcana.com To maintain a dynamic and balanced competition circuit, Core Constructed tournaments will follow a rotation schedule that phases out older sets in a structured cadence. Only cards from current legal sets are permitted in Core Constructed events. Players are responsible for ensuring their decks comply with the current rotation status at the time of the event. (See 1.6.1, “Rotation List,” for more information on how rotation works.) If a card is legal in a particular format, any printing of that card can be used in that format. For example, if a card is from a set that is legal in Core Constructed, any printing of that card from current or previous sets can be used in Core Constructed. Alternate and special versions of cards, including preview and promo cards, rotate when their respective sets do. 1.6.1 Rotation List • With the release of Set 9, only cards released in Set 5 and later became legal to use in Core Constructed. The following sets rotated out of Core Constructed: o Sets 1, 2, 3, and 4 • With the release of Set 13, only cards released in Set 9 and later will be legal to use in Core Constructed. The following sets won’t be legal in Core Constructed: o Sets 1, 2, 3, and 4 (not legal in Core Constructed) o Sets 5, 6, 7, and 8 (rotating out – not legal in Core Constructed) Additional rotations will be added in future updates to the Tournament Rules. Set rotation doesn’t apply to Infinity Constructed tournaments. 1.6.2 Banned Cards The following cards are banned in Core Constructed Tournaments: • No current banned cards The following cards are banned in Infinity Constructed Tournaments: • Hiram Flaversham - Toymaker SECTION 2: TOURNAMENT ROLES 2.1 Tournament Organizer The Tournament Organizer for a Disney Lorcana TCG Tournament is responsible for several tasks, including but not limited to the following. • Obtaining permission from Ravensburger to operate the tournament. • Providing and furnishing a sufficient site to operate the tournament. 9 ©Disney disneylorcana.com • Promoting the tournament to ensure sufficient attendance. • Advertising the tournament type and format for player preparation. • Acquiring sufficient staff for the tournament (e.g., Lore Guides and Scorekeepers). • Providing sufficient materials to operate the tournament (e.g., product in a Limited tournament) • Reporting the tournament results to Ravensburger, if requested. 2.2 Lead Lore Guide Every Disney Lorcana TCG tournament must have a Tournament Organizer designate a Lead Lore Guide for that event. This person must be physically present throughout the duration of the event. For Entry-level tournaments, the Tournament Organizer may serve as the Lead Lore Guide. For Competitive and Premier Play tournaments, the Tournament Organizer and Lead Lore Guide must be two separate individuals. The Lead Lore Guide is the final arbiter for any rules or tournament policy disputes at a Disney Lorcana TCG tournament. It’s their responsibility to enforce the codes in this document, the Disney Lorcana TCG Comprehensive Rules, and the Disney Lorcana TCG Play Correction Guidelines. All tournament participants are expected to abide by the Lead Lore Guide’s decisions. For smaller tournaments, the Lead Lore Guide is typically the only Lore Guide needed. For larger tournaments, the Lead Lore Guide is expected to delegate tasks to other Lore Guides as necessary to facilitate smooth tournament function and timely responses to player questions. If a player is dissatisfied with a Lore Guide's ruling, they may appeal the ruling to the Lead Lore Guide. The Lead Lore Guide’s ruling is final. In Competitive and Premier Play tournaments, if any player must be disqualified or otherwise removed from a tournament, the Lead Lore Guide must write a report of the incident and submit it to Ravensburger through the official Disney Lorcana TCG Tournament Disqualification Form, found here. The Lead Lore Guide may, in rare and extraordinary circumstances, depart from the rules and policies specified in this and associated tournament rules documentation. The Lead Lore Guide alone has the authority to make these modifications. These deviations from policy are intended to maintain the event’s integrity, ensure equity, and address unforeseen or exceptional circumstances that aren’t adequately addressed by current policies. Appropriate circumstances for deviations from policy include, but aren’t limited to, issuing a proxy if a card or other game element is inadvertently destroyed or damaged during a match. In this situation, the Lead Lore Guide may allow the use of a clearly identified proxy, which the Lead Lore Guide will supply and approve. Only Lead Lore Guides may issue proxies. 2.3 Lore Guides 10 ©Disney disneylorcana.com Lore Guides are responsible for assisting players with rules questions and resolving errors made during play. They’re expected to be impartial and to avoid assisting players with in-game strategy. Lore Guides shouldn’t prevent play mistakes from happening but instead should pause a match only if an illegal action is taken or if a situation requires de-escalation. Lore Guides should hold themselves to a high standard of sporting behavior and should exemplify this to players and spectators whenever serving as a tournament official. 2.4 Scorekeeper The Scorekeeper is responsible for recording all tournament results and generating all tournament pairings. For smaller tournaments, this role may be served by the Tournament Organizer or a Lore Guide. This person should be familiar with the Ravensburger Play Hub so that any issues or errors can be corrected in a timely manner and with minimal disruption to the tournament. If any egregious tournament scorekeeping issues arise, the Lead Lore Guide is the final arbiter for determining the appropriate action. 2.5 Player Players in Disney Lorcana TCG tournaments have the following responsibilities. • Always being respectful and courteous toward Tournament Officials, other players, and spectators. • Always refraining from unsporting conduct. • Arriving for the tournament and for all matches punctually. • Supplying all required tournament materials, including an appropriate deck for Constructed tournaments. This can also include dice, a playmat, pen and paper, and non-marked card sleeves. (See 3.11, “Approved Accessories.”) • For Competitive and Premier Play Constructed tournaments, submitting their deck list via the approved method given by the Tournament Organizer. • Verifying that their match results are reported promptly and accurately. • Properly communicating with their opponent to the best of their ability. • Promptly notifying Tournament Officials of any rules or policy violations observed, whether during their own matches or another player's matches as they occur. • Abiding by the rules of this document, the Disney Lorcana TCG Comprehensive Rules, and the Disney Lorcana TCG Play Correction Guidelines as well as by all rulings made by Lore Guides. Any assistance given by a Lore Guide does not remove these responsibilities. 2.6 Spectator Spectators are expected to allow Disney Lorcana TCG tournaments to proceed unaffected by their observation. Any person present at a Disney Lorcana TCG event who isn’t a Tournament Official or actively participating in an in-progress match is considered a Spectator. 11 ©Disney disneylorcana.com Spectators are expected to remain silent and unobtrusive while matches proceed. If a spectator observes a rule violation, they should ask the players to pause their game while the spectator notifies a Lore Guide. The spectator shouldn’t reveal any details of the perceived violation to the players but should instead relay the information to a Lore Guide so that the situation can be addressed correctly. Players may always request that a spectator not observe their match. This request should involve a Lore Guide. Tournament Officials may always restrict the ability of spectators to observe matches. For players who may require assistance to perform game actions or physically handle cards or other game objects, a spectator can be designated to assist the player. Such spectators can ask simple questions to clarify the intent of the player but aren’t permitted to offer any kind of play or strategic advice. 2.7 Broadcast Representative Broadcast Representatives are responsible for overseeing all event coverage and content production. They’re responsible for running and overseeing the official event feed; recording games and event footage; taking pictures of players, the event, and the location; and handling all livestreaming requests. Broadcast Representatives are required to follow all policies outlined in section 4, ”Broadcast.” Broadcast Representatives may be present in Entry-level, Competitive, or Premier Play tournaments but are most common at the Premier Play level. Ravensburger and its partners may use any media gathered by the Broadcast Representative for editorial, marketing, or promotional purposes. Consent to be filmed, photographed, and recorded in this way is implied by participation in the event in any tournament role. Unlike matches that aren’t broadcast, broadcast matches could be subject to additional policies and different procedures, such as longer preparation times for coverage, microphone or headset use, and seating changes. Before the game, a Lore Guide must explain these changes to all parties. Players are expected to cooperate with and adhere to any broadcast-related instructions. SECTION 3: TOURNAMENT OPERATIONS 3.1 Player Minimums In order for a tournament to qualify as an official Disney Lorcana TCG tournament, a minimum of eight players must participate. The tournament is no longer formally approved by Ravensburger and should be reported as canceled if at least eight participants aren’t present and prepared to compete. 12 ©Disney disneylorcana.com Only officially recognized Ravensburger-approved tournaments, such as Prerelease events, Set Championships, and authorized Tournament Organizer events, are subject to this requirement. This requirement doesn’t apply to informal events that aren’t part of these activities. There must be a minimum of eight participants in any tournament labeled Competitive or higher. 3.2 Round Minimums In order for a tournament to qualify as an official Disney Lorcana TCG tournament, a minimum of three rounds must be played. The tournament is no longer formally approved by Ravensburger and should be reported as canceled if at least three rounds aren’t played. Only officially recognized Ravensburger-approved tournaments, such as Prerelease events, Set Championships, and authorized Tournament Organizer events, are subject to this requirement. This requirement doesn’t apply to informal events that aren’t part of these activities. There must be a minimum of three rounds played in any tournament labeled Competitive or higher. Additional rounds are added to tournaments with more players for better player experience. Based on the number of players in the first round, the following number of rounds are advised. Players Swiss Rounds Top Cut 8 3 None 9-16 4 Top 4 17-32 5 Top 8 33-64 6 Top 8 65-128 7 Top 8 129-226 8 Top 8 227+ 9 Top 8 Top Cut is required only for Competitive and Premier Play tournaments. 3.3 Match Structure Any Disney Lorcana TCG tournaments must follow the Match Structure guidelines listed here for each type of event. • Entry-level and Competitive Play o Disney Lorcana TCG Entry-level and Competitive tournaments may use a variety of Match Structures for their events. These match structures are decided by the Tournament Organizer. Ravensburger encourages all Competitive events with 64 players or more to use the Premier Play Match Structure below. o Note that some events, such as Set Championships, may have additional requirements for Match Structure in order to be considered a formally approved Ravensburger tournament. o Any Entry-level and Competitive-level tournaments that use a Best-of-Three (Bo3) format are encouraged to follow the Premier Play Match Structure. 13 ©Disney disneylorcana.com • Premier Play o Disney Lorcana TCG Premier Play tournaments are played using a Best-of-Three (Bo3) format. Players will play a series of games, up to a maximum of three, with the first player winning two games determined as the winner of the match. o Three (3) match points are awarded for each match victory. Zero (0) match points are awarded for each match loss. One (1) match point is awarded for each match draw.  Prior to the match beginning and before any action has occurred in the match, the two players in the match must randomly decide which player has the choice of playing first or drawing first. • Any mutually agreed upon method may be used, such as rolling dice or flipping a coin. If players can’t agree on a method, a Lore Guide will decide the method for the match.  The player who has been determined to make the decision will choose whether to play first or draw first in game one. • The decision to play first or draw first in either game one or any game in a match must be made before either player sees their opening hand for that game. • If a player is unable to decide whether to play first or draw first, they’re presumed to be playing first in game one.  The player who plays first in each game doesn’t draw a card at the start of their first turn.  Once a game is completed, the player who lost the most recent game chooses whether to play first or draw in the next game of the match. o In Disney Lorcana TCG Premier Play tournaments, there may be Single Elimination brackets for top players at the event. For Single Elimination brackets, matches are played using a Best-of-Three (Bo3) format. To be awarded a victory for the match, a player must win two of the three games of the match.  Prior to the match beginning, and before any action has occurred in the match, the player who’s seeded higher from the Swiss Rounds has the choice of playing first or drawing first in game one. • Once a game is completed, the player who lost the most recent game chooses whether to play or draw first in the next game of the match. • The decision to play or draw in each game must be made before either player sees their opening hand for each game. • If a player is unable to decide, they’re presumed to be playing first in the next game. o Matches are recorded by the number of games won-lost-drawn. Any mutually agreed upon draw games or unfinished games are recorded as draws in the match. For example, a match where a player wins two games in a row is recorded as 2-0-0. 14 ©Disney disneylorcana.com If a player wins one game of a match and time runs out in the round with no winner in the End-of-Round procedure, the match is recorded as 1-0-1 in favor of the player who won one game.  Single-Elimination brackets may have different End-of-Round procedures. 3.4 Match Procedure Pregame • Before a game begins, players first decide which player is to choose whether to play first or draw first, as described in section 3.3. Each player shuffles their deck. Then, each player offers their deck to their opponent, who then has the opportunity to shuffle the deck further or cut the deck. Once this is completed, each player draws their opening 7-card hand. o For every game of a match, each player has one opportunity to alter their hand before any action has occurred. For a more detailed breakdown, see the Disney Lorcana TCG Comprehensive Rules on the Disney Lorcana TCG Resources page, here. • Pile Counting o Pile Counting is a method some players use to verify the exact card count in their deck. In Disney Lorcana TCG tournaments, Pile Counting is permitted under the following conditions.  It must be done prior to shuffling.  It may be done only before the start of each game, not during or after gameplay has started. Pile Counting may be done only once per game.  It must not be used to manipulate the deck in any way. o Once the player finishes the pile count for the game that is about to begin, they must shuffle their deck and give their opponent a chance to shuffle the deck further or cut the deck. Once this process has been completed, the first player begins their first turn. They won’t draw a card during their Start of Turn Phase for this turn. For a more detailed breakdown, see the Disney Lorcana TCG Comprehensive Rules on the Disney Lorcana TCG Resources page, here. End of Match At the conclusion of a match, it’s the responsibility of both players to verify the match result and make sure that it’s appropriately reported to the Tournament Organizer using the approved reporting method. This could be physical result slips or digital platforms such as the Ravensburger Play Hub. Before submitting results, players must verify that the winner and the match outcomes (2-0-0, 2-1- 0, 1-1-1, 0-0-3) are accurate. Both players must confirm the report with the Lore Guide or Tournament Organizer when requested. 15 ©Disney disneylorcana.com The Tournament Organizer must be notified right away of any disputes or missing reports. Players who don’t accurately report a match's result could cause disruptions to the tournament. Penalties for inaccurate reporting, including a match loss or disqualification, may be issued. When time is called in a round, any games still in progress will immediately proceed to the end-of- match procedure, as follows. • The active player finishes their turn. This is known as turn 0 and doesn’t count toward the five total turns remaining in the game. • After that turn, there are five total turns remaining in the game. • Regardless of which player’s turn it is, every turn taken after the turn in which time was called in a round counts toward the five-turn total. This often converts to two turns for the active player when time is called and three turns for the inactive player. • If the game ends during these turns, the match is reported following the normal rules. • If neither player has won the game at the end of turn five and one player has more game wins than the other, the player with the higher number wins the match. Unfinished games are recorded as draws. • Swiss Rounds: If neither player has won the game at the end of turn five, award match points as described in 3.3, “Match Structure.” The match is a draw if, at the end of turn five, neither player has won any games or if players have won an equal number of games. • Single-Elimination Rounds: When time is called in the round, if a player has more game wins than their opponent, they win the match. If both players are tied for game wins, they play five additional turns. A new game may be started to complete these five additional turns if one isn’t in progress. If neither player has won the game at the end of turn five and both players have the same number of game wins, the player with the higher lore total in the current game wins the match. If the players have the same number of game wins and the same lore, the game continues until one player has more lore than the other. When this happens, the player with the higher lore wins the game immediately. 