The last time I devoted an entire week to talking about a single game or series, it was Disgaea, in a blatant pandering attempt to get a review copy of their newest release.
This is not going to be one of those weeks. For starters, I don’t think Ravensburger has any more Lorcana to send out at this point. If anyone from Ravensburger reads my set of writeups, here are a list of items I think it’s more likely they would send me:
- A cease and desist letter.
- A box of spiders.
- A mailbomb.

A Brief History Lesson
For an omnipresent entertainment juggernaut, Disney has always kind of fallen flat on its face when it comes to making games. Pretty much every first party attempt they’ve made to create games has, while not failed, apparently never made enough money to justify its existence.
Propaganda Games, Avalanche Software, Wideload Games. Those are just a few names in the pile of corporate corpses the House of Mouse has produced.
As such, in 2016, they finally threw in the towel, and just licensed out their properties for other developers to make games with. And that’s how we get Lorcana.
Lorcana is a new TCG published by Ravensburger, by Steve Warner and Ryan Miller, and using licensed Disney IP. If you’re not familiar with TCG’s (trading card games), I suggest you take a minute to read our Guide to Card Game Terms.
This week we’ll be covering the game itself, the somewhat interesting launch it’s had so far, the game’s rarity system, and what the future could hold for Lorcana.
Is the game any good? Will it supplant the big 3 of TCG’s, or turn it into the big 4? How does Lorcana’s base set match up with other card games?
All these questions will be answered this week.
Schedule
Part 1. The Game Itself
Part 2. Lorcana’s Rough Launch
Part 3. Rarity, Distribution, and set Design (8/24 – Delayed While Math Occurs)
Part 4. Lorcana’s Future
Part 5. ???? (???)
Bonus Post 1. Enchanted Rarity Cards and Odds