Lore Race Math: How Fast Can You Reach 20?
Every Lorcana game ends the same way: someone hits 20 lore. Everything else — inking, questing, challenging — is in service of getting there first. So it's worth understanding the simple arithmetic of the race.
Lore per turn is the key number
If you reliably gain L lore per turn once your engine is online, the turns it takes to cover the remaining distance is just division. Here's how different steady-state lore rates close out a game from 0:
2 lore/turn ░░░░░░░░░░ 10 turns to 20
3 lore/turn ░░░░░░░ ~7 turns to 20
4 lore/turn ░░░░░ 5 turns to 20
5 lore/turn ░░░░ 4 turns to 20
6 lore/turn ░░░ ~4 turns to 20
Of course you don't start your engine on turn 1 — but the pattern holds: small increases in lore-per-turn dramatically shorten the game. Going from 3 to 4 lore a turn isn't a 33% improvement; over a game it can mean winning two full turns sooner.
A realistic curve-out
Say your board comes online on turn 3 and you average 4 lore per turn after that:
| Turn | Lore this turn | Total |
|---|---|---|
| 3 | 4 | 4 |
| 4 | 4 | 8 |
| 5 | 4 | 12 |
| 6 | 4 | 16 |
| 7 | 4 | 20 ✅ |
Turn 7 kill. Now imagine your opponent challenges away one quester on turn 5, dropping you to 2 lore that turn — you slip to a turn 8 or 9 finish. That's why removal matters even in a race: every point of lore you deny is a fraction of a turn you steal.
What this means for deckbuilding
- Lore-per-cost is a premium stat. Characters that quest for a lot relative to their cost accelerate your clock.
- Protect the engine. A Bodyguard wall or evasive questers keep your lore rate from collapsing.
- Know your clock. If you can math out "I win on turn 7," you know exactly how much risk to take and when to stop trading and start racing.
Practice counting your clock every game — once you see the board in terms of "lore per turn," your sequencing decisions get a lot clearer.