3.5 Out-of-Order Sequencing Players can take a series of actions that, while not in the correct order, leads to the same legal game state as taking the actions in the correct order would have led to. Such out-of-order sequencing is allowed, with the following restrictions. • All actions taken must be legal. • Any action taken out of order can’t affect other actions in different ways depending on the order of operations. • This can’t be used to gain any kind of information from the opponent. For example, a player exerting in their inkwell before revealing the card they intend to play with that ink isn’t technically following the correct order, but they still arrive at the same legal state of the card being played. However, if a player has an effect in play that reads, “At the start of your turn, discard a card” and they draw their card for that turn and then try to discard that card, out-of-order- 16 ©Disney disneylorcana.com sequencing doesn’t apply. This is because the action of discarding a card would affect a different set of cards depending on the order of the actions. In this case, corrective action may be appropriate. Players should take care when applying out-of-order sequencing, as it doesn’t cover any Missed Triggers. 3.6 Intentional Draws and Concessions A player may concede an incomplete game or match at any time. That player immediately loses the game and, if applicable, the match moves on to the next game. A player who refuses to play a match is considered to have conceded that match. Players can’t ask their opponents to concede a game. Players can’t implicitly or explicitly offer or accept any reward or consideration in exchange for a concession. Players provided with such an offer must call a Lore Guide and report the incident. At any point prior to the end of a match, players may agree to an intentional draw (0-0-3) for the match. A player may request an intentional draw only once per match and can’t implicitly or explicitly offer any reward or consideration in exchange for the draw. Players provided with such an offer must call a Lore Guide and report the incident. 3.7 Takebacks Players are expected to make clear, deliberate, and intentional decisions with their play. For standard policy, plays in Disney Lorcana TCG can’t be undone once made. However, limited exceptions may apply in cases of honest mistakes or dexterity errors. These exceptions must be approved by a Lore Guide and follow all guidelines outlined below. A Takeback is a complete reversal of a player’s most recent play that restores the game state to what it was immediately before the play occurred, allowing the player to make a different choice or take a different action. A play may consist of: • A single action (e.g., challenging with a character), or • A batch of several actions performed as part of a single declared Out-of-Order Sequence (e.g., questing with multiple characters at the same time). During a Takeback, the entirety of such a declared sequence is considered one play. 3.7.1 Eligibility and Limitations • A Takeback may apply only to the most recent play made by the player during their turn. • A play can’t be taken back if any subsequent play or action has occurred. 17 ©Disney disneylorcana.com • Takebacks are never automatic and must be authorized by a Lore Guide. • Players must not perform Takebacks without Lore Guide approval. Lore Guides must carefully evaluate each request for a Takeback. A Takeback should not be allowed if the player gained additional information as a result of the play or action. Additional information includes, but isn’t limited to: • Resolution of effects (e.g., drawing cards, revealing cards from the deck, or banishing characters), • Triggered abilities resolving, and • Observing or gauging an opponent's reaction or lack of reaction after the play. If a Lore Guide is unable to determine whether additional information was gained or whether a Takeback would be appropriate, the standard policy is applied, and the Takeback is denied. Exception: A card revealed from the player’s own hand as part of the play (e.g., revealing a card to ink it and then requesting to ink a different card) isn’t considered additional information for the purposes of evaluating a Takeback. Players must not rush, pressure, or coerce their opponents into making plays or taking actions in an attempt to lock them into a decision and deny a potential Takeback. 3.7.2 Illegal Actions and Rules Errors If a play involves an illegal action (e.g., inking a card that can’t be inked, or choosing a character with Ward for an action), a Takeback may still be appropriate, provided all Takeback criteria are met. In these situations: • The player has committed a General Rules Error (PCG 2.4) and will receive a warning. • The Lore Guide may either: o Allow a Takeback, or o Perform a partial rewind and instruct the player to continue the play using only legal actions. 3.7.3 Examples of Eligible Takebacks The following are examples of when a Lore Guide may decide a Takeback is allowed: • A player chooses a character for an action and immediately says they want to choose a different character instead. • A player reveals a card to ink and immediately says they want to ink a different card instead. • A player declares a challenge against one character and immediately changes their mind before resolution. • A player declares a challenge with multiple characters as a group, then immediately says they want to quest instead. 18 ©Disney disneylorcana.com • A player plays Let the Storm Rage On, which reads “Deal 2 damage to chosen character. Draw a card.” They choose an opposing Cogsworth – Grandfather Clock for the damage, is informed he has Ward, and immediately requests a Takeback, before drawing a card. 3.7.4 Examples of Ineligible Takebacks The following are examples where a Lore Guide must not authorize a Takeback: • A player chooses a character for an action, resolves a triggered effect that draws a card, and then requests a Takeback after realizing the outcome was unfavorable. • A player performs multiple separate challenges sequentially and then requests to undo all of them. • A player inks a card and passes the turn. Their opponent takes an action, and the player then requests to undo the inking decision. 3.8 Deck Registration Players in Competitive and Premier Play Disney Lorcana TCG tournaments are required to register their decks. For a Constructed tournament, players must submit their deck list either via Ravensburger Play Hub or on a paper deck list, following instructions from the Tournament Organizer. The Tournament Organizer should communicate the deck list submission deadline. If no such deadline is communicated, the deck lists will be due before the first round is created. For a Limited tournament, players fill out a deck list as part of deck construction. These deck lists must be provided to a Tournament Official by the end of deck construction. The Disney Lorcana TCG Set Checklists can be found on the Disney Lorcana TCG Resources page, here. Players may request to see their deck list between matches. These requests will be granted whenever feasible. Deck lists are considered the ultimate arbiter of which cards the player intended to play. Players must take care to use full card names, since many character cards have similar names. The use of official deck list forms is recommended for submitting a deck list but isn’t required. The Disney Lorcana TCG Deck Registration Sheet can be found on the Disney Lorcana TCG Resources page, here. 19 ©Disney disneylorcana.com 3.9 Deck Checks Lore Guides at Competitive and Premier Play tournaments will perform Deck Checks where possible. Deck Checks are intended to verify that players are playing the correct cards as registered on their deck list. Decks should be examined after shuffling is completed and before players draw their opening hands. For Competitive tournaments, Tournament Organizers are expected to check as many decks as possible during the event. For Premier Play tournaments, at least 10% of decks are expected to be checked, and it’s recommended that the Tournament Organizer check as many decks as possible during the event. Deck Checks may happen at any time during a tournament. 3.10 Dropping from a Tournament A player may drop out of the tournament at any time. Players are responsible for either dropping themselves using the Ravensburger Play Hub or by informing a Lore Guide or Scorekeeper. If the player is paired for any matches when the request to drop is made, that player is considered to have conceded all games in that match. Players who don’t show up for a designated match will be dropped from the tournament unless they inform the Lore Guide or Scorekeeper before that round ends. If a player drops during a Limited tournament, they keep all cards provided to them by the Tournament Organizer to participate in the event. This includes opened and partially drafted booster packs. 3.11 Approved Accessories Players are allowed to use personal accessories during tournaments as long as they follow the guidelines below. Accessories must not show offensive, graphic, or otherwise unsuitable content. Images that are violent, sexually provocative, or discriminatory in nature are prohibited. The Tournament Organizer may, at any time, approve or disapprove of any accessory and request a player use an acceptable alternative. Players may be given a match loss or disqualified from the tournament for failing to comply with such a request. Approved accessories are as follows. • Playmats o Officially licensed Disney Lorcana TCG Playmats OR any Playmats that follow the guidelines in this section o All playmats must be clean, rest flat on the table, and not interfere with gameplay. • Deck Sleeves 20 ©Disney disneylorcana.com o Officially licensed Disney Lorcana TCG Deck Sleeves OR any Deck Sleeves that follow the guidelines in this section o Each sleeve must enclose a single card entirely. o All sleeves must not be reflective, damaged, or marked. o All sleeves must be the same size, color, and style. o All sleeves must have fully opaque backs. Inner or over sleeves are allowed, provided that all other rules for sleeves are followed, with the exception of a fully opaque back. If sleeves need to be changed for a non-urgent issue that is found during a match, Tournament Officials may allow the change to be made between games or after the current match has concluded. • Dice o Officially licensed Disney Lorcana TCG Dice OR Dice that follow the guidelines in this section o Non-branded, polyhedral dice o All dice must be in good condition and have easily identifiable numbers. • Lore Counters o Officially licensed Disney Lorcana TCG Lore Counters o Disney Lorcana Trading Card Game Companion app o Custom Lore Counters may be used but must be an easily identifiable object and can’t be deceptive or confusing to players or Tournament Officials. o Written methods may be used to track Lore, provided they’re approved using the guidelines in 5.2, “Notes and Information Tracking.” • Deck Cases and Storage Boxes o Officially licensed Disney Lorcana TCG Deck Cases and Storage Boxes OR Deck Cases and Storage Boxes that follow the guidelines in this section o Deck Cases and Storage Boxes may be used to store decks between games or matches but must not be used while gameplay is in progress, except to access another approved accessory. • Altered Artwork Cards o Cards that feature any sort of alteration on the card may be used only during Entry- level tournaments. These cards can’t offer any competitive or strategic advantage or include references to other trading card games or any unsuitable content, outlined in this section. o Competitive and Premier Play tournaments allow only unaltered, officially licensed Disney Lorcana TCG cards. Cards with signatures may still be used, provided their artwork isn’t altered in any way and they follow the guidelines in this document. 3.12 Time Extensions 21 ©Disney disneylorcana.com If a Tournament Official pauses a match for more than 1 minute while the round is being played, they should issue a time extension equal to the time the match was paused. For Deck Checks, the time extension should equal the time it took to perform the check plus 3 minutes. SECTION 4: BROADCAST 4.1 Tournament Organizer Rights The Tournament Organizer may work with Broadcast Representatives to televise, stream, film, photograph, record, or broadcast any part of events outlined in this document. The resulting content may be used for any purpose, including but not limited to marketing and promoting the event, the Tournament Organizer, the Disney Lorcana TCG, or other events. 4.2 Player Likeness Consent Players agree to allow Tournament Organizer and Broadcast Representatives to record, use, and reproduce their name, likeness, voice, image, gameplay, and related marks or logos in any kind of media by taking part in any event covered by this document. This includes photography, video, audio, live or recorded broadcast, and digital and print promotional materials in any format. This consent is valid globally and will be used to promote the marketing and documentation of Disney Lorcana TCG organized play. For non-broadcast events or local tournaments, players can notify the Tournament Organizer before the event begins if they don’t want to be photographed, filmed, or recorded. Reasonable efforts will be made to accommodate such requests; however, such accommodations may limit the players’ participation in featured matches or other promotional opportunities. SECTION 5: INFORMATION AND COMMUNICATION 5.1 Game Layout During all Disney Lorcana TCG tournaments, players are required to maintain a clear and consistent Game Layout to support fair play and clarity for both players and Tournament Officials. • Characters, items, and locations must be positioned in front of the player’s inkwell from the opponent’s perspective. Characters that have moved to locations should be clearly identified as at the location they’ve moved to. • A player’s inkwell isn’t required to be placed close to the edge of the table; it may be positioned to the left, right, or further back in the play area, as long as characters, items and locations are always positioned in front of the inkwell. 22 ©Disney disneylorcana.com • Game Layout must remain clear and unambiguous throughout the game and not disrupt gameplay or lead to any uncertainty about the game’s current state. As long as the Game Layout is clear and understandable to all players and Tournament Officials, players who require additional accommodation due to age, disability, or other accessibility needs may adjust their Game Layout. If any accommodation is required, players are expected to request assistance from a Tournament Official or Lore Guide, who can assist in creating a clear and easily accessible Game Layout. 5.2 Notes and Information Tracking Players may use tokens to track only their own in-game, public information. Players must not track any of their opponents' information, whether public or private. For example, a player may use tokens to remind themselves to gain lore from a particular location or that a character can’t be readied at the start of their next turn. No numerical representation of any type is permitted on a token to track any in-game information other than damage. Players are encouraged to keep written track of lore totals, but they’re not permitted to take any other form of notes during a match. Referring to outside notes during a match is considered Outside Assistance. For more information on Outside Assistance, see the Disney Lorcana TCG Play Correction Guidelines, available at the Disney Lorcana TCG Resources page, found here. Outside Assistance can include, but isn’t limited to, writing down the names of cards in an inkwell as they're revealed, using dice to denote the ink costs of revealed cards, and using other devices or processes to create any kind of record of game information. A Tournament Official will make the final determination of whether a form of note was made. Players can’t take or look at notes during Drafting or during Limited Deck Construction. 5.3 Electronic Devices The use of electronic devices such as smartphones, tablets, and smart watches at Disney Lorcana TCG events is permitted so long as all devices are always in plain view of both players in the match. Using the Disney Lorcana TCG Companion app for tracking lore and referring to the card database are examples of allowed usage. Players may use their electronic device for private reasons such as texting, making a call, or browsing after first informing a Lore Guide, who will help facilitate the request. At the Lore Guide's discretion, penalties such as warnings, match loss, or disqualification from the tournament will be given for any player not following these guidelines or attempting to hide any device use. 5.4 In-Game Information There are two types of information in the Disney Lorcana TCG: public and private. Information is considered private if it exists in any facedown zone. Although the hand isn’t a facedown zone, it’s 23 ©Disney disneylorcana.com considered private information from your opponent. Information in any other zone is considered public. Players are allowed to know the status, characteristics, and contents of any public zone or of any card in a public zone. Players are allowed to know only the number of cards in a private zone. If private information is revealed to the opponent, it’s considered public information while revealed. Players are responsible for keeping private information from being accidentally revealed to other players. During games, players are expected to communicate openly with their opponents. When putting a card into their inkwell through the standard turn action (that is, inking a card), the player adding the card must ensure that their opponent has full knowledge of which card is being added, including by announcing the full name of the card. The opponent must be allowed to verify that the card has the inkwell symbol around the cost. The current status of any card in play (e.g., exerted or ready, damage marked, whether the ink is dry, etc.) must be completely and correctly communicated by that card’s player whenever requested by another player. Exerted cards should be rotated roughly ninety degrees to indicate their status. Ready cards should be upright. A player may choose to exert their cards clockwise or counterclockwise, but they should be consistent with all of their cards. Lore gains and losses must always be announced and must include the new lore total after the lore change for that player. This ensures that both players fully understand the current lore score and that any discrepancies can be found and remedied as soon as possible, likely with the help of a Lore Guide. Players are expected to maintain a clear game state whenever possible. This includes pointing out mandatory effects whenever they occur, even if they're from an opponent’s card. For purposes of this rule, a “mandatory effect” is one that doesn’t include the word “may” in its text. Reminding another player of a “may” effect isn’t mandatory, but players are strongly encouraged to remind their opponents of these effects in order to foster the most positive play experience for all involved. 