Insert

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An Insert is a card-sized promotional material added into Booster Packs in place of a 13th playing card. Its main use is to showcase the development of a main piece of art from the Card Set it belongs to and also as a medium to include a QR code to direct players to the Disney Lorcana TCG Companion App.

The First Chapter Inserts

4 different cards featuring ¼ of Mickey Mouse - Brave Little Tailor art by Nicholas Kole and preliminary sketches.

Rise of the Floodborn Inserts

4 different cards featuring ¼ of Minnie Mouse - Wide‐Eyed Diver art by Adam Fenton and preliminary sketches.

Into the Inklands Inserts

2 different cards explaining Location cards and the new damage move abilities. Both cards came in every single booster pack of this expansion.

1A Text 1B Text
NEW CARD TYPE

LOCATIONS

New in Into the Inklands, locations are glimmers that are played and go on the table in front of you just like characters and items. Only special location rules are explained here. Some locations give you a benefit, some give you lore, and some do both. And of course, other cards have abilities that involve this new card type!

PARTS OF A LOCATION CARD

(1) Ink Cost Cost-plain black.png (2) Move Cost Template:MoveCost (3) Willpower Willpower
(4) Ability (5) Lore Value lore.png

The Inkwell & Playing a Location

If a location has the inkwell icon Cost-swirl.png around the cost Cost-plain black.png, it can be put into your inkwell. The rules for playing locations are the same as for characters and items. You can play a location anytime during your turn by paying its ink cost and putting it into play in front of you.

2A Text 2B Text

Gaining Lore

At the start of your turn, gain lore equal to the Lore value lore.png on the locations you have in play. Note that this is not questing, which only characters can do.

Moving Characters to Locations

During your turn, you can move one of your characters to one of your locations by paying the location's move cost Template:MoveCost. Your characters can only move to your locations. A character can move to a location the same turn either one is played. It doesn't matter if the character being moved is exerted or ready. There's no limit to the number of characters who can be at a location at a time. A character can't move from a location except to move to another location. You can do this by paying the other location's move cost.

Challenges & Damage

Opposing characters may challenge a location the same way they'd challenge an exerted character. The Challenger ability still applies. A challenged location takes damage equal to the challenging character's Strength but doesn't deal damage. Locations can also take damage from some actions and abilities, but they can't be chosen for them unless the text says they can. When a location's damage reaches its Willpower Willpower, it's banished and you put that card in your discard pile. Characters at that location are fine-they're just no longer at a location.

Abilities

Some locations have abilities that give you benefits, often based on characters being at the location. These abilities can be used the same turn the location comes into play.


NEW RULE


MOVING DAMAGE

Also new in Into the Inklands is the ability to move damage counters from one character or location to another. Moving damage doesn't count as "dealing damage" or "damaging" the character or location receiving the damage counters. Effects that modify the amount of damage dealt don't apply to damage being moved.

Ursula's Inserts

9 different cards featuring ⅑ of Ursula - Sea Witch Queen Promo art by John Loren featuring Shanzay, Martin and Venturo.