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Glossary of Terms

Action - A card played for a one-off effect. You pay its ink cost, the effect happens, and the card goes to your discard pile.

Banish - To put a card from play into its owner's discard pile. A character is banished when the damage on it reaches its Willpower.

Bodyguard - A keyword. A character with Bodyguard may enter play exerted, and while it is exerted your opponents must challenge it rather than your other characters.

Challenge - Exerting one of your ready characters to attack an exerted opposing character. Both deal damage equal to their Strength to each other.

Challenger +N - A keyword. While this character is challenging, it gets +N Strength — it does not help when the character is the one being challenged.

Character - The Disney characters you play into your board. They can quest for lore, challenge opposing characters, and have Strength, Willpower and a lore value.

Deck - A constructed deck is at least 60 cards, with at most four copies of any one card, and may use cards from no more than two ink types.

Drying ink - A character played this turn is said to have wet ink: it cannot quest, challenge or use abilities that need exerting until the start of your next turn, unless it has Rush.

Evasive - A keyword. Only characters with Evasive can challenge a character with Evasive.

Exert - Turning a card sideways to use it — to quest, to challenge, to sing a song or to pay for an ability. You ready all your cards at the start of your turn.

Illumineer - What the game calls a player. Two Illumineers face each other, each racing to collect lore.

Ink - The resource that pays for cards. Each turn you may put one inkable card from your hand face down into your inkwell, then exert ink there to pay costs.

Inkable - A card with the ink symbol around its cost. Only inkable cards may be put into your inkwell; the strongest cards often are not inkable.

Inkwell - The face-down row of cards that is your available ink. Cards there are never revealed and their printed text does nothing.

Item - A card that stays in play after it is played and provides an ongoing or activated effect.

Location - A card that stays in play with Willpower and a move cost. Characters can be moved there, and many Locations earn lore on their own each turn.

Lore - The points you are racing to collect. The first Illumineer to reach 20 lore wins the game.

Quest - Exerting a ready character to gain the lore value printed beside its name. It is the main way to win, but an exerted character can then be challenged.

Reckless - A keyword. A Reckless character cannot quest, and must challenge during your turn if it is able to.

Resist +N - A keyword. Damage dealt to this character is reduced by N.

Rush - A keyword. This character can challenge the turn it is played, without waiting for its ink to dry.

Shift - A keyword. You may play this character for its Shift cost on top of one of your characters with the same name, keeping damage and effects already on it — and the shifted character can act immediately.

Singer N - A keyword. This character can sing songs costing N or less, regardless of its own cost.

Song - An action card that can be sung: instead of paying its ink cost, exert a character whose cost is equal to or greater than the song's cost.

Strength - The damage a character deals when challenging or being challenged, shown by the sword icon.

Support - A keyword. Whenever this character quests, you may add its Strength to another chosen character's Strength for the rest of the turn.

Ward - A keyword. Opponents cannot choose this character for effects — they can only challenge it.

Willpower - How much damage a character or location can take before it is banished, shown by the shield icon.