5.5 Inkwell Players are required to keep the cards in their inkwell cards distinct and separate from any other facedown cards that may be on the table. If there’s any confusion about which cards are in a player’s inkwell, the players should call a Lore Guide immediately so the error can be remedied. Additionally, all ready cards in a player’s inkwell must be oriented in the same direction as each other; the same must also be true for exerted cards in that player’s inkwell. 24 ©Disney disneylorcana.com A player must leave cards that they put into their inkwell faceup during the turn they were put there. When that turn ends, the player must turn those cards (and any other faceup cards in their inkwell) facedown. 5.6 Card Naming and Descriptions Certain card abilities in the Disney Lorcana TCG require a player to name a card. Stating the exact printed name of a Disney Lorcana TCG card is the preferred and most accurate method. However, if a player is unable to recall the exact name, they’re allowed to give a description that can reasonably identify only one Disney Lorcana TCG card. Only cards from the Disney Lorcana TCG may be named or referenced. In cases where a card's name or description is unclear, players should call a Lore Guide immediately. Lore Guides have the final authority on whether a description is specific enough to satisfy the ability’s requirements. Players are encouraged to resolve any uncertainties with the Lore Guide's assistance. • Acceptable o “Stitch” or “The character that lets you exert characters you play that cost 2 or less ink” • Unacceptable o “That one card with the guitar on it” or “The blue card” SECTION 6: TIME LIMITS 6.1 General Tournament Time Limits The time limit for a Swiss round is a minimum of 50 minutes, with a recommend maximum of 60 minutes. It’s recommended that all matches in single-elimination rounds be untimed. If a time limit must be imposed due to venue availability constraints, the time limit should be a minimum of 70 minutes and should be announced prior to the beginning of the single-elimination portion of the event. If the entire event is single-elimination and a time limit must be imposed due to venue availability constraints, the time limit should be a minimum of 50 minutes, with a recommended maximum of 60 minutes. If all matches have finished before the time limit is up in a round, the Lead Lore Guide may choose to start the next round early. Players arriving for the next round after it has started but before the previous round would have ended shouldn’t be issued penalties for late arrival. 6.2 Limited Tournament Time Limits 25 ©Disney disneylorcana.com The time limits for deck construction and registration, if being used, at Competitive or Premier Play events are as follows. • Sealed deck construction: 30 minutes • Sealed deck pool registration: 20 minutes • Preconstructed deck construction: 10 minutes • Draft deck construction and registration together: 25 minutes The time limits for individual Draft picks, if being used, at Competitive or Premier Play events are as follows. • 12 cards remaining: 30 seconds • 11 cards remaining: 25 seconds • 10 cards remaining: 25 seconds • 9 cards remaining: 20 seconds • 8 cards remaining: 20 seconds • 7 cards remaining: 15 seconds • 6 cards remaining: 10 seconds • 5 cards remaining: 10 seconds • 4 cards remaining: 5 seconds • 3 cards remaining: 4 seconds • 2 cards remaining: 3 seconds For Draft picks, players may review their cards for 30 seconds after the first pack has been opened, increasing by 15 seconds after each subsequent pack. SECTION 7: PLAYER CONDUCT 7.1 Prohibited Conduct To ensure a safe, fair, and inclusive environment for all players, the following conduct is strictly prohibited at all Disney Lorcana TCG events, regardless of scale or setting. • Wagering money or anything of value on the outcome of matches or events. • Use, possession, or distribution of illegal substances. • Consumption or possession of alcohol. • Unsporting conduct, including disrespectful or disruptive behavior toward players, guests, Tournament Officials, Lore Guides, spectators, or the public. • Collusion, including agreeing to manipulate match outcomes or share prizes. o Prize Splitting may be allowed at Entry-level and Competitive tournaments so long as the following guidelines are followed:  All remaining players must voluntarily agree to the split 26 ©Disney disneylorcana.com  The split must be reported to the Tournament Official before splitting  The agreement must not involve any discussion or offer related to match outcome (e.g., “If you concede, I’ll split the prize with you”). o Tournament Officials reserve the right to deny any Prize Split requests. • Harassment, including sexual harassment, discriminatory language, intimidation, and any behavior that makes others feel unsafe, unwelcome, or uncomfortable. Violations of this policy may result in penalties ranging from warnings to removal from the event and potential suspension from future organized play events, at the discretion of the Tournament Organizer. For more information on Prohibited Conduct, see the Disney Lorcana TCG Play Correction Guidelines, available at the Disney Lorcana TCG Resources page, found here. 7.2 Sponsors and Teams Sponsors or teams of players are subject to prior approval and a discretionary evaluation by the Tournament Organizer to be allowed to be represented as sponsors or teams at any Disney Lorcana TCG event. A Tournament Organizer may reject any proposed sponsorship of a player being represented at an event. Sponsors or teams involved in the use, consumption, or promotion of the following are strictly prohibited: • Gambling • Drugs • Pornography • Firearms • Alcohol • Tobacco or cannabis • Unlawful activity 7.3 Interviews and Other Content During an event, players may be asked by the Tournament Organizer or Broadcast Representative to participate in interviews or additional content, including but not limited to video, audio, written interviews, social media content, or promotional content. If approached, players are expected to use their best efforts to cooperate and participate in a respectful manner, following any reasonable direction given by the Tournament Organizer. Participation in content is intended to highlight the player experience and promote the Disney Lorcana TCG community. While participation isn’t mandatory, refusal to participate without reason may affect future content opportunities or promotional content at the discretion of the Tournament Organizer. 27 ©Disney disneylorcana.com Players can’t decline being broadcast as part of a featured match. During participation in interviews, featured matches, or other content, player attire must follow these guidelines. • Clothing must be neat, clean, and appropriate for broadcast. • Players should avoid casual attire such as pajamas, torn clothing, etc. • Players must not wear clothing that includes or promotes: o Offensive or inappropriate gestures o Alcohol, tobacco, or drug references o Hate speech or discriminatory messages o Overtly sexual or revealing clothing o Logos, brands, or promotion from non-Disney properties that conflict with the event’s agreements o Any sponsored team’s merchandise or apparel o Third-party sponsor logos Final discretion on clothing rests with the Tournament Organizer or Broadcast Representative. SECTION 8: TRAVEL INFORMATION 8.1 Travel Documentation and Accommodations Players are solely responsible for obtaining and maintaining any and all travel documentation necessary to attend and participate in Disney Lorcana TCG events, including passports, travel permits, and entry visas. It’s the player’s obligation to ensure these documents are valid and obtained in a timely manner. Tournament Organizers may assist with information that’s helpful in obtaining travel documentation, but the responsibility is the player’s to secure or obtain the necessary documents. Tournament Organizers aren’t responsible for any expenses, delays, or disqualifications caused by incomplete or rejected travel credentials. Failing to obtain necessary travel documentation could lead to a player’s forfeiture of an invitation to a Disney Lorcana TCG event. Tournament Organizers may provide players assistance with travel expenses, such as airfare, hotel rooms, or travel stipends for official invitations. Any deadlines, rules, or documentation that the Tournament Organizer provides must be followed by players who are receiving this travel assistance. 8.2 Player Replacements/Alternates If a player is unable to attend an invite-event due to Travel Documentation, Accommodations, or other reasons or if a player is disqualified or travel is forfeited for any reason, the Tournament Organizer may replace them with an alternate player. The alternate is given the original player’s 28 ©Disney disneylorcana.com Travel Accommodations, current position in a tournament, and/or the prizing linked to that player’s current placement. SECTION 9: PRIZING 9.1 Prizing Earned Prizes awarded at Disney Lorcana TCG tournaments are contingent upon adherence to all tournament rules. To be eligible for prizing, players must: • Meet all eligibility conditions and any additional restrictions specified by the Tournament Organizer; • Abide by all event regulations, guidelines, and conduct policies during participation in the event; and • Fill out any necessary documentation as requested by the Tournament Organizer (such as waivers or identification). At the Tournament Organizer’s discretion, a player may be considered to have forfeited their prizing if they’re disqualified or ineligible or they don’t reply to the Tournament Organizer or submit the required documentation by the deadline set by the Tournament Organizer, which must be within 90 days of the event’s conclusion. 29 ©Disney disneylorcana.com ## Cards (name index) 2477 cards. The full catalog exceeded the bundle budget, so only card names are listed here. Fetch cards.txt for rules text: line format and full details are in that file. 4*Town, Hottest Band of the Year [iZx] — character 99 Puppies [V75] — action A Pirate’s Life [ek3] — action A Very Merry Unbirthday [Nv8] — action A Whole New World [YDE] — action Abby Park, Over the Top [UTH] — character Absorbing Bloom [Kjs] — item Abu, Illusory Pachyderm [Ath] — character Abu, Mischievous Monkey [Dba] — character Abu, Wise Sultan [fpN] — character Abu, Bold Helmsman [t59] — character Adelaide Bonfamille, Patron of the Arts [XtA] — character Adorabeezle Winterpop, Ice Rocket Racer [cN0] — character Agnarr, King of Arendelle [8bt] — character Agrabah, Marketplace [vOZ] — location Agustin Madrigal, Clumsy Dad [pkE] — character Agustin Madrigal, Exceptionally Kind [xWz] — character Airfoil [L6c] — item Akela, Forest Runner [iHw] — character Akela, Wolf Pack Elder [uB3] — character Akood et Emuti [Y3X] — action Aladdin, Fearless Navigator [4X3] — character Aladdin, Created by the Vine [bsG] — character Aladdin, Barreling Through [c04] — character Aladdin, Heroic Outlaw [D7K] — character Aladdin, Intrepid Commander [DC2] — character Aladdin, Prince Ali [f7a] — character Aladdin, On the Edge of Adventure [FwZ] — character Aladdin, Research Assistant [H1M] — character Aladdin, Vigilant Guard [J7u] — character Aladdin, Cornered Swordsman [K3y] — character Aladdin, Brave Rescuer [KQ7] — character Aladdin, Resolute Swordsman [LOo] — character Aladdin, Doing His Part [OkJ] — character Aladdin, Street Rat [ZTM] — character Aladdin & Genie, Mischievous Pals [qev] — character Alan-a-Dale, Loyal Bard [BxQ] — character Alan-a-Dale, Rockin' Rooster [Jj0] — character Alice, Savvy Sailor [4E5] — character Alice, Growing Girl [rQq] — character Alice, Well-Read Whisper [Sgs] — character Alice, Tea Alchemist [Vs7] — character Alice, Accidentally Adrift [wSb] — character Alice, Courageous Keyholder [x8u] — character Alice, Clumsy as Can Be [Xgj] — character Alien, True Believer [m43] — character Alistair Krei, Ambitious Entrepreneur [kZO] — character All Funned Out [uyQ] — action All Is Found [1xN] — action Alma Madrigal, Family Matriarch [AOO] — character Alma Madrigal, Leading the Way [CTq] — character Alma Madrigal, Heart of the Family [guV] — character Alma Madrigal, Keeper of the Flame [HdV] — character Alma Madrigal, Accepting Grandmother [s3D] — character Alpha, Pack Leader [iIf] — character Amazu's Inkcaster [fvP] — item Amber Chromicon [1vP] — item Amber Coil [I8y] — item Ambush! [UOR] — action Amethyst Chromicon [12k] — item Amethyst Coil [aGu] — item Amos Slade, Tenacious Tracker [1j8] — character Anastasia, Bossy Stepsister [zB6] — character And Then Along Came Zeus [rIR] — action Andy's Room, Home Base [iCW] — location Angel, Siren Singer [FwE] — character Angel, Experiment 624 [oBs] — character Angela, Night Warrior [BIL] — character Angus, Mighty Horse [4N8] — character Anita Radcliffe, Dog Lover [q1w] — character Anna, Soothing Sister [5xM] — character Anna, Magical Mission [7E5] — character Anna, Making Snow Plans [BGp] — character Anna, Eager Acolyte [Bnt] — character Anna, True-Hearted [gn7] — character Anna, Mystical Majesty [JaG] — character Anna, Heir to Arendelle [PD8] — character Anna, Braving the Storm [Sfr] — character Anna, Diplomatic Queen [Tqp] — character Anna, Ice Breaker [WJH] — character Anna, Trusting Sister [wSF] — character Anna, Little Sister [Xmi] — character Antonio Madrigal, Friend to All [07V] — character Antonio Madrigal, Animal Doctor [5gt] — character Antonio Madrigal, Animal Expert [PrU] — character Antonio's Jaguar, Faithful Companion [tDk] — character Archimedes, Resourceful Owl [7dV] — character Archimedes, Exceptional Owl [8Al] — character Archimedes, Electrified Owl [IT1] — character Archimedes, Exasperated Owl [KbE] — character Archimedes, Highly Educated Owl [mgF] — character Ares, God of War [S33] — character Arges, The Cyclops [6DG] — character Arianna, Queen of Corona [vpw] — character Ariel, Sonic Warrior [5mA] — character Ariel, Whoseit Collector [5XS] — character Ariel, Adventurous Collector [bQQ] — character Ariel, Ethereal Voice [Mni] — character Ariel, Singing Mermaid [PCk] — character Ariel, Treasure Collector [Sxx] — character Ariel, Curious Traveler [W4V] — character Ariel, On Human Legs [WeA] — character Ariel, Determined Mermaid [xm0] — character Ariel, Spectacular Singer [Z4N] — character Ariel’s Grotto, A Secret Place [OoJ] — location Arthur, Wart [2AA] — character Arthur, Wizard's Apprentice [Dn8] — character Arthur, Trained Swordsman [Dov] — character Arthur, Determined Squire [LcR] — character Arthur, Novice Sparrow [WQv] — character Arthur, King Victorious [xkQ] — character Atitaya, Fang General [jID] — character Atlantean Crystal [ReY] — item Atlantica, Concert Hall [256] — location Attack of the Vine! [MBy] — action Audrey Ramirez, The Engineer [2j6] — character Audrey Ramirez, Gutsy Mechanic [XG0] — character Aunt Cass, Biggest Fan [zKK] — character Aurelian Gyrosensor [ZnD] — item Aurora, Regal Princess [dci] — character Aurora, Dreaming Guardian [HnN] — character Aurora, Briar Rose [HSP] — character Aurora, Lore Guardian [k2u] — character Aurora, Waking Beauty [t37] — character Aurora, Holding Court [udr] — character Aurora, Tranquil Princess [z67] — character Avalanche [4mu] — action B.E.N., Eccentric Robot [bXM] — character Ba-Boom! [GSJ] — action Babyhead, Leader of Sid's Toys [IrS] — character Bad-Anon, Villain Support Center [rvD] — location Bagheera, Cautious Explorer [G0X] — character Bagheera, Guardian Jaguar [n5M] — character Baloo, Carefree Bear [7AC] — character Baloo, Laid-Back Bear [Ji1] — character Baloo, von Bruinwald XIII [LOs] — character Baloo, Friend and Guardian [T1d] — character Baloo, Fun-Loving Bear [U0W] — character Baloo, Ol' Iron Paws [ye2] — character Bambi, Ethereal Fawn [Ab7] — character Bambi, Little Prince [WmT] — character Bambi, Prince of the Forest [wU9] — character Banzai, Gluttonous Predator [q1j] — character Banzai, Taunting Hyena [xWf] — character Bashful, Hopeless Romantic [0Tb] — character Bashful, Adoring Knight [bvY] — character Bashful, Riding the Rails [yQo] — character Basil, Secret Informer [10Q] — character Basil, Tenacious Mouse [1XP] — character Basil, Disguised Detective [357] — character Basil, Undercover Detective [c7u] — character Basil, Practiced Detective [F8I] — character Basil, Hypnotized Mouse [Fyz] — character Basil, Great Mouse Detective [rNe] — character Basil, Of Baker Street [sCa] — character Basil, Perceptive Investigator [Vg9] — character Basil's Magnifying Glass [Ssx] — item Battering Ram [3pR] — item Baymax, Low Battery [7jV] — character Baymax, Upgraded Robot [ibv] — character Baymax, Personal Healthcare Companion [J99] — character Baymax, Giant Robot [PVC] — character Baymax, Armored Companion [w4v] — character Baymax's Charging Station [Xqf] — item Baymax's Healthcare Chip [zdZ] — item Be King Undisputed [jJa] — action Be Our Guest [MT4] — action Be Prepared [4Sx] — action Beagle Boys, Small-Time Crooks [WJM] — character Beast, Gracious Prince [anA] — character Beast, Snowfield Troublemaker [bEk] — character Beast, Wolfsbane [bXY] — character Beast, Fierce Defender [C3L] — character Beast, Wounded [f3O] — character Beast, Forbidding Recluse [LxQ] — character Beast, Thick-Skinned [P74] — character Beast, Relentless [p7b] — character Beast, Frustrated Designer [RJq] — character Beast, Selfless Protector [sLs] — character Beast, Hardheaded [VIG] — character Beast, Tragic Hero [VVb] — character Beast, Aggressive Lord [xQ9] — character Beast's Castle, Overrun by the Vine [pbQ] — location Beast's Castle, Winter Gardens [xnX] — location Beast’s Mirror [6mG] — item Befuddle [q0K] — action Begone! [zPN] — action Belle, Accomplished Mystic [4lK] — character Belle, Bookworm [cql] — character Belle, Hidden Archer [df2] — character Belle, Inventive Engineer [LVg] — character Belle, Untrained Mystic [NPa] — character Belle, Apprentice Inventor [oP9] — character Belle, Of the Ball [rlF] — character Belle, Snowfield Strategist [u0b] — character Belle, Strange but Special [vWb] — character Belle, Always Reading [WGT] — character Belle, Mechanic Extraordinaire [yFe] — character Belle & Beast, Certain as the Sun [kAB] — character Belle's Favorite Book [FEr] — item Belle's House, Maurice's Workshop [jgM] — location Bellwether, Assistant Mayor [2R6] — character Bellwether, Master Manipulator [bgf] — character Bend to My Will [7l9] — action Benja, Guardian of the Dragon Gem [14a] — character Benja, Bold Uniter [q79] — character Berlioz, Mischievous Kitten [J54] — character Bernard, Brand-New Agent [oTM] — character Bernard, Over-Prepared [xHO] — character Besties, Assemble! [0fd] — action Bestow a Gift [3hQ] — action Beyond the Horizon [hIs] — action Bibbidi Bobbidi Boo [GrH] — action Big Book of Hunny [Es5] — item