The Role of Locations in Lorcana
Locations are a card type that behaves unlike anything else in Lorcana. They sit on the table, have willpower but no strength, and can't quest or challenge on their own — instead they passively support your board. Used well, they're a slow, grinding source of advantage.
What locations do
- They have a cost to play and willpower that lets them soak damage.
- Many locations generate lore at the start of your turn, all on their own — a lore engine that doesn't risk a character by questing.
- Characters can move to a location (by paying a small move cost), which can trigger location or character effects.
- Locations can be challenged and damaged like characters, and are banished when damage reaches their willpower.
Why passive lore is special
A questing character has to exert — which makes it a target. A location that produces lore each turn can't be challenged in response to questing, because it isn't exerting to do it. Your opponent has to spend real resources attacking the location directly to shut it off. That makes locations a resilient, low-risk way to grind toward 20.
Building around locations
- Protect them. High-willpower locations and a Bodyguard wall keep your lore engine humming while the opponent struggles to break through.
- Use the move mechanic. If your locations or characters reward moving (extra lore, triggered abilities), build a board that wants to shuffle characters around.
- Don't overload. Locations are slow and don't defend you the turn they land. A couple as an engine is great; a deck full of them does nothing on an empty board.
Where locations shine
Locations are at their best in midrange and control shells that want inevitable, hard-to-interact-with lore. They're weaker in pure aggro, which would rather spend that ink on another body to push the race. As always, the question is whether the slow value fits your clock.