Trading Card Game · Core Rules
You are an Illumineer, casting glimmers of Disney characters with magical ink to gather lore for the Great Illuminary. Play cards, quest, and challenge to out-collect your opponent.
Ink is your only resource. Once per turn you may reveal an inkwell-ring card and place it face-down in your inkwell; from then on it's just 1 ink — its text no longer matters. Exert ink to pay costs; any ink pays for any card. Ink readies each turn, so your ceiling climbs by one every turn you choose to ink.
No hand-size limit, no cap on inkwell size or characters in play. Cards can't normally be played on your opponent's turn.Exert a dry character and add its Lore to your total. It's how you win — but an exerted character can now be challenged.
Exert a dry character and choose an exerted enemy character (or any Location). Both deal Strength damage at once.
Play a Location sideways into your play area. At the start of each of your turns it earns lore equal to its Lore value. Characters can move to it by paying its move cost, sometimes unlocking bonuses. Locations have Willpower and can be challenged, but no Strength.
Songs are Actions you can play normally, or have a character "sing" by exerting a character whose cost is equal to or higher than the song's cost — paying no ink.
Shift N lets you play a character onto one that shares its name for the Shift cost. The new character keeps any damage already on the old one.