Big Mama, Clever and Calming [vUl] — character Big Nose, Lovesick Poet [Z2b] — character Bill the Lizard, Chimney Sweep [7bC] — character Billy Bones, Space Sailor [MbE] — character Billy Bones, Keeper of the Map [Wmg] — character Binding Contract [DNe] — item Black Heron, Real Bad Egg [2S3] — character Blast from Your Past [hV2] — action Blessed Bagpipes [Vui] — item Blue Fairy, Guiding Light [IbB] — character Blue Fairy, Rewarding Good Deeds [llN] — character Blue Smoke [IFf] — item Bo Peep, Caring Shepherd [Jcm] — character Bobby, Purple Pigeon [hjd] — character Bobby Zimuruski, Spray Cheese Kid [3V0] — character Bolt, Down but Not Out [9Ny] — character Bolt, Headstrong Dog [MIh] — character Bolt, Superdog [xya] — character Bolt, Dependable Friend [XZV] — character Boo, Human Child [aJj] — character Boo, In Disguise [vlw] — character Boo, Energetic Child [YmS] — character Boomer, Has the Beak [8Pv] — character Boss's Orders [8aE] — action Boun, Precocious Entrepreneur [POP] — character Bounce [FHZ] — action Bouncing Ducky, Sid's Toy [52H] — character Brawl [eF8] — action Break [PsS] — action Break Free [W2A] — action Broadway, Sturdy and Strong [y1f] — character Broken Pod [L8A] — item Brom Bones, Burly Bully [sNh] — character Bronx, Ferocious Beast [bvy] — character Brooklyn, Second in Command [jg3] — character Bruni, Fire Salamander [K4I] — character Bruno Madrigal, Oasis Oracle [6Lw] — character Bruno Madrigal, Singing Seer [7WL] — character Bruno Madrigal, Undetected Uncle [gZa] — character Bruno Madrigal, Single-Minded [qZd] — character Bruno Madrigal, Out of the Shadows [Ran] — character Bruno Madrigal, Seeing the Future [U5v] — character Bruno's Return [n0F] — action Brutus, Fearsome Crocodile [ZmK] — character Bucky, Nutty Rascal [SiS] — character Bucky, Squirrel Squeak Tutor [U2v] — character Bullseye, Loyal Horse [1zQ] — character Bunch of Balloons [PAC] — item But I'm Much Faster [BQt] — action Buzz Lightyear, Grounded [1Ro] — character Buzz Lightyear, Space Ranger [Gb4] — character Buzz Lightyear, Providing Cover [S4A] — character Buzz Lightyear, On the Way [xen] — character Buzz Lightyear, Jungle Ranger [Y1s] — character Buzz's Arm [XEC] — item Calhoun, Hard-Nosed Leader [g8l] — character Calhoun, Battle-Tested [ilK] — character Calhoun, Marine Sergeant [NLA] — character Calhoun, Courageous Rescuer [Vkp] — character Camilo Madrigal, Prankster [0Hp] — character Camilo Madrigal, Center Stage [lBR] — character Camilo Madrigal, Family Copycat [LZo] — character Can't Hold It Back Anymore [U6W] — action Candlehead, Dedicated Racer [isc] — character Candy Drift [Zzh] — action Captain, Colonel’s Lieutenant [lk3] — character Captain Amelia, Commander of the Legacy [rR8] — character Captain Amelia, First in Command [TRx] — character Captain Hook, Underhanded [2U6] — character Captain Hook, The Pirate King [3AG] — character Captain Hook, Thinking a Happy Thought [3Ri] — character Captain Hook, Master Swordsman [DqE] — character Captain Hook, Ruthless Pirate [eM3] — character Captain Hook, Forceful Duelist [ePk] — character Captain Hook, Conniving Pirate [ner] — character Captain Hook, Captain of the Jolly Roger [RmQ] — character Captain Hook's Rapier [tET] — item Card Advantage [dGU] — action Card Soldier's Spear [bi3] — item Card Soldiers, Full Deck [a6N] — character Card Soldiers, Royal Troops [HaH] — character Carl Fredricksen, Loving Husband [H16] — character Carl Fredricksen, On the Move [Vst] — character Carl Fredricksen & Russell, Intrepid Explorers [QUJ] — character Carl's House, Flying High [Zwu] — location Casa Madrigal, Casita [ep2] — location Casa Madrigal, Courtyard [xbQ] — location Castle of the Horned King, Bastion of Evil [ilT] — location Castle Wyvern, Above the Clouds [M5d] — location Caterpillar, Calm and Collected [NTh] — character Cauldron Born, Mindless Horde [Fjd] — character Celia Mae, Friendly Receptionist [mJ6] — character Cerberus, Three-Headed Dog [sNx] — character Cetus, Mighty Serpent [rAy] — character Chaca, Junior Chipmunk [Vx6] — character Chaca, Impressive Daughter [y9B] — character Charge! [FWM] — action Charles Muntz, Obsessive Explorer [I7b] — character Charlotte La Bouff, Mardi Gras Princess [M8z] — character Chef Louis, In Over His Head [3Pj] — character Chem Purse [VyL] — item Chernabog, Creature of the Night [gAZ] — character Chernabog, Unnatural Force [OZJ] — character Chernabog, Evildoer [xP0] — character Chernabog's Followers, Creatures of Evil [gNW] — character Cheshire Cat, Inexplicable [akT] — character Cheshire Cat, Always Grinning [Eis] — character Cheshire Cat, Not All There [qpX] — character Cheshire Cat, Perplexing Feline [u62] — character Cheshire Cat, From the Shadows [zI1] — character Chi-Fu, Imperial Advisor [XGm] — character Chicha, Dedicated Mother [RHS] — character Chief, Seasoned Tracker [pkL] — character Chief Bogo, Commanding Officer [2pp] — character Chief Bogo, Calling the Shots [A6f] — character Chief Bogo, Respected Officer [mU4] — character Chief Bogo, Gazelle Fan [XdU] — character Chief Powhatan, Protective Leader [9DJ] — character Chief Tui, Proud of Motunui [a46] — character Chief Tui, Respected Leader [DmB] — character Chief Tui, Weaving a Tale [qN1] — character Chien-Po, Snow Warrior [dxb] — character Chien-Po, Imperial Soldier [Z6w] — character Chip, Friend Indeed [CN5] — character Chip, Retrieval Expert [Eav] — character Chip, Ranger Leader [kcI] — character Chip, Quick Thinker [oOq] — character Chip, Team Player [Xfn] — character Chip 'n' Dale, Recovery Rangers [Xln] — character Chip the Teacup, Gentle Soul [8TZ] — character Chomp! [vgW] — action Christopher Robin, Adventurer [2fz] — character Christopher Robin, Hunny Sage [JX3] — character Christopher Robin, Joining the Fun [OZm] — character Cinderella, The Right One [25y] — character Cinderella, Resourceful Traveler [AKb] — character Cinderella, Ballroom Sensation [D9h] — character Cinderella, Knight in Training [FdD] — character Cinderella, Gentle and Kind [FmK] — character Cinderella, Dream Come True [krh] — character Cinderella, Melody Weaver [Qug] — character Cinderella, Stouthearted [T3C] — character Circle of Life [SRg] — action Clarabelle, Clumsy Guest [EZO] — character Clarabelle, Light on Her Hooves [fgM] — character Clarabelle, Contented Wallflower [gxZ] — character Clarabelle, News Reporter [ykh] — character Clawhauser, Donut Detective [6w5] — character Clawhauser, Front Desk Officer [q40] — character Cleansing Rainwater [fol] — item Closet Door Portal [NTO] — item Club Door [sj6] — item Cobra Bubbles, Just a Social Worker [2vT] — character Cobra Bubbles, Dedicated Official [gZF] — character Cobra Bubbles, Former CIA [xkL] — character Coconut Basket [WES] — item Cogsworth, Majordomo [94i] — character Cogsworth, Climbing Clock [ATx] — character Cogsworth, Grandfather Clock [oib] — character Cogsworth, Illuminary Watchman [Usw] — character Cogsworth, Talking Clock [xGr] — character Coldstone, Reincarnated Cyborg [uHx] — character Colonel Hathi, On the March [vH4] — character Colors of the Wind [IUQ] — action Come Out and Fight! [H72] — action Containment Unit [uei] — item Control Your Temper! [PZv] — action Copper, On the Scent [5td] — character Copper, Creative Storyteller [7VX] — character Copper, Champion of the Forest [dzM] — character Copper, Big Dog [WOu] — character Copper, Hound Pup [zR1] — character Cower Before Me! [jI0] — action Creeper, Loyal Lackey [FR8] — character Cri-Kee, Part of the Team [2w3] — character Cri-Kee, Good Luck Charm [GwP] — character Cri-Kee, Lucky Cricket [pGG] — character Croquet Mallet [Jp2] — item Cruella De Vil, Perfectly Wretched [8wy] — character Cruella De Vil, Judgmental Traveler [fQT] — character Cruella De Vil, Fashionable Cruiser [j65] — character Cruella De Vil, Style Icon [PDx] — character Cruella De Vil, Miserable as Usual [UCh] — character Cubby, Mighty Lost Boy [3Fn] — character Cursed Merfolk, Ursula's Handiwork [bL7] — character Cut to the Chase [VLl] — action Cy-Bug, Invasive Enemy [084] — character Daisy Duck, Paranormal Investigator [4YX] — character Daisy Duck, Trendy Traveler [7dh] — character Daisy Duck, Sapphire Champion [CLU] — character Daisy Duck, Lovely Lady [GPw] — character Daisy Duck, Ghost Finder [IZj] — character Daisy Duck, Multitalented Pirate [K6M] — character Daisy Duck, Musketeer Spy [KBF] — character Daisy Duck, Donald's Date [lih] — character Daisy Duck, Isabel [mVm] — character Daisy Duck, Pirate Captain [sgl] — character Daisy Duck, Spotless Food-Fighter [wsY] — character Daisy Duck, Secret Agent [XTD] — character Dale, Excited Friend [CQL] — character Dale, Mischievous Ranger [gNk] — character Dale, Ready for His Shot [vS7] — character Dale, Bumbler [WWj] — character Dale, Friend in Need [y2t] — character Dalmatian Puppy, Tail Wagger [kvV] — character Dang Hu, Talon Chief [52U] — character Dangerous Plan [XzQ] — action Darkwing Duck, Darkwarrior [8XU] — character Darkwing Duck, Cool Under Pressure [aEk] — character Darkwing Duck, Shadowy Superhero [dn0] — character Darkwing Duck, Crime Fighter [HIg] — character Darkwing Duck, Darkwolf Dog [l2V] — character Darkwing Duck, Drake Mallard [oJV] — character Darkwing Duck, Dashing Gadgeteer [Zlv] — character Darkwing Duck & Launchpad, St. Canard's Finest [UbM] — character Darkwing Tower, Icy Headquarters [Rs3] — location Darkwing's Chair Set [TkX] — item Darkwing's Gas Device [15l] — item Darling Dear, Beloved Wife [rnQ] — character Dash Parr, Dodgeball Dynamo [ABg] — character Dash Parr, Super Speedy [eme] — character Dash Parr, Super Fast [S3p] — character Dash Parr, Lava Runner [ZmD] — character Dash Parr & Violet Parr, Super Siblings [d3T] — character David, Protective Snowboarder [qaR] — character David, Impressive Surfer [Xi4] — character David Xanatos, Charismatic Leader [9PD] — character David Xanatos, Steel Clan Leader [FZS] — character Dawson, Basil's Assistant [hiv] — character Dawson, Puzzling Sleuth [RK6] — character De Vil Manor, Cruella's Estate [3bo] — location Della Duck, Unstoppable Mom [EO7] — character Della Duck, Returning Mother [p1c] — character Della's Moon Lullaby [VOg] — action Demona, Betrayer of the Clan [dX5] — character Demona, Scourge of the Wyvern Clan [e6l] — character Denahi, Impatient Hunter [OYJ] — character Denahi, Avenging Brother [UbD] — character Desperate Plan [uXE] — action Detective's Badge [os1] — item Develop Your Brain [aFG] — action Devil's Eye Diamond [a6n] — item Dewey, Lovable Showoff [nfh] — character Dewey, Showy Nephew [o52] — character Diablo, Stone Servant [1XC] — character Diablo, Spiteful Raven [4Ff] — character Diablo, Faithful Pet [6Jh] — character Diablo, Maleficent's Spy [hgt] — character Diablo, Obedient Raven [kjK] — character Diablo, Devoted Herald [Mnw] — character Diablo, Protecting His Mistress [mTj] — character Diablo, Watchful Raven [tM1] — character Dig a Little Deeper [PkI] — action Dinglehopper [hoX] — item Dinky, Has the Brains [m5J] — character Dinner Bell [ot7] — item Discarded Armor [htD] — item Distract [kRA] — action Divebomb [lb1] — action Do It Again! [27H] — action Do You Want to Build A Snowman? [tmK] — action Doc, Leader of the Seven Dwarfs [bgG] — character Doc, Bold Knight [qUy] — character Doc, Taking Notes [wbe] — character Dodge! [IoO] — action Dolores Madrigal, Within Earshot [9wm] — character Dolores Madrigal, Easy Listener [DXU] — character Dolores Madrigal, Hears Everything [t3K] — character Don Karnage, Prince of Pirates [0La] — character Don Karnage, Air Pirate Leader [lub] — character Don't Be Nervous [2F6] — action Don't Let the Frostbite Bite [2Hu] — action Donald Duck, Musketeer Soldier [1Pa] — character Donald Duck, Not Again! [2q9] — character Donald Duck, Daisy's Date [6ro] — character Donald Duck, Ghost Hunter [8QA] — character Donald Duck, Flustered Sorcerer [A0g] — character Donald Duck, Perfect Gentleman [ASG] — character Donald Duck, Boisterous Fowl [Blq] — character Donald Duck, Vineling Rider [dDv] — character Donald Duck, Strutting His Stuff [fpc] — character Donald Duck, Musketeer [gYL] — character Donald Duck, Buccaneer [HUY] — character Donald Duck, Along for the Ride [I70] — character Donald Duck, Coin Collector [i7B] — character Donald Duck, Deep-Sea Diver [iVk] — character Donald Duck, Sleepwalker [JNo] — character Donald Duck, First Mate [LAI] — character Donald Duck, Distracted Traveler [QXV] — character Donald Duck, Nephew Fred [Sjs] — character Donald Duck, Focused Flatfoot [X12] — character Donald Duck, Fred Honeywell [Yde] — character Donald Duck, Ruby Champion [Yk1] — character Donald Duck, Lively Pirate [z2w] — character Donald Duck, Pie Slinger [ZiJ] — character Dopey, Always Playful [2Jv] — character Dopey, Drawn to Music [A36] — character Dopey, Knight Apprentice [kCO] — character Dormouse, Easily Agitated [L4w] — character Double Trouble [Y2J] — action Down in New Orleans [AvD] — action Dr. Bushroot, Evil Botanist [GWn] — character Dr. Calico, Green-Eyed Man [XeV] — character Dr. Delbert Doppler, Fussy Astronomer [CFc] — character Dr. Facilier, Savvy Opportunist [25Q] — character Dr. Facilier, Agent Provocateur [Af3] — character Dr. Facilier, Remarkable Gentleman [BMe] — character Dr. Facilier, Charlatan [wGC] — character Dr. Facilier, Fortune Teller [WRE] — character Dr. Facilier’s Cards [flR] — item Dr. Hamsterviel, Evil Observer [0zk] — character Dr. Hamsterviel, Infamous Scientist [U34] — character Dr. Sara Bellum, Head of Research [4yx] — character Dragon Fire [fJr] — action Dragon Gem [1DR] — item Drizella, Spoiled Stepsister [ZR7] — character Druun, Ravenous Plague [puQ] — character Duchess, Elegant Feline [gHW] — character Duck for Cover! [WBj] — action Duckburg, Funso’s Funzone [Skh] — location Duckworth, Ghost Butler [8zy] — character Dug, Good Boy [BnV] — character Duke of Weselton, Opportunistic Official [vyg] — character Duke Weaselton, Surly Crook [aK6] — character Duke Weaselton, Small-Time Crook [MRG] — character Dumbo, Ninth Wonder of the Universe [JlP] — character Dumbo, The Flying Elephant [nnC] — character Dumptruck, Karnage's Second Mate [ufJ] — character DunBroch Family Tapestry [u3M] — item Earth Giant, Living Mountain [hC5] — character Ed, Hysterical Partygoer [28X] — character Ed, Laughing Hyena [BdA] — character Edgar Balthazar, Ambitious Butler [24D] — character Edna Mode, Super Suit Designer [1Nh] — character Edna Mode, Fashion Designer [P5r] — character Education or Elimination [y2L] — action Eeyore, Hunny Scholar [AWz] — character Eeyore, In the Way [sDu] — character Eeyore, Overstuffed Donkey [YXu] — character Eilonwy, Princess of Llyr [B00] — character Eli La Bouff, Big Daddy [Mx7] — character Elinor, Bespelled Queen [9Ll] — character Elinor, Renowned Diplomat [9Uo] — character Elisa Maza, Transformed Gargoyle [HGB] — character Elisa Maza, Intrepid Investigator [vxM] — character Ellie Fredricksen, Loving Wife [c9O] — character Ellie Fredricksen, Adventure Partner [i2l] — character Elsa, Snow Queen [05X] — character Elsa, The Fifth Spirit [3zi] — character Elsa, Spirit of Winter [aJd] — character Elsa, Concerned Sister [cKi] — character Elsa, Trusted Sister [DdM] — character Elsa, Ice Maker [EtJ] — character Elsa, Fierce Protector [F8U] — character Elsa, Exploring the Unknown [FQw] — character Elsa, Gloves Off [in4] — character Elsa, Storm Chaser [pQC] — character Elsa, Queen Regent [qQ5] — character Elsa, Ice Artisan [TnE] — character Elsa, Ice Surfer [zCK] — character Elsa's Ice Palace, Place of Solitude [kvC] — location Emerald Chromicon [TUy] — item Emerald Coil [jH6] — item Emily Quackfaster, Level-Headed Librarian [Gtk] — character Enchantress, Unexpected Judge [mBV] — character Energy Blast [uDQ] — action Enigmatic Inkcaster [Nmx] — item Escape Plan [6F2] — action Eudora, Accomplished Seamstress [3Gy] — character Ever as Before [DPw] — action Everybody's Got a Weakness [Gps] — action Evil Comes Prepared [Vin] — action Eye of the Fates [xSb] — item Fa Li, Mulan’s Mother [DxW] — character Fa Zhou, War Hero [HVE] — character Fa Zhou, Mulan's Father [m9e] — character Fa Zhou, Honorable Warrior [nta] — character Fairy Godmother, Mystic Armorer [1WY] — character Fairy Godmother, Pure Heart [4li] — character Fairy Godmother, Magical Benefactor [NZ3] — character Fairy Godmother, Here to Help [yFu] — character Fairy Godmother's Wand [yp6] — item Fairy Ship, Royal Vessel [3Go] — location Faline, Playful Fawn [OjR] — character Falling Down the Rabbit Hole [kL9] — action Family Fishing Pole [jDl] — item Fan the Flames [iMK] — action Fang, River City [AJB] — location Fang Crossbow [B1T] — item Fangmeyer, Icy Officer [pOQ] — character Fantastical and Magical [r0t] — action Fat Cat, Criminal Businessman [Cui] — character Fat Cat, Felonious Feline [Riy] — character Fat Cat's Club, Seedy Headquarters [IZd] — location Fauna, Good Fairy [Frg] — character Fauna, Good-Natured Fairy [lVp] — character Felicia, Always Hungry [Wz0] — character Félix Madrigal, Fun-Loving Family Man [ROB] — character Fergus, Outpost Builder [Ys5] — character Fergus, King of DunBroch [Yws] — character Fergus McDuck, Scrooge's Father [sKm] — character Fflewddur Fflam, Luckless Bard [ZZG] — character Fidget, Ratigan's Henchman [HKW] — character Fidget, Sneaky Bat [xmE] — character Field of Ice [DSK] — item Figaro, Tuxedo Cat [Nrd] — character Finders Keepers [0kU] — action Finnick, Tiny Terror [oXH] — character Fire the Cannons! [K1w] — action Firefly Swarm [q1z] — action First Aid [qRf] — action Fishbone Quill [UUs] — item Fix-It Felix, Jr., Delighted Sightseer [3wx] — character Fix-It Felix, Jr., Trusty Builder [pKi] — character Fix-It Felix, Jr., Niceland Steward [zoW] — character Fix-It Felix, Jr., Pint-Sized Hero [zSu] — character Flash, Records Specialist [dQW] — character Flintheart Glomgold, Lone Cheater [BVy] — character Flintheart Glomgold, Scheming Billionaire [fzp] — character Flit, Reflective Hummingbird [lgw] — character Flora, Strong-Willed Fairy [RW9] — character Flora, Good Fairy [ZS7] — character Flotilla, Coconut Armada [Xlq] — location Flotsam, Ursula's "Baby" [8TS] — character Flotsam, Ursula’s Spy [BDi] — character Flotsam, Slippery as an Eel [gWd] — character Flotsam, Riffraff [zgb] — character Flotsam & Jetsam, Entangling Eels [Eq7] — character Flounder, Voice of Reason [rR9] — character Flounder, Collector’s Companion [xbo] — character Flower, Shy Skunk [1FG] — character Flynn Rider, Charming Rogue [a9K] — character Flynn Rider, Frenemy [CR0] — character Flynn Rider, High-Climbing Rogue [F5v] — character Flynn Rider, Spectral Scoundrel [Gbt] — character Flynn Rider, Breaking and Entering [gxV] — character Flynn Rider, His Own Biggest Fan [Q7q] — character Flynn Rider, Confident Vagabond [Svn] — character Focused Search [Uhe] — action Food Fight! [jt8] — action Forbidden Mountain, Maleficent's Castle [189] — location Force of a Great Typhoon [f7h] — action Forest Duel [zpF] — action Fortisphere [PSk] — item Four Dozen Eggs [jY8] — action Fragile as a Flower [Bll] — action Francine, Eyeing the Evidence [tji] — character Freckles, Good Boy [64q] — character Fred, Major Science Enthusiast [7A9] — character Fred, Giant-Sized [Hxd] — character Fred, Mascot by Day [z1w] — character Freeze [D1e] — action Freeze the Vine [DI6] — action Friar Tuck, Priest of Nottingham [29m] — character Friend Like Me [wbB] — action Friend Owl, Cantankerous Neighbor [CQX] — character Friends on the Other Side [9Kp] — action Frozone, Super Slick [cV4] — character Frozone, Super Cool [Ea1] — character Frying Pan [HLs] — item Gadget Hackwrench, Brilliant Bosun [9Ce] — character Gadget Hackwrench, Resourceful Mechanic [fJ4] — character Gadget Hackwrench, Perceptive Mouse [j00] — character Gadget Hackwrench, Creative Thinker [Khj] — character Gadget Hackwrench, Quirky Scientist [rbr] — character Gadget Hackwrench, Finder of Lost Parts [XOw] — character Gadget's Goggles [rir] — item Gaetan Moliere, Clever Burrower [btJ] — character Gaetan Moliere, The Mole [ex2] — character Galactic Communicator [SR9] — item Galactic Council Chamber, Courtroom [WjQ] — location Gale, Wind Spirit [Ds5] — character Game Preserve, Protected Land [NKo] — location Gantu, Galactic Federation Captain [A1d] — character Gantu, Experienced Enforcer [HlC] — character Gantu, Captain Crankyhead [J9q] — character Gantu, Hamsterviel's Accomplice [qvC] — character Gaston, Arrogant Hunter [5JP] — character Gaston, Despicable Dealer [a3C] — character Gaston, Intellectual Powerhouse [E5w] — character Gaston, Pure Paragon [JSc] — character Gaston, Frightful Bully [Kjy] — character Gaston, Created by the Vine [kLX] — character Gaston, Superior Archer [n0Q] — character Gaston, Arrogant Showoff [Ooh] — character Gaston, Baritone Bully [Rc3] — character Gaston, Scheming Suitor [yh1] — character Gathering Knowledge and Wisdom [hDY] — action Gazelle, Pop Star [5Ov] — character Gazelle, Ballad Singer [OP1] — character Gazelle, Angel with Horns [pGq] — character Gene, Niceland Resident [DbU] — character General Li, Head of the Imperial Army [KF3] — character Genie, Satisfied Dragon [0kv] — character Genie, The Ever Impressive [5U3] — character Genie, Wish Fulfilled [B2Y] — character Genie, Magical Researcher [fkH] — character Genie, Supportive Friend [HaG] — character Genie, Of the Lamp [kAd] — character Genie, Powers Unleashed [Mpt] — character Genie, Excited Shipbuilder [nk3] — character Genie, Wonderful Trickster [o38] — character Genie, On the Job [O4w] — character Genie, Cramped in the Lamp [rD1] — character Genie, Investigative Mind [wxG] — character Genie, Hard to Grasp [xGR] — character Genie, Main Attraction [zYB] — character Geppetto, Skilled Craftsman [4JO] — character Get Out! [FWW] — action Get to Safety! [a5f] — action Ghostly Tale [nOf] — action Giant Cobra, Ghostly Serpent [FdJ] — character Gigi, Best in Snow [keA] — character Gizmoduck, Suited Up [4Oe] — character Gizmoduck, Duckburg Defender [9Qc] — character Gizmosuit [Ip9] — item Glean [XMc] — action Glimmer vs Glimmer [xCq] — action Gloyd Orangeboar, Fierce Competitor [lZz] — character Go Go Tomago, Darting Dynamo [4JN] — character Go Go Tomago, Cutting Edge [Di2] — character Go Go Tomago, Mechanical Engineer [mVc] — character Go the Distance [lwc] — action Gold Coin [5vQ] — item Golden Harp, Enchanter of the Land [KkZ] — character Goldie O'Gilt, Cunning Prospector [pYT] — character Goliath, Clan Leader [1AE] — character Goliath, Guardian of Castle Wyvern [5GE] — character Good Job! [B7K] — action Goofy, Emerald Champion [1EB] — character Goofy, Extreme Athlete [3Ct] — character Goofy, Groundbreaking Chef [4GN] — character Goofy, Klutzy Skier [4xG] — character Goofy, Musketeer [BTg] — character Goofy, Super Goof [FBH] — character Goofy, Flying Goof [GQo] — character Goofy, Knight for a Day [JDP] — character Goofy, Ghost Hunter [LuA] — character Goofy, Galumphing Gumshoe [LYe] — character Goofy, Determined Traveler [MeR] — character Goofy, Daredevil [nb3] — character Goofy, Musketeer Swordsman [PI2] — character Goofy, Ghost of Jacob Marley [r4K] — character Goofy, Set for Adventure [RnM] — character Goofy, Expert Shipwright [T9c] — character Goofy, Marley's Clumsy Spirit [z3A] — character Goons, Maleficent’s Underlings [SVn] — character Gopher, Hunny Cook [Fk5] — character Gopher, Ship's Carpenter [y4b] — character Gosalyn Mallard, The Quiverwing Quack [oEU] — character Gosalyn Mallard, Curious Child [wv3] — character Grab Your Bow [EtL] — action Grab Your Sword [Sc6] — action Gramma Tala, Spirit of the Ocean [0Rd] — character Gramma Tala, Keeper of Ancient Stories [1sm] — character Gramma Tala, Connected to Nature [Dg6] — character Gramma Tala, Storyteller [ROE] — character Grand Councilwoman, Federation Leader [Lt8] — character Grand Councilwoman, Galactic Authority [x6z] — character Grand Duke, Advisor to the King [4Ol] — character Grand Pabbie, Oldest and Wisest [g6g] — character Grandma Wu, Wise Grandmother [R3I] — character Grandma Wu, Fierce Red Panda [ZQC] — character Grandmother Fa, Spirited Elder [XL5] — character Grandmother Willow, Ancient Advisor [tbC] — character Graveyard of Christmas Future, Lonely Resting Place [gta] — location Great Stone Dragon [BvX] — item Grewnge, Cannon Expert [QhC] — character Grimorum Arcanorum [uwN] — item Gruesome and Grim [bqW] — action Grumpy, Skeptical Knight [VFd] — character Grumpy, Bad-Tempered [Xv5] — character Grumpy, Soreheaded Miner [Y0q] — character Gumbo Pot [MEA] — item Gunther, Interior Designer [2U5] — character Gurgi, Apple Lover [KY3] — character Gus, Champion of Cheese [wxy] — character Gustav the Giant, Terror of the Kingdom [25w] — character Gwythaint, Savage Hunter [t21] — character Gyro Gearloose, Eccentric Inventor [mYr] — character Gyro Gearloose, Gadget Whiz [nxo] — character Gyro-Evac [EdK] — item Hades, Hotheaded Ruler [3Tj] — character Hades, Infernal Schemer [69M] — character Hades, Ruthless Tyrant [C4b] — character Hades, Lord of the Underworld [gvD] — character Hades, Meticulous Schemer [iib] — character Hades, Looking for a Deal [ON6] — character Hades, Meticulous Plotter [Otw] — character Hades, King of Olympus [qBw] — character Hades, Fast Talker [Ubd] — character Hades, Double Dealer [V9W] — character Hades, Lord of the Dead [x5y] — character Hades, Strong Arm [XQk] — character Hakuna Matata [2U7] — action Half Hexwell Crown [Rbn] — item Hamish, Hubert & Harris, Troublemaking Triplets [4Qe] — character Hamish, Hubert & Harris, Making Mischief [WiE] — character Hamm, Piggy Bank [shb] — character Hamster Ball [ohB] — item Hana's Inkcaster [3gV] — item Hand-in-the-Box, Sid's Toy [LbY] — character Hans, Scheming Prince [7lM] — character Hans, Brazen Manipulator [8Rp] — character Hans, Thirteenth in Line [jUh] — character Hans, Noble Scoundrel [q1c] — character Happy, Joyful Adventurer [lOO] — character Happy, Lively Knight [qmH] — character Happy, Good-Natured [Rek] — character Has Set My Heaaaaaaart . . . [1gW] — action He Hurled His Thunderbolt [Je6] — action He Who Steals and Runs Away [STB] — action He's a Tramp [9Uj] — action He's Got a Sword! [CpS] — action Headless Manhorse, Manny [foC] — character Heads Held High [41j] — action Heal What Has Been Hurt [2oM] — action Healing Decanter [5HB] — item Healing Glow [S50] — action Healing Touch [b5J] — action Heart of Atlantis [cVL] — item Heart of Te Fiti [EMW] — item Heathcliff, Stoic Butler [tMg] — character Heffalumps and Woozles [Iby] — action Heihei, Rambling Rooster [5e5] — character HeiHei, Accidental Explorer [93O] — character HeiHei, Boat Snack [fZh] — character Heihei, Created by the Vine [HAa] — character Heihei, Not-So-Tricky Chicken [jj9] — character Heihei, Persistent Presence [kli] — character Heihei, Expanded Consciousness [MiH] — character Heihei, Bumbling Rooster [vj7] — character HeiHei, Protective Rooster [xE6] — character Helga Sinclair, Vengeful Partner [1i7] — character Helga Sinclair, Prepared for Anything [1kF] — character Helga Sinclair, No Backup Needed [A1F] — character Helga Sinclair, Femme Fatale [akr] — character Helga Sinclair, Tough as Nails [lpp] — character Helga Sinclair, Right-Hand Woman [Sz8] — character Helping Hand [178] — action Hen Wen, Prophetic Pig [nAF] — character Hen Wen's Visions [337] — action Henry J. Waternoose III, Chief Executive Officer [Ush] — character Hera, Created by the Vine [TBN] — character Hera, Queen of the Gods [vHX] — character Hercules, Daring Demigod [044] — character Hercules, Clumsy Kid [6ct] — character Hercules, Baby Demigod [7Td] — character Hercules, Hero in Training [GRk] — character Hercules, Unwavering Demigod [jJs] — character Hercules, True Hero [mEB] — character Hercules, Young Rescuer [osI] — character Hercules, Spectral Demigod [Pwi] — character Hercules, Divine Hero [rNY] — character Hercules, Mighty Leader [xm6] — character Hercules, Beloved Hero [ZQh] — character Hermes, Harried Messenger [RlF] — character Hero Work [5Mc] — action Hidden Cove, Tranquil Haven [ibf] — location Hidden Inkcaster [RqX] — item Hidden Trap [aeY] — item Hide Away [QYp] — action Higgins, Undercover Officer [6iI] — character Hiram Flaversham, Toymaker [LsX] — character Hiram Flaversham, Intrigued Inventor [yGJ] — character Hiro Hamada, Armor Designer [jaS] — character Hiro Hamada, Future Champion [K5C] — character Hiro Hamada, Team Leader [Lzp] — character Hiro Hamada, Intuitive Thinker [OeW] — character Hiro Hamada, Robotics Prodigy [YrC] — character Hold Still [T4i] — action Honest John, Not That Honest [3zO] — character Honest John, Shameless Schemer [P2P] — character Honey Lemon, Chemistry Whiz [20p] — character Honey Lemon, Chemical Genius [deD] — character Honey Lemon, Costumed Catalyst [MDv] — character Honeymaren, Northuldra Guide [7Vg] — character Honker Muddlefoot, Timid Genius [3yH] — character Hook Hand, Unexpectedly Friendly [80T] — character Horace, No-Good Scoundrel [dBe] — character Hot Potato [7Fa] — action How Far I'll Go [r73] — action Hudson, Determined Reader [4NX] — character Huey, Reliable Leader [h09] — character Huey, Savvy Nephew [OcX] — character Hundred Acre Island, Pooh's Home [QM4] — location Hundred Acre Wood, Hunny Campsite [gIc] — location Hydra, Deadly Serpent [dZ8] — character Hydros, Ice Titan [vgI] — character Hypnotic Deduction [LLg] — action Hypnotic Strength [ZhD] — action Hypnotize [Sez] — action I Find ’Em, I Flatten ’Em [jXV] — action I Will Find My Way [iQ6] — action I Won't Give In [j2a] — action I'm Never Not by Your Side [P8M] — action I'm Still Here [HdJ] — action I'm Stuck! [8jB] — action I've Got a Dream [aTe] — action I2I [C4m] — action Iago, Loud-Mouthed Parrot [4Om] — character Iago, Out of Reach [d1f] — character Iago, Fake Flamingo [Lbm] — character Iago, Pretty Polly [lhS] — character Iago, Reappearing Parrot [Swd] — character Iago, Stompin' Mad [UTt] — character Iago, Giant Spectral Parrot [vao] — character Ice Block [uYP] — item Ice Spikes [zHC] — item Ichabod Crane, Bookish Schoolmaster [Nus] — character Ichabod Crane, Scared Out of His Mind [qEC] — character Iduna, Alarmed Queen [whR] — character Iduna, Caring Mother [yri] — character If I Didn't Have You [3Jh] — action If it’s Not Baroque [wfG] — action Illuminary Tunnels, Linked Caverns [YpL] — location Imperial Bow [qox] — item Imperial Proclamation [NaH] — item Improvise [cEJ] — action Incrediboy, Buddy Pine [mD0] — character Infra-Pink Ultra Scan Specs [nZg] — item Ingenious Device [iZ1] — item Ink Amplifier [rjo] — item Ink Geyser [NRZ] — action Inkrunner [VpM] — item Inner Strength [7xf] — action Inscrutable Map [EeQ] — item Inspector Tezuka, Resolute Officer [CfV] — character Institute of Technology, Prestigious University [cKc] — location Into the Unknown [8Sv] — action Invited to the Ball [20P] — action Isabela Madrigal, Perfectly in Control [45l] — character Isabela Madrigal, Such a Lovely Voice [5Rp] — character Isabela Madrigal, Caring Cultivator [E5L] — character Isabela Madrigal, Kind Cultivator [KFE] — character Isabela Madrigal, Golden Child [Kq0] — character Isabela Madrigal, In the Moment [pWM] — character Isis Vanderchill, Ice Queen of St. Canard [StU] — character It Calls Me [LAX] — action It Means No Worries [VR5] — action It's Gonna Be Great! [5UQ] — action Jack-Jack Parr, Incredible Potential [kCm] — character Jafar, Tyrannical Hypnotist [4QY] — character Jafar, Striking Illusionist [4un] — character Jafar, Wicked Sorcerer [APi] — character Jafar, Aspiring Ruler [Fg9] — character Jafar, High Sultan of Lorcana [i56] — character Jafar, Royal Vizier [ItI] — character Jafar, Keeper of Secrets [khp] — character Jafar, Dreadnought [OLg] — character Jafar, Power-Hungry Vizier [QV3] — character Jafar, Newly Crowned [t70] — character Jafar, Lamp Thief [ts1] — character James, Role Model [OCC] — character Jaq, Connoisseur of Climbing [Ck0] — character Jasmine, Heir of Agrabah [2JR] — character Jasmine, Fearless Princess [3rs] — character Jasmine, Rebellious Princess [5EC] — character Jasmine, Queen of Agrabah [Abg] — character Jasmine, Disguised [crg] — character Jasmine, Steady Strategist [iaq] — character Jasmine, Desert Warrior [iKc] — character Jasmine, Royal Seafarer [Iyt] — character Jasmine, Royal Commodore [J56] — character Jasmine, Soothing Princess [pbv] — character Jasmine, Inspired Researcher [TlP] — character Jasmine, Vine Expert [uWS] — character Jasmine, Resourceful Infiltrator [wQI] — character Jasper, Common Crook [gsE] — character Jebidiah Farnsworth, Expedition Cook [FOI] — character Jebidiah Farnsworth, Cookie [yHb] — character Jessie, Lively Cowgirl [7b7] — character Jetsam, Ursula’s Spy [0Bx] — character Jetsam, Opportunistic Eel [5xx] — character Jetsam, Riffraff [j0a] — character Jetsam, Ursula's "Baby" [jZW] — character Jeweled Collar [nJm] — item Jim Dear, Beloved Husband [3Cr] — character Jim Hawkins, Stubborn Cabin Boy [auV] — character Jim Hawkins, Space Traveler [emY] — character Jim Hawkins, Rigging Specialist [FZ4] — character Jim Hawkins, Honorable Pirate [I2f] — character Jim Hawkins, Thrill Seeker [n5A] — character Jiminy Cricket, Pinocchio's Conscience [C3x] — character Jiminy Cricket, Level-Headed and Wise [JE3] — character Jiminy Cricket, Ghost of Christmas Past [tRd] — character Jingle Joe, Sid's Toy [NoE] — character Jock, Attentive Uncle [uXU] — character Joey, Blue Pigeon [Zwk] — character John Darling, Sophisticated Swordsman [0gP] — character John Silver, Stern Captain [9kF] — character John Silver, Ship's Cook [d07] — character John Silver, Vengeful Pirate [haz] — character John Silver, Ferocious Friend [J7B] — character John Silver, Greedy Treasure Seeker [Mum] — character John Silver, Alien Pirate [wHT] — character John Silver, Terror of the Realm [z4o] — character John Smith, Undaunted Protector [h1O] — character John Smith, Snow Tracker [HJJ] — character John Smith, Skillful Explorer [nnM] — character John Smith's Compass [1U5] — item Jolly Roger, Hook's Ship [UV5] — location Joshua Sweet, The Doctor [eZE] — character Joshua Sweet, Field Surgeon [zGi] — character Judy Hopps, Optimistic Officer [5eQ] — character Judy Hopps, Lead Detective [7DY] — character Judy Hopps, Snowball Patrol [gqN] — character Judy Hopps, Uncovering Clues [Imt] — character Judy Hopps, On the Case [MPo] — character Judy Hopps, Resourceful Rabbit [Z78] — character Juju, Mama Odie's Companion [N2e] — character Julieta Madrigal, Excellent Cook [1qg] — character Julieta Madrigal, Caring Baker [ysZ] — character Julieta's Arepas [gFH] — item Jumba Jookiba, Critical Scientist [Jir] — character Jumba Jookiba, Renegade Scientist [JMC] — character Jumba Jookiba, Prolific Inventor [mgC] — character Jumbo Pop [iYv] — item Junior Woodchuck Guidebook [kZV] — item Just in Time [TAp] — action Kaa, Suspicious Serpent [88q] — character Kaa, Secretive Snake [I5f] — character Kaa, Hypnotizing Python [mhw] — character Kakamora, Pirate Chief [2pj] — character Kakamora, Long-Range Specialist [56b] — character Kakamora, Pirate Pitcher [AVY] — character Kakamora, Menacing Sailor [rbY] — character Kakamora, Band of Pirates [TUI] — character Kakamora, Boarding Party [w0G] — character Kanga, Nurturing Mother [jsu] — character Kanga, Hunny Bard [m1n] — character Kanga, Peaceful Gatherer [Nld] — character Kanine Krunchies [3jC] — item Kashekim, Wise King [9CP] — character Kashekim, Ancient Ruler [COQ] — character Katrina Van Tassel, Rosy-Cheeked Lass [lUe] — character Keep the Ancient Ways [Fn8] — action Kenai, Big Brother [6WD] — character Kenai, Magical Bear [7zp] — character Kenai, Protective Brother [k5M] — character Kevin, Flightless Bird [kl5] — character Khan, War Horse [9Tf] — character Khan, Beloved Steed [CdR] — character Kida, Crystal Scion [21E] — character Kida, Guardian of the Path [562] — character Kida, Atlantean [6Uk] — character Kida, Creative Thinker [F39] — character Kida, Protector of Atlantis [jkb] — character Kida, Discovering the Unknown [SiA] — character Kida, Royal Warrior [wgF] — character King Candy, Sugar Rush Nightmare [ABb] — character King Candy, Sweet Abomination [FbB] — character King Candy, Sovereign of Sugar [M35] — character King Candy, Royal Racer [oc8] — character King Hubert, Phillip's Father [k5F] — character King Louie, Jungle VIP [184] — character King Louie, King of Swing [9lN] — character King Louie, Bandleader [yXk] — character King of Hearts, Monarch of Wonderland [350] — character King of Hearts, Picky Ruler [LEE] — character King Stefan, New Father [156] — character King's Sensor Core [SdR] — item Kit Cloudkicker, Spunky Bear Cub [0ke] — character Kit Cloudkicker, Navigator [RK7] — character Kit Cloudkicker, Tough Guy [th7] — character Kocoum, Defender of the Tribe [e1z] — character Koda, Talkative Cub [4iY] — character Koda, Smallish Bear [5gA] — character Kohut, Trusted Marine [jgT] — character Kristoff, Reindeer Keeper [blx] — character Kristoff, Icy Explorer [rkl] — character Kristoff, Mining the Ruins [tnP] — character Kristoff, Official Ice Master [YXQ] — character Kristoff's Lute [NgK] — item Kronk, Laid Back [9A8] — character Kronk, Unlicensed Investigator [D2Y] — character Kronk, Meat Hut Cook [Ocg] — character Kronk, Right-Hand Man [pxO] — character Kronk, Head of Security [qAr] — character Kronk, Junior Chipmunk [XpE] — character Kuzco, Temporary Whale [0mo] — character Kuzco, Temperamental Emperor [2TN] — character Kuzco, Impulsive Llama [9aY] — character Kuzco, Selfish Emperor [9lb] — character Kuzco, Bored Royal [AdI] — character Kuzco, Wanted Llama [Ajn] — character Kuzco, Picky Customer [Cqh] — character Kuzco, Panicked Llama [Zdf] — character Kuzco's Palace, Home of the Emperor [wbE] — location Lady, Elegant Spaniel [8jF] — character Lady, Decisive Dog [x3B] — character Lady, Family Dog [XlN] — character Lady, Miss Park Avenue [Yv7] — character Lady Kluck, Protective Confidant [wEk] — character Lady Tremaine, Sinister Socialite [0Cr] — character Lady Tremaine, Overbearing Matriarch [B8N] — character Lady Tremaine, Imperious Queen [key] — character Lady Tremaine, Bitterly Jealous [KTu] — character Lady Tremaine, Wicked Stepmother [L2F] — character Lafayette, Sleepy Basset Hound [hVs] — character Lantern [RJc] — item Last Cannon [Q9b] — item Last Stand [Eg2] — action Last-Ditch Effort [SZ5] — action Laugh Canister [3R1] — item Launch [Ysg] — action Launchpad, Sky Patrol [id9] — character Launchpad, Trusty Sidekick [RLN] — character Launchpad, Hideout Defender [wIl] — character Launchpad, Exceptional Pilot [zE0] — character Lawrence, Jealous Manservant [0u8] — character Lead the Way [4h8] — action LeFou, Opportunistic Flunky [ggW] — character LeFou, Bumbler [irS] — character LeFou, Instigator [Kra] — character LeFou, Cake Thief [Peq] — character Legend of the Sword in the Stone [Sw8] — action Lena Sabrewing, Mysterious Duck [9B6] — character Lena Sabrewing, Pure Energy [q7a] — character Lena Sabrewing, Rebellious Teenager [tnp] — character Lenny, Toy Binoculars [egA] — character Let It Go [xdR] — action Let the Storm Rage On [404] — action Let's Get Dangerous [uJN] — action Leviathan's Lair, Dangerous Ground [MTW] — location Lexington, Small in Stature [1Mx] — character Li Shang, Seasoned Strategist [1HE] — character Li Shang, Newly Promoted [3kp] — character Li Shang, Valorous General [4HP] — character Li Shang, Solemn Son [e25] — character Li Shang, Valiant Leader [qoa] — character Li Shang, Imperial Captain [Rr1] — character Li Shang, Archery Instructor [vB7] — character Li Shang, General’s Son [Wbs] — character Light the Fuse [Gsc] — action Like A Bird In the Sky [49o] — action Lilo, Galactic Hero [NhZ] — character Lilo, Rock Star [oO4] — character Lilo, Snow Artist [pzM] — character Lilo, Causing an Uproar [RpU] — character Lilo, Junior Cake Decorator [s1Y] — character Lilo, Making a Wish [Svq] — character Lilo, Best Explorer Ever [T3q] — character Lilo, Bundled Up [Vf6] — character Lilo, Escape Artist [wvZ] — character Lilo, Patient Weaver [ZT4] — character Lilo & Stitch, Fun-Loving Friends [did] — character Ling, Snow Warrior [09Z] — character Ling, Imperial Soldier [HyV] — character Liquidator, Iced Over [UCV] — character Little John, Sir Reginald [2JD] — character Little John, Robin's Pal [9Mk] — character Little John, Loyal Friend [A4r] — character Little John, Camp Cook [Bph] — character Little John, Impermanent Outlaw [eD4] — character Little John, Resourceful Outlaw [qJp] — character Little Sister, Responsible Rabbit [gBt] — character Lonely Grave [zMB] — item Longboat [LxE] — item Look at This Family [bNZ] — action Look What You've Done [3rW] — action Lord Dingwall, Bullheaded [NF5] — character Lord MacGuffin, Clever Swordsman [XII] — character Lord Macintosh, Wiry and High-Strung [Vqf] — character Lose the Way [Aft] — action Lost in the Woods [mN2] — action Louie, Chill Nephew [DuF] — character Louie, One Cool Duck [s04] — character Louis, Endearing Alligator [hTp] — character Lucifer, Cunning Cat [NN3] — character Lucky, Runt of the Litter [Kl0] — character Lucky, The 15th Puppy [nH3] — character Lucky Dime [Vpm] — item Ludwig von Drake, Self-Proclaimed Genius [rsj] — character Ludwig Von Drake, All-Around Expert [T22] — character Luisa Madrigal, Pushing Through [3ym] — character Luisa Madrigal, No Pressure [bZm] — character Luisa Madrigal, Entertaining Muscle [GTb] — character Luisa Madrigal, Rock of the Family [sIB] — character Luisa Madrigal, Confident Climber [tct] — character Luisa Madrigal, Magically Strong One [XN7] — character Lumiere, Hotheaded Candelabra [3B5] — character Lumiere, Nimble Candelabra [p7H] — character Lumiere, Fired Up [Q3Y] — character Lumiere, Fiery Friend [ZVW] — character Lumpy, Hunny Druid [K9Q] — character Lumpy, Playful Heffalump [RK4] — character Lyle Tiberius Rourke, Cunning Mercenary [1Ni] — character Lyle Tiberius Rourke, Crystallized Mercenary [AnC] — character Lyle Tiberius Rourke, Crystallized Commander [hMm] — character Lyle Tiberius Rourke, Adventurer for Hire [UV1] — character Lyle Tiberius Rourke, Looking for His Moment [V1e] — character Lythos, Rock Titan [Hi2] — character Mad Dog, Karnage's First Mate [rMw] — character Mad Hatter, Gracious Host [7zd] — character Mad Hatter, Unruly Eccentric [RyL] — character Mad Hatter, Eccentric Host [u3f] — character Mad Hatter's Teapot [fMK] — item Madam Mim, Rhino [buu] — character Madam Mim, Purple Dragon [EHY] — character Madam Mim, Up to No Good [EKX] — character Madam Mim, Truly Marvelous [I6q] — character Madam Mim, Hummingbird [j84] — character Madam Mim, Elephant [jUU] — character Madam Mim, Rival of Merlin [ozR] — character Madam Mim, Tiny Adversary [SKE] — character Madam Mim, Cheating Spellcaster [UyZ] — character Madam Mim, Fox [XBE] — character Madam Mim, Snake [zyO] — character Madame Medusa, Diamond Lover [75X] — character Madame Medusa, Deceiving Partner [9f8] — character Madame Medusa, The Boss [ktd] — character Magic Broom, Lively Sweeper [9ap] — character Magic Broom, Illuminary Keeper [9H2] — character Magic Broom, Brigade Commander [g7O] — character Magic Broom, Dancing Duster [hC1] — character Magic Broom, Aerial Cleaner [KvN] — character Magic Broom, Bucket Brigade [Ors] — character Magic Broom, Industrial Model [QlQ] — character Magic Broom, Swift Cleaner [sUV] — character Magic Broom, The Big Sweeper [W8m] — character Magic Carpet, Amazing Flier [2JV] — character Magic Carpet, Phantom Rug [a00] — character Magic Carpet, Flying Rug [oLg] — character Magic Golden Flower [evQ] — item Magic Mirror [sKY] — item Magica De Spell, Cruel Sorceress [8Yk] — character Magica De Spell, Conniving Sorceress [dD1] — character Magica De Spell, Shadow Form [dre] — character Magica De Spell, Shadowy and Sinister [EI4] — character Magica De Spell, Spiteful Sorceress [f64] — character Magica De Spell, Thieving Sorceress [iq5] — character Magica De Spell, The Midas Touch [XJy] — character Magica De Spell, Ambitious Witch [xwX] — character Magical Aid [ntG] — action Magical Hunny Staff [7J0] — item Magical Maid, Feather Duster [S5i] — character Magical Maneuvers [9hd] — action Maid Marian, Created by the Vine [0is] — character Maid Marian, Delightful Dreamer [foq] — character Maid Marian, Badminton Ace [II0] — character Maid Marian, Lady of the Lists [w0u] — character Make the Potion [qSX] — action Making Magic [sXO] — action Maleficent, Vexed Partygoer [3T9] — character Maleficent, Biding Her Time [6FJ] — character Maleficent, Exultant Spellcaster [cU7] — character Maleficent, Uninvited [GaM] — character Maleficent, Sorceress [H9N] — character Maleficent, Imperious Traveler [hpp] — character Maleficent, Formidable Queen [IEz] — character Maleficent, Sinister Visitor [LcD] — character Maleficent, Mistress of All Evil [rHc] — character Maleficent, Vengeful Sorceress [vpH] — character Maleficent, Monstrous Dragon [wO7] — character Maleficent & Diablo, Evil Incarnate [yFO] — character Maleficent's Staff [8Jv] — item Malicious, Mean, and Scary [VCG] — action Mama Odie, Solitary Sage [Few] — character Mama Odie, Mystical Maven [KUK] — character Mama Odie, Voice of Wisdom [Z92] — character Map of Treasure Planet [Bf0] — item March Hare, Absurd Host [don] — character March Hare, Hare-Brained Eccentric [tzo] — character Marching Off to Battle [P9W] — action Mariano Guzman, Handsome Suitor [QkD] — character Marie, Favored Kitten [44g] — character Markowski, Space Trooper [hrO] — character Marshmallow, Terrifying Snowman [cKU] — character Marshmallow, Cranky Climber [oie] — character Marshmallow, Persistent Guardian [vE2] — character Mata, Meat Hut Waitress [r0B] — character Mattias, Arendelle General [YLV] — character Maudie, Exasperated Nursemaid [RqO] — character Maui, Snow Slider [1ji] — character Maui, Stubborn Trickster [axI] — character Maui, Whale [d3j] — character Maui, Hero to All [FqD] — character Maui, Half-Shark [HTB] — character Maui, Soaring Demigod [IYc] — character Maui, Demigod [nM3] — character Maui's Fish Hook [chG] — item Maui's Place of Exile, Hidden Island [X29] — location Maurice, Unconventional Inventor [1FE] — character Maurice, World-Famous Inventor [Yw4] — character Maurice's Machine [jlq] — item Maurice's Workshop [Xlt] — item Max, Loyal Sheepdog [6A5] — character Max Goof, Rockin' Teen [a73] — character Max Goof, Rebellious Teen [A7j] — character Max Goof, Chart Topper [sHr] — character Maximus, Palace Horse [A1E] — character Maximus, Relentless Pursuer [bqd] — character Maximus, Relentless Stallion [jjL] — character Maximus, Team Champion [kDj] — character Mayor Winddancer, Actor-Turned-Politician [9T3] — character McDuck Manor, Scrooge's Mansion [lTr] — location McHorn, Ice-Cold Officer [8pd] — character Medal of Heroes [tVn] — item Medallion Weights [cuz] — item Meeko, Lucky Raccoon [8t3] — character Meeko, Skittish Scrounger [9zz] — character MegaBot [Bvz] — item Megara, Captivating Cynic [2qv] — character Megara, Pulling the Strings [kWU] — character Megara, Liberated One [q5j] — character Megara, Part of the Plan [tg3] — character Megara, Secret Keeper [z20] — character Megavolt, Electrical Menace [uDC] — character Meilin Lee, Lead Vocalist [EL8] — character Meilin Lee, Popular Red Panda [KWX] — character Meilin Lee, Losing Control [m2j] — character Meilin Lee, Superficially Obedient [o4M] — character Merida, Defiant Daughter [2e1] — character Merida, Gifted Archer [5hR] — character Merida, Wisp Conjurer [EAT] — character Merida, Formidable Archer [m1s] — character Merida's Bow [yLr] — item Merlin, Back from Bermuda [gdk] — character Merlin, Shapeshifter [ijy] — character Merlin, Completing His Research [JaP] — character Merlin, Rabbit [LZe] — character Merlin, Self-Appointed Mentor [m4N] — character Merlin, Crab [mYZ] — character Merlin, Intellectual Visionary [ngW] — character Merlin, Goat [nZn] — character Merlin, Clever Clairvoyant [qhP] — character Merlin, Squirrel [sGp] — character Merlin, Turtle [Xwi] — character Merlin, Envisioning the Future [ZPO] — character Merlin's Carpetbag [0a0] — item Merlin's Cottage, The Wizard's Home [yVb] — location Merryweather, Good Fairy [463] — character Merryweather, Feisty Fairy [Eab] — character Mertle Edmonds, Lilo's Rival [Tkf] — character Metamorphosis [hlG] — action Michael Darling, Playful Swordsman [SP2] — character Mickey Mouse, Musketeer [0We] — character Mickey Mouse, Night Watch [3YP] — character Mickey Mouse, Inspirational Warrior [4xt] — character Mickey Mouse, Brave Little Prince [7B1] — character Mickey Mouse, Expedition Leader [APc] — character Mickey Mouse, Bob Cratchit [Dfc] — character Mickey Mouse, Giant Mouse [eAJ] — character Mickey Mouse, Snowboard Ace [FDn] — character Mickey Mouse, Detective [Ff8] — character Mickey Mouse, Leader of the Band [HGH] — character Mickey Mouse, Standard Bearer [iCA] — character Mickey Mouse, Wayward Sorcerer [iGH] — character Mickey Mouse, Friendly Face [igT] — character Mickey Mouse, Steamboat Pilot [ii9] — character Mickey Mouse, Inquisitive Explorer [JLp] — character Mickey Mouse, Experienced Traveler [kb3] — character Mickey Mouse, Trumpeter [KtJ] — character Mickey Mouse, Enthusiastic Dancer [lzK] — character Mickey Mouse, Tiny Tim's Father [mnX] — character Mickey Mouse, True Friend [mvj] — character Mickey Mouse, Courageous Sailor [N8b] — character Mickey Mouse, Musketeer Captain [OVa] — character Mickey Mouse, Artful Rogue [PiO] — character Mickey Mouse, Playful Sorcerer [QEb] — character Mickey Mouse, Amber Champion [qnB] — character Mickey Mouse, Stalwart Explorer [tp9] — character Mickey Mouse, Brave Little Tailor [vrS] — character Mickey Mouse, Pirate Captain [xEw] — character Mickey Mouse, Food Fight Defender [z89] — character Mickey Mouse & Minnie Mouse, Adventuring Duo [d10] — character Microbots [0HD] — item Might Solve a Mystery [lhB] — action Mike Wazowski, Heroic Climber [35R] — character Mike Wazowski, Well-Rounded Entertainer [k4t] — character Milo Thatch, King of Atlantis [cXv] — character Milo Thatch, Undaunted Scholar [eBp] — character Milo Thatch, Getting His Hands Dirty [Iy7] — character Milo Thatch, Clever Cartographer [NSM] — character Milo Thatch, Spirited Scholar [tGe] — character Milo Thatch, Courageous Explorer [tm6] — character Ming Lee, Overprotective Parent [N4W] — character Ming Lee, Giant Red Panda [oGi] — character Ming Lee, Proud Parent [QI3] — character Minnie Mouse, Daring Defender [0v4] — character Minnie Mouse, Tiny Tim's Mother [4Kj] — character Minnie Mouse, Stylish Surfer [7jJ] — character Minnie Mouse, Amethyst Champion [8af] — character Minnie Mouse, Wide-Eyed Diver [8gH] — character Minnie Mouse, Musical Artist [8V8] — character Minnie Mouse, Beloved Princess [c9i] — character Minnie Mouse, Dazzling Dancer [dg4] — character Minnie Mouse, Spinning Skater [f22] — character Minnie Mouse, Mrs. Cratchit [g4Z] — character Minnie Mouse, Sweetheart Princess [GO3] — character Minnie Mouse, Storyteller [hMA] — character Minnie Mouse, Musketeer Champion [i9B] — character Minnie Mouse, Curious Adventurer [J61] — character Minnie Mouse, Quick-Thinking Inventor [JJ3] — character Minnie Mouse, Practical Traveler [lv1] — character Minnie Mouse, Pirate Lookout [NGk] — character Minnie Mouse, Drum Major [p71] — character Minnie Mouse, Compassionate Friend [pv2] — character Minnie Mouse, Zipping Around [tsF] — character Minnie Mouse, Ghost Hunter [wNl] — character Minnie Mouse, Funky Spelunker [xPZ] — character Minnie Mouse, Always Classy [YPs] — character Mirabel Madrigal, Family Gatherer [284] — character Mirabel Madrigal, Resourceful Daughter [9UM] — character Mirabel Madrigal, Curious Child [hyF] — character Mirabel Madrigal, Gift of the Family [iqv] — character Mirabel Madrigal, Musically Talented [pjD] — character Mirabel Madrigal, Family Guardian [rBA] — character Mirabel Madrigal, Hopeful Dreamer [sOB] — character Mirabel Madrigal, Prophecy Finder [tXZ] — character Miracle Candle [vcN] — item Mirage, Super Recruiter [ipu] — character Miriam Mendelsohn, Ticket Holder [Zcu] — character Miss Bianca, Unwavering Agent [Knt] — character Miss Bianca, Rescue Aid Society Agent [psy] — character Mittens, Sassy Street Cat [msV] — character Moana, Chosen by the Ocean [c4p] — character Moana, Self-Taught Sailor [DbC] — character Moana, Of Motunui [j35] — character Moana, Kakamora Leader [OXn] — character Moana, Determined Explorer [plr] — character Moana, Curious Explorer [q6R] — character Moana, Island Explorer [Roi] — character Moana, Undeterred Voyager [t7x] — character Moana, Adventurer of Land and Sea [xp6] — character Moana, Born Leader [xR2] — character Monsieur D'Arque, Despicable Proprietor [TnS] — character Monstro, Whale of a Whale [Adw] — character Monstro, Infamous Whale [kcf] — character Monterey Jack, Watchful Ranger [KWV] — character Monterey Jack, Hypnotized by Cheese [rZB] — character Monterey Jack, Defiant Protector [scr] — character Monterey Jack, Good-Hearted Ranger [uAr] — character Mor'du, Savage Cursed Prince [Imn] — character Mor'du, Wicked with Pride [rHk] — character Morgana Macawber, Reformed Spellcaster [5kx] — character Morgana Macawber, Self-Centered Spellcaster [r3V] — character Morph, Space Goo [f1i] — character Morph, Little Imitator [yd8] — character Morty Fieldmouse, Tiny Tim [KXg] — character Mosquito Bite [wew] — action Most Everyone's Mad Here [FLL] — action Mother Gothel, Withered and Wicked [5YN] — character Mother Gothel, Vain Sorceress [6jS] — character Mother Gothel, Unwavering Schemer [7PI] — character Mother Gothel, Underhanded Schemer [Att] — character Mother Gothel, Conceited Manipulator [GVH] — character Mother Gothel, Knows What's Best [mMQ] — character Mother Gothel, Selfish Manipulator [QPF] — character Mother Gothel, Evil as Ever [v11] — character Mother Knows Best [HMM] — action Mother Will Protect You [30F] — action Mother's Necklace [3F4] — item Motunui, Island Paradise [WTS] — location Mouse Armor [ab5] — item Mowgli, Man Cub [65q] — character Mr. Arrow, Legacy's First Mate [Sh0] — character Mr. Big, Shrewd Tycoon [05m] — character Mr. Incredible, Super Strong [556] — character Mr. Incredible, Bob Parr [MpT] — character Mr. Incredible, Taking Out the Trash [Y1z] — character Mr. Litwak, Arcade Owner [WCV] — character Mr. Smee, Bumbling Mate [7M2] — character Mr. Smee, Loyal First Mate [ExX] — character Mr. Smee, Steadfast Mate [iTQ] — character Mr. Smee, Captain of the Jolly Roger [ma6] — character Mr. Smee, Efficient Captain [Y7a] — character Mr. Snoops, Betrayed Partner [2lr] — character Mr. Snoops, Inept Businessman [kVc] — character Mrs. Beakley, Former S.H.U.S.H. Agent [13A] — character Mrs. Hasagawa, Fruit Vendor [iGe] — character Mrs. Incredible, Determined Rescuer [2J3] — character Mrs. Incredible, Helen Parr [I8E] — character Mrs. Incredible, Created by the Vine [qAV] — character Mrs. Incredible, Super Stretchy [QuL] — character Mrs. Judson, Housekeeper [IFJ] — character Mrs. Potts, Enchanted Teapot [R9W] — character Mrs. Potts, Head Housekeeper [XCS] — character Mufasa, King of the Pride Lands [3gO] — character Mufasa, Ruler of Pride Rock [6p3] — character Mufasa, Champion of the Pride Lands [bHG] — character Mufasa, Among the Stars [ClW] — character Mufasa, Betrayed Leader [dcy] — character Mufasa, Respected King [kH7] — character Mulan, Armored Fighter [104] — character Mulan, Reflecting [1Ib] — character Mulan, Elite Archer [1WD] — character Mulan, Imperial Soldier [4Na] — character Mulan, Free Spirit [6Jp] — character Mulan, Injured Soldier [8DB] — character Mulan, Standing Her Ground [bX2] — character Mulan, Soldier in Training [d6s] — character Mulan, Considerate Diplomat [EOk] — character Mulan, Charging Ahead [GUa] — character Mulan, Imperial General [jFo] — character Mulan, Ready for Battle [rjK] — character Mulan, Enemy of Entanglement [U3t] — character Mulan, Disguised Soldier [uh8] — character Mulan, Resourceful Recruit [uLx] — character Mulan, Created by the Vine [v6P] — character Mullins, Seasoned Shipmate [jPG] — character Munchings and Crunchings [iM5] — item Mushu, Braggin' Dragon [7CA] — character Mushu, Majestic Dragon [8nj] — character Mushu, Stealthy Dragon [Bqs] — character Mushu, Sneaky Dragon [feU] — character Mushu, Fast-Talking Dragon [Ffp] — character Mushu, Your Worst Nightmare [v0p] — character Mushu's Rocket [Atf] — item Musketeer Tabard [Srb] — item My Adventure Book [ph9] — item Mystical Inkcaster [YMG] — item Mystical Rose [BsF] — item Mystical Tree, Mama Odie's Home [6Fu] — location Nakoma, Waiting Out the Storm [FhP] — character Nala, Romping in the Snow [C3q] — character Nala, Mischievous Cub [HeX] — character Nala, Fierce Friend [LbB] — character Nala, Undaunted Lioness [XTr] — character Namaari, Resolute Daughter [2TR] — character Namaari, Heir of Fang [BYL] — character Namaari, Morning Mist [EAX] — character Namaari, Single-Minded Rival [Gsh] — character Namaari, Nemesis [SWw] — character Nana, Darling Family Pet [RVI] — character Nana, Canine Caregiver [wwt] — character Nani, Heist Mastermind [3b6] — character Nani, Stage Manager [dBq] — character Nani, Caring Sister [eOi] — character Nani, Protective Sister [Utg] — character Nani, No Worries [wNB] — character Nani's Payback [9Vx] — action Napoleon, Clever Bloodhound [BpJ] — character Narrow Escape [vU3] — action Nathaniel Flint, Notorious Pirate [mAf] — character Naveen's Ukulele [2CJ] — item Nearly Indestructible [xnF] — action Negaduck, Public Enemy Number One [iMq] — character Negaduck, Evil Doppelganger [PG5] — character Nero, Fearsome Crocodile [hjp] — character Nessus, River Guardian [u1p] — character Never Land, Mermaid Lagoon [E8P] — location Next Stop, Olympus [xnD] — action Nibs, Lost Boy [Jxb] — character Nick Wilde, Wily Fox [0FC] — character Nick Wilde, Sly Fox [2oi] — character Nick Wilde, Persistent Investigator [crr] — character Nick Wilde, Sly Fox Sleuth [MAY] — character Nick Wilde, Soggy Fox [ZEt] — character Night Howler Rage [38h] — action Nobody Like U [pE4] — action Noi, Acrobatic Baby [9pN] — character Noi, Orphaned Thief [blI] — character Norton Nimnul, Misanthropic Genius [SBA] — character Nothing to Hide [VnI] — action Nothing We Won't Do [vhy] — action Nottingham, Prince John's Castle [cHC] — location Nutsy, Vulture Henchman [RJ7] — character Obscurosphere [1rv] — item Ohana Means Family [w65] — action Olaf, Friendly Snowman [5Zo] — character Olaf, Helping Hand [D7f] — character Olaf, Carrot Enthusiast [fW1] — character Olaf, Snowman of Action [G4S] — character Olaf, Happy Passenger [ghy] — character Olaf, Recapping the Story [obo] — character Olaf, Trusting Companion [QcK] — character Olivia Flaversham, The Toymaker's Daughter [jsP] — character Olympus Would Be That Way [N1o] — action Omnidroid, V.8 [IRb] — character Omnidroid, Scanning for Threats [mlq] — character Omnidroid, Ultimate Iteration [NTm] — character Omnidroid, V.9 [RM2] — character Omnidroid, V.10 [TLT] — character On Your Feet! Now! [luq] — action One and Only [AFL] — action One Jump Ahead [YfD] — action One Last Hope [N3C] — action Only So Much Room [fR9] — action Or Rewrite History! [ZSz] — action Orville, Albatross Air [DJD] — character Orville, Ace Pilot [Rcs] — character Oswald, The Lucky Rabbit [Wrn] — character Out of Order [ljS] — action Owl, Pirate Lookout [6MA] — character Owl, Hunny Ranger [dxV] — character Owl, Logical Lecturer [S4z] — character Owl Island, Secluded Entrance [nw9] — location P.J. Pete, Caught Up in the Music [Z6l] — character Pacha, Panicked Customer [b3s] — character Pacha, Trekmate [ooN] — character Pacha, Village Leader [SED] — character Pacha, Emperor's Guide [sLG] — character Pack Tactics [GkR] — action Pain, Immortal Sidekick [eqA] — character Pain, Running with Scissors [kJR] — character Pain, Underworld Imp [qfi] — character Pain, Impudent Imp [V8w] — character Painting the Roses Red [jP1] — action Palace Guard, Spectral Sentry [APE] — character Panic, High-Strung Imp [0bl] — character Panic, Immortal Sidekick [AcX] — character Panic, Hammer Enthusiast [CnY] — character Panic, Underworld Imp [Ixv] — character Paradise Falls, Exotic Destination [g5D] — location Part of Your World [Vba] — action Pascal, Inquisitive Pet [5d3] — character Pascal, Rapunzel’s Companion [81V] — character Pascal, Garden Chameleon [CD3] — character Patch, Playful Pup [37v] — character Patch, Intimidating Pup [530] — character Pawpsicle [VrY] — item Pedro Madrigal, Family Patriarch [XlE] — character Peg, Natural Performer [HEg] — character Pegasus, Gift for Hercules [f2D] — character Pegasus, Flying Steed [iG3] — character Pegasus, Cloud Racer [nia] — character Pegasus, Searching High and Low [t4R] — character Penny, Bolt's Person [PYz] — character Penny the Orphan, Clever Child [Dl9] — character Penumbra, Moon Alien [tak] — character Pepa Madrigal, Sensitive Sister [gZm] — character Pepa Madrigal, Calm Before the Storm [LJg] — character Pepa Madrigal, Weather Maker [Vvx] — character Pepper, Quick-Thinking Puppy [C36] — character Percy, Pupsicle [0V8] — character Perdita, Determined Mother [95T] — character Perdita, Devoted Mother [fgK] — character Perdita, On the Lookout [MrJ] — character Perdita, Playful Mother [uxF] — character Performance Review [Alh] — action Perilous Maze, Watery Labyrinth [e5W] — location Perla, Nimble Seamstress [D8H] — character Perplexing Signposts [xK3] — item Pete, Ghost of Christmas Future [0RS] — character Pete, Bad Guy [2R8] — character Pete, Pirate Scoundrel [4mp] — character Pete, Steamboat Rival [c2L] — character Pete, Space Pirate [Ewo] — character Pete, Created by the Vine [jiP] — character Pete, Games Referee [MzI] — character Pete, Born to Cheat [NSZ] — character Pete, Rotten Guy [qJb] — character Pete, Freebooter [SRs] — character Pete, Pastry Chomper [sSk] — character Pete, Wrestling Champ [tEN] — character Peter Pan, Fearless Fighter [1O4] — character Peter Pan, Pirate's Bane [3nS] — character Peter Pan, Shadow Catcher [3qg] — character Peter Pan, Created by the Vine [ATq] — character Peter Pan, Searching Far and Wide [h96] — character Peter Pan, Never Landing [k9e] — character Peter Pan, Never Land Hero [kk3] — character Peter Pan, Shadow Finder [mNf] — character Peter Pan, High Flyer [MnK] — character Peter Pan, Lost Boy Leader [ous] — character Peter Pan, Never Land Prankster [QDn] — character Peter Pan, Playful Prankster [rpe] — character Peter Pan, Vine Duelist [W1X] — character Peter Pan & Tinker Bell, Fast Friends [3n0] — character Peter Pan's Dagger [USv] — item Peter Pan's Shadow, Not Sewn On [tsl] — character Petrify [eVx] — action Philoctetes, Trainer of Heroes [BXf] — character Philoctetes, No-Nonsense Instructor [T4Y] — character Pick a Fight [3r0] — action Pico, Helpful Toucan [Aav] — character Piercing Attack [jj2] — action Piglet, Pooh Pirate Captain [3W0] — character Piglet, Cocoa Maker [4rc] — character Piglet, Sturdy Swordsman [ATc] — character Piglet, Hunny Mage Apprentice [ckw] — character Piglet, Entranced by Snow [N08] — character Piglet, Very Small Animal [sVL] — character Pinocchio, Star Attraction [2SS] — character Pinocchio, On the Run [e9v] — character Pinocchio, Strings Attached [HBo] — character Pinocchio, Talkative Puppet [nsa] — character Pixie Dust [lTK] — item Pizza Planet, Spaceport [59B] — location Plasma Blaster [zJQ] — item Plate Armor [12X] — item Pleakley, Arctic Naturalist [rDI] — character Pleakley, Scientific Expert [ron] — character Plunger Crossbow [4pA] — item Pluto, Clever Cluefinder [6GN] — character Pluto, Mickey's Clever Friend [bHm] — character Pluto, Determined Defender [fop] — character Pluto, Tried and True [FRo] — character Pluto, Steel Champion [hQC] — character Pluto, Rescue Dog [JY6] — character Pluto, Guard Dog [mEY] — character Pluto, Suspicious Sentry [mVt] — character Pluto, Friendly Pooch [Nhg] — character Pluto, Vigilant Traveler [Tm0] — character Pocahontas, Finding the Way [3Q8] — character Pocahontas, Steadfast Traveler [5Da] — character Pocahontas, Guiding the Tribe [8Ki] — character Pocahontas, Peacekeeper [gSL] — character Pocahontas, Following the Wind [o0i] — character Pocahontas & Meeko, Adventurous Friends [uQO] — character Poe De Spell, Magica's Brother [J4k] — character Poisoned Apple [NVz] — item Pongo, Determined Father [cI1] — character Pongo, Dear Old Dad [eBt] — character Pongo, Ol’ Rascal [Sa8] — character Pooh Pirate Ship [zKX] — item Poor Unfortunate Souls [oDB] — action Posey, Vampire Potato [yZR] — character Pot of Honey [cBK] — item Potato [5EJ] — item Potion of Malice [l7A] — item Potion of Might [k9I] — item Pouncing Practice [kf3] — action Power Surge [qAT] — action Powerline, Taking the Stage [aRw] — character Powerline, World's Greatest Rock Star [PmB] — character Powerline, Musical Superstar [XTx] — character Powhatan's Staff [0mK] — item Prepare to Board! [ZLw] — action Prepare Your Bot [o3v] — action Preston Whitmore, Expedition Financier [D1V] — character Pride Lands, Jungle Oasis [sC1] — location Pride Lands, Pride Rock [se2] — location Prince Achmed, Rival Suitor [cUt] — character Prince Charming, Heir to the Throne [MlM] — character Prince Charming, Protector of the Realm [rzC] — character Prince Charming, Searching for Answers [zqs] — character Prince Eric, Expert Helmsman [03G] — character Prince Eric, Dashing and Brave [0Em] — character Prince Eric, Noble Swordsman [f2i] — character Prince Eric, Ursula's Groom [sTh] — character Prince Eric, Seafaring Prince [U2e] — character Prince John, Fraidy-Cat [460] — character Prince John, Greediest of All [Jlo] — character Prince John, Phony King [UGT] — character Prince John, Opportunistic Briber [wvs] — character Prince John, Gold Lover [xgq] — character Prince John's Mirror [x5l] — item Prince Naveen, Carefree Explorer [dBs] — character Prince Naveen, Ukulele Player [no3] — character Prince Naveen, Vigilant First Mate [rPA] — character Prince Naveen, Penniless Royal [ZD1] — character Prince Naveen, Bundled Up [zSE] — character Prince Phillip, Dragonslayer [0Xn] — character Prince Phillip, Royal Explorer [ccM] — character Prince Phillip, Gallant Defender [kbT] — character Prince Phillip, Swordsman of the Realm [kzz] — character Prince Phillip, Warden of the Woods [OUz] — character Prince Phillip, Vanquisher of Foes [VnP] — character Priya Mangal, Serious Music Lover [eK4] — character Promising Lead [Hql] — action Prophetic Vision [5nw] — action Protective Aura [rZl] — action Pterodactyl Janie Doll, Sid's Toy [7me] — character Pua, Protective Pig [Ai2] — character Pua, Disgruntled Pig [lA0] — character Pua, Potbellied Buddy [rYO] — character Pudge, Controls the Weather [IAp] — character Pull the Lever! [OrQ] — action Pumbaa, Winter Warthog [GCL] — character Pumbaa, Friendly Warthog [Itm] — character Put That Thing Back [qbi] — action Putting It All Together [Dia] — action Pyros, Lava Titan [jKP] — character Quackerjack, Loony Toymaker [Lhx] — character Queen of Hearts, Capricious Monarch [1vc] — character Queen of Hearts, Unpredictable Bully [4p4] — character Queen of Hearts, Losing Her Temper [Fnw] — character Queen of Hearts, Wonderland Empress [LI3] — character Queen of Hearts, Sensing Weakness [NWQ] — character Queen of Hearts, Haughty Monarch [OAZ] — character Queen of Hearts, Impulsive Ruler [sTx] — character Queen of Hearts, Impatient Traveler [tZ3] — character Queen of Hearts, Quick-Tempered [VtO] — character Queen's Sensor Core [Xs0] — item Quick Patch [Wq8] — action Quick Shot [4ke] — action Rabbit, Hunny Paladin [6c3] — character Rabbit, Fed Up [8cq] — character Rabbit, Indignant Pirate [p9G] — character Rabbit, Reluctant Host [Y22] — character Rafiki, Ethereal Guide [4UH] — character Rafiki, Shaman of the Savanna [9vV] — character Rafiki, Mysterious Sage [HXN] — character Rafiki, Mystical Fighter [KeX] — character Rafiki, Shaman Duelist [q4q] — character Rafiki's Bakora Staff [GU7] — item Raging Storm [02Z] — action RAHR! [rm3] — action Rajah, Royal Protector [SUh] — character Rajah, Devoted Protector [vZ7] — character Rajah, Ghostly Tiger [yQ2] — character Raksha, Fearless Mother [Gk5] — character Rama, Vigilant Father [Y2X] — character Rancis Fluggerbutter, Chocolate Charger [5sW] — character Randall Boggs, Scary Smart [ioe] — character Randall Boggs, Envious Coworker [sQP] — character Ranger Plane [WTA] — item Ranger Team-Up [8mb] — action Ransack [sgV] — action Rapunzel, Ready for Adventure [8hR] — character Rapunzel, Letting Down Her Hair [bsy] — character Rapunzel, Creative Captor [Gl7] — character Rapunzel, Gifted Artist [LF9] — character Rapunzel, Appreciative Artist [Mbz] — character Rapunzel, Sunshine [qnF] — character Rapunzel, High Climber [so5] — character Rapunzel, Tower Defender [uOc] — character Rapunzel, Gifted with Healing [vmK] — character Rapunzel, Ethereal Protector [wmQ] — character Rapunzel, Escaping the Tower [zg8] — character Rapunzel & Flynn Rider, Unlikely Pair [xno] — character Rapunzel's Tower, Taken by the Vine [gWy] — location Rapunzel's Tower, Secluded Prison [RU5] — location Rat Capone, Rodent Gangster [zSo] — character Ratigan, Party Crasher [7v2] — character Ratigan, Raging Rat [A6r] — character Ratigan, Greedy Genius [Ca0] — character Ratigan, Very Large Mouse [jfe] — character Ratigan, Nefarious Criminal [m4P] — character Ratigan, Criminal Mastermind [yTi] — character Ratigan's Marvelous Trap [Faq] — item Ratigan's Party, Seedy Back Room [kAJ] — location Ray, Easygoing Firefly [Jkc] — character Raya, Guidance Seeker [dsU] — character Raya, Kumandran Rider [etO] — character Raya, Fierce Protector [l0K] — character Raya, Headstrong [LyU] — character Raya, Warrior of Kumandra [NXq] — character Raya, Leader of Heart [rSb] — character Raya, Unstoppable Force [u57] — character Raya, Infiltration Expert [XZW] — character Raya, Guardian of the Dragon Gem [ztE] — character Razoul, Menacing Guard [ez3] — character Razoul, Palace Guard [Lj2] — character RC, Remote-Controlled Car [Q20] — character Record Player [2w7] — item Recovered Page [3sY] — item Red Alert [qZ0] — action Red Moon Ritual [9IV] — action Reflection [wVZ] — action Remember Who You Are [f6o] — action Remote Inklands, Desert Ruins [JRM] — location Repair [2j4] — action Rescue Rangers Away! [wx1] — action Rescue Rangers Submarine, Mobile Headquarters [DyS] — location Restoring Atlantis [ADz] — action Restoring the Crown [X4B] — action Restoring the Heart [PpP] — action Retro Evolution Device [WNZ] — item Retrosphere [LA9] — item Reuben, Sandwich Expert [YVY] — character Revive [079] — action Rex, Protective Dinosaur [5Wd] — character Rhino, One-Sixteenth Wolf [dQB] — character Rhino, Power Hamster [I1B] — character Rhino, Motivational Speaker [ZwR] — character Right Behind You [L0a] — action Ring of Stones, Taken by the Vine [6Uy] — location Ring of Stones, Place of Legends [EaV] — location Ring the Bell [EWe] — action Rise of the Titans [uvL] — action RLS Legacy, Solar Galleon [Lt1] — location RLS Legacy's Cannon [gkg] — item Robin Hood, Created by the Vine [0c7] — character Robin Hood, Beloved Outlaw [1k5] — character Robin Hood, Ephemeral Archer [6Ji] — character Robin Hood, Desert Wanderer [6Vl] — character Robin Hood, Unrivaled Archer [8qZ] — character Robin Hood, Sneaky Sleuth [9VF] — character Robin Hood, Daydreamer [je3] — character Robin Hood, Sharpshooter [JO4] — character Robin Hood, Eye for Detail [JTC] — character Robin Hood, Timely Contestant [LKY] — character Robin Hood, Archery Contestant [pmt] — character Robin Hood, Capable Fighter [Puv] — character Robin Hood, Champion of Sherwood [zw8] — character Robin's Bow [Ezk] — item Roger Radcliffe, Dog Lover [aPy] — character Roller Bob, Sid's Toy [uOj] — character Rolly, Chubby Puppy [3aw] — character Rolly, Hungry Pup [5D2] — character Roo, Little Helper [0Bd] — character Roo, Hunny Rogue [4I7] — character Roo, Littlest Pirate [JPo] — character Roquefort, Lock Expert [P7n] — character Rose Lantern [SA9] — item Roxanne, Powerline Fan [rlI] — character Royal Guard, Bovine Protector [MJS] — character Royal Guard, Octopus Soldier [z2N] — character Royal Tantrum [VjU] — action Roz, Always Watching [zgm] — character Ruby Chromicon [RCb] — item Ruby Coil [Twc] — item Rudy, Groove Disrupter [SOG] — character Rufus, Orphanage Cat [Lpq] — character Russell, Junior Wilderness Explorer [5au] — character Russell, Senior Wilderness Explorer [Xan] — character Rutt, Northern Moose [6Ic] — character Ryder, Fleet-Footed Infiltrator [yNt] — character Sabotage [TZW] — action Safe and Sound [JNT] — action Safety Rope [m5E] — item Sail the Azurite Sea [EfC] — action Salvage Operation [SfW] — action Sapphire Chromicon [Xd5] — item Sapphire Coil [jrq] — item Sarabi, Protecting the Pride [EYo] — character Sardine Can [QGa] — item Scar, Tempestuous Lion [7Y4] — character Scar, Fiery Usurper [AoK] — character Scar, Vengeful Lion [BSP] — character Scar, Created by the Vine [MAE] — character Scar, Betrayer [MEi] — character Scar, Shameless Firebrand [pVG] — character Scar, Heartless Hunter [tUE] — character Scar, Vicious Cheater [U8O] — character Scar, Eerily Prepared [xU1] — character Scar, Mastermind [yBp] — character Scar, Finally King [zKN] — character Scarab [wF1] — item Scepter of Arendelle [jt9] — item Scout Ahead [11v] — action Scream Canister [K9I] — item Scrooge McDuck, Ebenezer Scrooge [3lL] — character Scrooge McDuck, Miserly Ebenezer [6pJ] — character Scrooge McDuck, Reformed Ebenezer [aNM] — character Scrooge McDuck, Ghostly Ebenezer [cXq] — character Scrooge McDuck, Richest Duck in the World [dLT] — character Scrooge McDuck, Resourceful Miser [eru] — character Scrooge McDuck, Afficionado of Antiquities [fV0] — character Scrooge McDuck, Uncle Moneybags [hec] — character Scrooge McDuck, On the Right Track [NQo] — character Scrooge McDuck, Cavern Prospector [rwm] — character Scrooge McDuck, S.H.U.S.H. Agent [uUH] — character Scrooge's Counting House, Ebenezer's Office [Qwc] — location Scrooge's Top Hat [7iN] — item Scroop, Backstabber [2ti] — character Scroop, Odious Mutineer [6v8] — character Scrump [9I8] — item Scuttle, Expert on Humans [IaS] — character Scuttle, Birdbrained [z8J] — character Search for Clues [imz] — action Sebastian, Loyal Crab [g45] — character Sebastian, Court Composer [Xb7] — character Second Star to the Right [6o5] — action Seeking the Half Crown [Kza] — action Seldom All They Seem [2xE] — action Sergeant Tibbs, Courageous Cat [A4G] — character Seven Dwarfs' Mine, Secure Fortress [1uO] — location Shanti, Village Girl [x4v] — character She's Your Person [znP] — action Shenzi, Head Hyena [Ggo] — character Shenzi, Hyena Pack Leader [iig] — character Shenzi, Scar's Accomplice [NoM] — character Shepherd's Journal [zo6] — item Shere Khan, Keen-Eyed Hunter [601] — character Shere Khan, Menacing Predator [Fkl] — character Shere Khan, Fearsome Tiger [oaJ] — character Shere Khan, Fierce and Furious [vOh] — character Shere Khan, Infamous Tiger [Y6a] — character Sheriff of Nottingham, Corrupt Official [0k3] — character Sheriff of Nottingham, Bushel Britches [ROz] — character Sheriff of Nottingham, Vine Slayer [y59] — character Sherwood Forest, Outlaw Hideaway [DoZ] — location Shield of Arendelle [k2d] — item Shield of Virtue [lec] — item Show Me More! [tKK] — action Sid Phillips, Toy Surgeon [lRX] — character Sign the Scroll [zkw] — action Signed Contract [kgf] — item Simba, Son of Mufasa [746] — character Simba, Fighting Prince [7KP] — character Simba, Future King [dTm] — character Simba, Happy-Go-Lucky [FnI] — character Simba, Protective Cub [ibT] — character Simba, Rightful King [Pp2] — character Simba, Adventurous Successor [QVE] — character Simba, Lost Prince [RA4] — character Simba, Pride Protector [rdg] — character Simba, Returned King [rWf] — character Simba, King in the Making [shC] — character Simba, Scrappy Cub [sli] — character Simba, Rightful Heir [XnN] — character Simba, Playful Pouncer [ymd] — character Sina, Vigilant Parent [KYV] — character Sir Ector, Castle Lord [ykg] — character Sir Hiss, Aggravating Asp [O7w] — character Sir Kay, Unruly Knight [1bB] — character Sir Pellinore, Seasoned Knight [u5n] — character Sisu, Daring Visitor [352] — character Sisu, Uniting Dragon [gRx] — character Sisu, Divine Water Dragon [GZk] — character Sisu, Emboldened Warrior [jYF] — character Sisu, Empowered Sibling [m2H] — character Sisu, Wise Friend [Pec] — character Sisu, In Her Element [qi6] — character Skippy, Energetic Rabbit [Wyz] — character Skull Rock, Isolated Fortress [ZZ0] — location Sleepy, Deep Sleeper [1Iw] — character Sleepy, Nodding Off [42K] — character Sleepy, Sluggish Knight [72x] — character Sleepy Hollow, The Bridge [eWQ] — location Sleepy's Flute [duq] — item Slightly, Lost Boy [pa7] — character Slushy, Glacial Guster [34k] — character Smash [H3h] — action Sneezy, Very Allergic [hWr] — character Sneezy, Noisy Knight [O74] — character Sneezy, Startlingly Loud [Z17] — character Snow Fort [o61] — item Snow White, Fairest in the Land [3bd] — character Snow White, Fair-Hearted [45E] — character Snow White, Unexpected Houseguest [BdH] — character Snow White, Merry as the Morning [EdS] — character Snow White, Well Wisher [qiq] — character Snow White, Lost in the Forest [sl6] — character Snowanna Rainbeau, Cool Competitor [3sJ] — character Snowball Fight [ucF] — action Snuggly Duckling, Disreputable Pub [dKT] — location So Be It! [L16] — action So Much to Give [SXr] — action Someone Will Lose His Head [20z] — action Sour Bill, Surly Henchman [IpU] — character Source of the Vine [Srm] — item Space Cows, Unexpected Allies [Qo1] — character Spaghetti Dinner [4Q1] — item Splatter Phoenix, Rejected Artist [q39] — character Splodyhead, Experiment 619 [TXW] — character Spooky Sight [Oys] — action Sprout, Experiment 509 [YA4] — character Squeaks, Cozy Caterpillar [5ok] — character Stabbington Brother, Without a Patch [ij4] — character Stabbington Brother, With a Patch [QMj] — character Stampede [0r9] — action Stand Out [uY9] — action Starkey, Devious Pirate [j3Z] — character Starkey, Hook’s Henchman [lSG] — character Starlight Vial [0Az] — item Startle [beG] — action Steal from the Rich [mkJ] — action Steel Chromicon [Q8H] — item Steel Coil [02J] — item Stegmutt, Clumsy Dinosaur [28g] — character Stitch, Alien Dancer [1nk] — character Stitch, Little Rocket [1PU] — character Stitch, Carefree Snowboarder [7zq] — character Stitch, High Badness Level [BEc] — character Stitch, Experiment 626 [fkl] — character Stitch, Alien Troublemaker [gd1] — character Stitch, Protector of Frogs [kT3] — character Stitch, Abomination [LKL] — character Stitch, Team Underdog [TzT] — character Stitch, Covert Agent [uqB] — character Stitch, New Dog [Weh] — character Stitch, Naughty Experiment [wMm] — character Stitch, Rock Star [x45] — character Stitch, Little Trickster [Yiv] — character Stitch, Carefree Surfer [YZo] — character Stitch, Alien Buccaneer [zea] — character Stolen Scimitar [EDv] — item Stopped Chaos in Its Tracks [1ft] — action Strange Things [KiR] — action Stratos, Tornado Titan [NxG] — character Strength of a Raging Fire [fbj] — action Strike A Good Match [9gi] — action Sudden Chill [p2W] — action Sudden Scare [U5K] — action Sugar Rush Speedway, Starting Line [ibi] — location Sugar Rush Speedway, Finish Line [kh2] — location Sulley, Strategic Scarer [7g9] — character Sulley, Protective Monster [hUj] — character Sulley, The New Boss [Vn7] — character Sulley & Boo, Scare Buddies [1Iy] — character Sumerian Talisman [zQ8] — item Sun Yee, Red Panda Spirit [wnn] — character Sunglasses [5mj] — item Super Relocation Program [Rxt] — action Super Suit [yHW] — item Suzy, Master Seamstress [Jav] — character Sven, Reindeer Steed [DzB] — character Sven, Leaping Reindeer [JOj] — character Sven, Official Ice Deliverer [Psw] — character Sven, Keen-Eyed Reindeer [snv] — character Swing into Action [bPM] — action Swooping Strike [uRz] — action Sword in the Stone [zL0] — item Sword of Truth [4Du] — item Swordplay [7uF] — action Syndrome, Evil Inventor [ib4] — character Syndrome, Out for Revenge [jT4] — character Syndrome's Remote [SQl] — item Tadashi Hamada, Baymax Inventor [AMb] — character Tadashi Hamada, Gifted Roboticist [dkB] — character Taffyta Muttonfudge, Crowd Favorite [47M] — character Taffyta Muttonfudge, Sour Speedster [5D9] — character Taffyta Muttonfudge, Ruthless Rival [arh] — character Tamatoa, Happy as a Clam [c1L] — character Tamatoa, Drab Little Crab [q5S] — character Tamatoa, Seeker of Shine [Qp0] — character Tamatoa, So Shiny! [Z2D] — character Tanana, Wise Woman [PPy] — character Tanana, Tribal Elder [ZGZ] — character Tangle [X1Y] — action Taran, Magically Armed [8Qz] — character Taran, Pig Keeper [JL3] — character Taurus Bulba, Steerminator [QuQ] — character Te Kā, Elemental Terror [8UQ] — character Te Kā, Lava Monster [e8J] — character Te Kā, Heartless [KcY] — character Te Kā, The Burning One [Zd7] — character Teeth and Ambitions [4lC] — action Television Set [I9h] — item Thaddeus E. Klang, Metallic Leader [iyr] — character The Bare Necessities [chI] — action The Bayou, Mysterious Swamp [RGw] — location The Bear, Territorial Animal [W16] — character The Beast is Mine! [4uS] — action The Bitterwood, Underground Forest [XY0] — location The Black Cauldron [4V4] — item The Boss is on a Roll [rx8] — action The Carpenter, Dinner Companion [BhW] — character The Claw [7z5] — item The Coachman, Greedy Deceiver [4S2] — character The Cold Never Bothered Me [bJE] — action The Colonel, Old Sheepdog [hQZ] — character The Dodo, Outlandish Storyteller [Bfj] — character The Family Madrigal [QHV] — action The Family Scattered [76J] — action The Fates, Only One Eye [Sh7] — character The Firebird, Force of Destruction [RNV] — character The Frozen Vine, Monstrous Plant [siR] — location The Game's Afoot! [FDs] — action The Glass Slipper [RGx] — item The Great Illuminary, Abandoned Laboratory [CGw] — location The Great Illuminary, Radiant Ballroom [FUQ] — location The Headless Horseman, Relentless Spirit [Dfg] — character The Headless Horseman, Terror of Sleepy Hollow [nGJ] — character The Headless Horseman, Cursed Rider [OVf] — character The Horned King, Merciless Master [Dyo] — character The Horned King, Heartless Devil [ETS] — character The Horned King, Triumphant Ghoul [uvN] — character The Horned King, Wicked Ruler [xFu] — character The Horseman Strikes! [bIQ] — action The Huntsman, Reluctant Enforcer [GSI] — character The Huntsman, On the Queen's Orders [xq2] — character The Irate Chef, Meat Hut Cook [NXO] — character The Island of Nomanisan, Syndrome's Headquarters [mXi] — location The Islands I Pulled from the Sea [oqN] — action The Lamp [gxn] — item The Leviathan, Guardian of Atlantis [lYe] — character The Library, A Gift for Belle [7im] — location The Madrigal Family, Every Generation [wAj] — character The Magic Feather [sHD] — item The Matchmaker, Unforgiving Expert [w5E] — character The Mob Song [oMf] — action The Most Diabolical Scheme [7eC] — action The Mouse Queen, Ruler of Mousedom [SM3] — character The Muses, Proclaimers of Heroes [BQW] — character The Nephews' Piggy Bank [N2m] — item The Nokk, Mythical Spirit [0UL] — character The Nokk, Water Spirit [2Pk] — character The Phantom Blot, Shadowy Figure [jqj] — character The Plank [PlS] — item The Prince, Vigilant Suitor [cGm] — character The Prince, Searching for His Love [jgX] — character The Prince, Never Gives Up [jp9] — character The Queen, Crown of the Council [05o] — character The Queen, Mirror Seeker [3QA] — character The Queen, Conceited Ruler [5Q6] — character The Queen, Regal Monarch [5vj] — character The Queen, Diviner [7dm] — character The Queen, Commanding Presence [A9v] — character The Queen, Devious Disguise [eWy] — character The Queen, Hateful Rival [F4E] — character The Queen, Jealous Beauty [J3O] — character The Queen, Wicked and Vain [Kdh] — character The Queen, Evil Ruler [nvJ] — character The Queen, Cruelest of All [W5f] — character The Queen, Fairest of All [Wpl] — character The Queen, Disguised Peddler [zX1] — character The Queen's Castle, Mirror Chamber [2mb] — location The Return of Hercules [Wr7] — action The Robot Queen [Msu] — item The Sorcerer's Hat [2fQ] — item The Sorcerer's Spellbook [ES1] — item The Sorcerer's Tower, Wondrous Workspace [GJL] — location The Sultan, Royal Apparition [m6L] — character The Sultan, Playful Monarch [pU6] — character The Sword of Hercules [MKL] — item The Sword of Shan-Yu [Inu] — item The Sword Released [703] — item The Terror That Flaps in the Night [Jrb] — action The Thunderquack [JXM] — item The Troubadour, Musical Narrator [k1P] — character The Twins, Lost Boys [Lqt] — character The Underworld, River Styx [hKJ] — location The Vine, Towering Stalk [H1d] — character The Wall, Border Fortress [a8H] — location The Walrus, Greedy Gourmand [2Yy] — character The Wardrobe, Belle’s Confidant [FRs] — character The Wardrobe, Perceptive Friend [MRR] — character The Weedwhacker [qNx] — item The White Rose, Jewel of the Garden [ZnW] — character The Witch, Wily Woodcarver [S7a] — character Thebes, The Big Olive [SOw] — location They Never Come Back [Ql7] — action Thievery [C0T] — action This Growing Pressure [JWU] — action This Is My Family [7pX] — action Thomas, Wide-Eyed Recruit [685] — character Thomas O'Malley, Feline Charmer [Gg5] — character Three Arrows [cnl] — action Thumper, Young Bunny [tI0] — character Thunderbolt, Wonder Dog [xjz] — character Tiana, Warm and Happy [5Io] — character Tiana, Natural Talent [9h6] — character Tiana, True Princess [dRI] — character Tiana, Diligent Waitress [hYV] — character Tiana, Restaurant Owner [IGi] — character Tiana, Celebrating Princess [ivr] — character Tiana's Palace, Jazz Restaurant [MoB] — location Tick-Tock, Relentless Crocodile [33J] — character Tick-Tock, Ever-Present Pursuer [PQe] — character Tigger, Wonderful Thing [H06] — character Tigger, Bouncing All the Way [IyC] — character Tigger, One of a Kind [n3U] — character Tigger, Hunny Barbarian [OKL] — character Tigger, In the Crow's Nest [puw] — character Time to Go! [W3D] — action Timon, Grub Rustler [2d9] — character Timon, Snowball Swiper [k5I] — character Timothy Q. Mouse, Flight Instructor [WXB] — character Tinker Bell, Insistent Fairy [01E] — character Tinker Bell, Generous Fairy [3en] — character Tinker Bell, Peter Pan’s Ally [52N] — character Tinker Bell, Snowflake Collector [AqR] — character Tinker Bell, Very Clever Fairy [bd1] — character Tinker Bell, Giant Fairy [eSY] — character Tinker Bell, Finding a Way [gng] — character Tinker Bell, Fancy Footwork [ibL] — character Tinker Bell, Fast Flier [kEF] — character Tinker Bell, Most Helpful [nWR] — character Tinker Bell, Temperamental Fairy [OR6] — character Tinker Bell, Tiny Tactician [TT5] — character Tinker Bell, Queen of the Azurite Fairies [yE4] — character Tiny Tim's Crutch [WxQ] — item Tipo, Growing Son [gPY] — character Tipo, Junior Chipmunk [xfC] — character To Wither a Flower [ib5] — action Toby, Dogged Companion [Mb2] — character Toby Turtle, Wary Friend [Qqa] — character Tod, Playful Kit [43t] — character Tod, Knows All the Tricks [cKN] — character Tod, Nimble Fox [fT3] — character Tod, All Alone [oKC] — character Tod, Clever Fox [zm4] — character Tod & Copper, Best of Friends [zHc] — character Tong, Survivor [S7p] — character Tootles, Lost Boy [YhD] — character Tor, Florist [iSO] — character Touch the Sky [kgN] — action Toulouse, Artistic Kitten [5do] — character Training Dummy [Y5U] — item Training Grounds, Impossible Pillar [n6q] — location Training Staff [T3y] — item Tramp, Street-Smart Dog [52C] — character Tramp, Observant Guardian [I98] — character Tramp, Dapper Rascal [M9y] — character Tramp, Enterprising Dog [XWF] — character Transformed Chef, Castle Stove [kyi] — character Translation Collar [bPp] — item Transport Pod [prE] — item Treasure Guardian, Foreboding Sentry [1bI] — character Treasure Guardian, Protector of the Cave [gsz] — character Treasure Mountain, Azurite Sea Island [3j2] — location Treasures Untold [WWB] — action Trials and Tribulations [yHH] — action Trigger, Not-So-Sharp Shooter [7rS] — character Triton, Champion of Atlantica [0J0] — character Triton, The Sea King [0PV] — character Triton, Young Prince [A80] — character Triton, Discerning King [nit] — character Triton's Decree [DrR] — action Triton's Trident [xKb] — item Tropical Rainforest, Jaguar Lair [PvR] — location Trust In Me [c7R] — action Trusty, Loyal Bloodhound [zUf] — character Try Everything [2yZ] — action Tug-of-War [J1D] — action Tuk Tuk, Curious Partner [DHE] — character Tuk Tuk, Lively Partner [Egu] — character Tuk Tuk, Disarmingly Cute [MK2] — character Tuk Tuk, Big Buddy [OzK] — character Tuk Tuk, Wrecking Ball [xpC] — character Tuke, Northern Moose [GYp] — character Turbo, Royal Hack [42e] — character Tweedledee & Tweedledum, Strange Storytellers [Myt] — character Twin Fire [Vmz] — action Twitterpated [WEP] — action Tyler Nguyen-Baker, 4*Town Fan [JHz] — character Ulf, Mime [5p6] — character Unconventional Tool [t79] — item Under the Sea [NMh] — action Undermine [p0c] — action Unfortunate Situation [z7M] — action Ursula, Deal Maker [5iv] — character Ursula, Sea Witch Queen [APG] — character Ursula, Whisper of Vanessa [BB3] — character Ursula, Deceiver of All [c16] — character Ursula, Eric's Bride [cjn] — character Ursula, Vanessa [JP7] — character Ursula, Voice Stealer [JPS] — character Ursula, Power Hungry [O7h] — character Ursula, Mad Sea Witch [pPz] — character Ursula, Sea Witch [XWQ] — character Ursula, Created by the Vine [Y3S] — character Ursula, Deceiver [Y9v] — character Ursula’s Cauldron [5L3] — item Ursula’s Garden, Full of the Unfortunate [S3h] — location Ursula’s Lair, Eye of the Storm [U6D] — location Ursula’s Plan [SrO] — action Ursula’s Shell Necklace [U6u] — item Ursula’s Trickery [zNr] — action Vaiana, Adventurer of Land and Sea [HtH] — character Vanellope von Schweetz, Sugar Rush Princess [FSG] — character Vanellope von Schweetz, Candy Mechanic [gcm] — character Vanellope Von Schweetz, Spunky Speedster [SCj] — character Vanellope Von Schweetz, Gutsy Go-Getter [xuX] — character Vanellope von Schweetz, Sugar Rush Champ [Xwz] — character Vanellope von Schweetz, Random Roster Racer [yeD] — character Vault Door [tAF] — item Vicious Betrayal [sYQ] — action Vincenzo Santorini, The Explosives Expert [QiE] — character Vincenzo Santorini, On the Run [yND] — character Vine Entrance, Ominous Passageway [Rb1] — location Vine Pod [sMI] — item Vinnie, Green Pigeon [f0C] — character Violet Parr, Force Field Practice [F0D] — character Violet Parr, Super Resilient [Fqd] — character Violet Parr, At Wits' End [NsD] — character Violet Parr, Learning New Powers [YdE] — character Violet Sabrewing, Senior Junior Woodchuck [erF] — character Virana, Fang Chief [FMD] — character Vision of the Future [Dub] — action Vision Slab [Kxi] — item Visiting Christmas Past [RW2] — action Vitalisphere [WDs] — item Vixey, Expert Fisher [NS7] — character Vixey, Forest Friend [tPQ] — character Vladimir, Ceramic Unicorn Fan [yNl] — character Voyage [Xj3] — action Wake Up, Alice! [LkF] — action Walk the Plank! [m8D] — action Wasabi, Methodical Engineer [2ZH] — character Wasabi, Always Prepared [PYV] — character Water Has Memory [mVr] — action We Could Be Immortals [Q0V] — action We Don’t Talk About Bruno [ILB] — action We Know the Way [2Wp] — action We'll Save Our Village [zjC] — action We've Got a Lot to Do! [X0p] — action We've Got Company! [JKW] — action Webby Vanderquack, Enthusiastic Duck [3kz] — character Webby Vanderquack, Junior Prospector [JR6] — character Webby Vanderquack, Knowledge Seeker [uBf] — character Webby Vanderquack, Mystery Enthusiast [uiQ] — character Webby's Diary [XSg] — item Wee Dingwall, Scrappy Lad [jMG] — character Weight Set [X1T] — item Wendy Darling, Pirate Queen [3a1] — character Wendy Darling, Courageous Captain [AYJ] — character Wendy Darling, Talented Sailor [cDB] — character Wendy Darling, Authority on Peter Pan [DdB] — character What Did You Call Me? [Dew] — action What Else Can I Do? [YA5] — action When Will My Life Begin? [6iQ] — action When You Need Help, Just Call [tjB] — action White Agony Plains, Golden Lagoon [4XD] — location White Rabbit, Late Again [k8j] — character White Rabbit, Royal Herald [QPW] — character White Rabbit’s Pocket Watch [9zJ] — item Who's With Me? [OM9] — action Widow Tweed, Kindly Soul [EI1] — character Wildcat, Mechanic [XJp] — character Wildcat's Wrench [vtL] — item Wilhelmina Packard, The Radio Operator [qK6] — character Will o' the Wisp, Forest Spirit [TFi] — character Willie the Giant, Ghost of Christmas Present [4Qt] — character Willie the Giant, Created by the Vine [jjR] — character Wind-Up Frog, Sid's Toy [ZJM] — character Windstorm [WkJ] — action Winifred, Exasperated Elephant [2Gw] — character Winnie the Pooh, Hunny Archmage [FIF] — character Winnie the Pooh, Hungry Bear [h5D] — character Winnie the Pooh, Hunny Wizard [oju] — character Winnie the Pooh, Hunny Pirate [R7L] — character Winnie the Pooh, Having a Think [TEc] — character Winnie the Pooh & Piglet, Hunny Mages [NXy] — character Winter Camp, Medical Tent [oLN] — location Winterspell [5Yu] — action Wipe Out! [5P4] — action Wisdom of the Willow [aZ8] — action Witches of Morva, Orddu, Orwen, and Orgoch [JTw] — character With a Few Good Friends [QV6] — action Woody, Town Sheriff [30e] — character Woody, Jungle Guide [h1q] — character Woody, Helping a Friend [oR5] — character Woody, Waiting for a Friend [RHn] — character Woody, Leader of the Toys [sCi] — character Woody & Buzz Lightyear, Best Buddies [OZw] — character Work Together [6w7] — action World's Greatest Criminal Mind [l5v] — action Wreck-It Ralph, Hero's Duty [16Q] — character Wreck-It Ralph, Big Lug [20I] — character Wreck-It Ralph, Ham Hands [39T] — character Wreck-it Ralph, Raging Wrecker [C0z] — character Wreck-It Ralph, Back Seat Driver [mFI] — character Wreck-It Ralph, Demolition Dude [N3o] — character Wreck-It Ralph, Admiral Underpants [rui] — character Wrong Lever! [NXU] — action Yao, Imperial Soldier [0wR] — character Yao, Snow Warrior [SFC] — character Yelana, Northuldra Leader [umw] — character Yen Sid, Powerful Sorcerer [gBI] — character Yokai, Scientific Supervillain [dzp] — character Yokai, Professor Callaghan [sac] — character Yokai, Enigmatic Inventor [zRb] — character Yokai, Intellectual Schemer [zT9] — character You Broke My Smolder [jQI] — action You Came Back [A1c] — action You Can Fly! [trN] — action You Have Forgotten Me [3p5] — action You're Welcome [roA] — action You've Got a Friend in Me [U0Y] — action You've Got Some Punch [dYy] — action Young MacGuffin, Soft-Spoken Son [1yf] — character Young Macintosh, Proud Son [ABk] — character Yzma, Conniving Chemist [0iA] — character Yzma, On Edge [GYU] — character Yzma, Above It All [JoL] — character Yzma, Unjustly Treated [luJ] — character Yzma, Scary Beyond All Reason [mCu] — character Yzma, Alchemist [t2a] — character Yzma, Without Beauty Sleep [T45] — character Yzma, Transformed Kitten [uOG] — character Yzma, Exasperated Schemer [yjH] — character Yzma, Choosy Customer [Znx] — character Zazu, Steward of the Pride Lands [13r] — character Zazu, Advisor to Mufasa [M8t] — character Zero to Hero [YND] — action Zeus, Mr. Lightning Bolts [0AH] — character Zeus, Missing His Spark [J3F] — character Zeus, God of Lightning [oPz] — character Zeus, Defiant God [PmL] — character Zipper, Astute Decoy [aVD] — character Zipper, Tiny Helper [b66] — character Zipper, Big Helper [lnZ] — character Zipper, Flying Ranger [ogS] — character Zootopia, Police Headquarters [hOa] — location Zootopia, Tundratown [tpz] — location