Tier 4 · Play the Table · Lesson 4 of 8
Threat assessment
You get one answer this turn, and there are four cards on their side of the table. Spend it on the wrong one and you have used your whole turn on a card that was never going to beat you. Most losses look like this, and almost nobody notices at the time.
The frightening card and the winning card are rarely the same card
Ask a table which card is the biggest threat and people point at the largest character. Big numbers read as danger. They are printed larger, and they are the ones that banish things.
But only one thing ends the game in your opponent's favour.
If a player has 20 or more lore, that player wins the game.
Comprehensive Rules 1.8.1.1
In plain terms: they win by reaching 20 lore, and by nothing else on the board. So a card is a threat in exactly the amount it moves that number.
Strength does not move it. Willpower does not move it. Only characters can quest (4.5.1), and a character that never quests has never gained your opponent a single lore. Some cards say so on their own face: a character with Reckless cannot quest at all (8.7.2), and its controller cannot end their turn while it is ready and able to challenge (8.7.3). That card will be thrown at you every turn and it will never score.
A card that cannot gain lore cannot win the game on its own. It can only make winning slower for you, which matters, but it matters second.
Rank by the clock, not by the size
Two questions, in this order, and the order is the whole skill.
- How many turns until they reach 20? That is the race maths from the last lesson. Lore now, plus lore per turn, gives you a number of turns.
- Which of their cards is producing that number? Take it away and the turns go up. That card is the threat, whatever it looks like.
Two dimensions decide what you do next: how much lore a card makes each turn, and how hard it is for you to answer.
Half of the assessment is whether you can touch it
A threat you cannot answer is not a target. It is a fact you have to build around, and treating it as a target is how three turns disappear.
One rule decides most of this, and new players run into it without knowing its name.
Second, the player chooses an exerted opposing character to be challenged.
Comprehensive Rules 4.6.4.2
In plain terms: unless a card says otherwise, you can challenge a character only while it is exerted. Questing is what exerts it. So the characters you are able to reach are usually the ones that have been gaining lore, which is a convenient overlap.
Four things change who you are allowed to answer:
- Evasive means the card cannot be challenged except by a character with Evasive (8.6.1). Alert ignores that limiter (8.2.1).
- Ward means your opponents cannot choose that card when resolving an effect (8.15.1). It covers abilities that choose. It does not stop a challenge, because a challenge chooses in the Challenge Declaration step instead (4.6.4.2).
- Bodyguard means that if an opponent would choose one of your characters to challenge, they must choose this one or another with Bodyguard if able (8.3.3). It decides your answer for you.
- Locations are never ready or exerted, so they can be challenged at any time during the Main Phase (4.6.8.2), and they deal no damage back (4.6.8.3).
Answering costs more than the answer
Challenging exerts your challenging character (4.6.4.4), so that character does not quest this turn. The card you spend is only part of the price. The lore you did not gain is the rest of it, and that is the part people forget to count.
Two more rules are worth holding in your head while you decide.
Damage stays. It accumulates over the whole game (5.3.6.3), so a half answer is real progress that carries from one turn to the next. But when a damaged character leaves play, all its damage counters cease to exist (1.9.6). A threat that returns to their hand and comes back down arrives clean, and your two turns of chip damage are gone.
You spend two turns and two cards banishing the largest character on their board. It felt like the responsible play. While you did it, their cheap quester gained 6 lore and you gained none.
You won a fight that nobody was having. Before you commit, say out loud how much lore the card you are about to answer gained last turn. If the answer is zero, ask again why you are answering it.
Your opponent has a large character that has stayed ready all game, and a small character that quests every turn. You can answer one of them. Which?
- The large one, because it will banish anything you put on the table. It can only do that if it challenges, and challenging exerts it (4.6.4.4), which is exactly when you get to answer it. While it sits ready it is gaining zero lore and you cannot challenge it anyway (4.6.4.2).
- Neither. Lore is the only thing that wins, so always quest instead. The half of this that is right is that lore wins. The half that is wrong is "always". Their quester shortens their clock every turn it lives, so racing without doing that arithmetic is a hope rather than a plan.
- The small one, because it is the only card of the two moving them towards 20. Right. Size is not the measure, lore per turn is. Take away the card that is producing their clock and every other card on their board has to start from nothing.
The honest part
This lesson gives you a rule of thumb, and rules of thumb fail in named places. Here are the three that matter.
Sometimes the big body really is the threat. If every character you play is banished the turn after it quests, their board is what is stopping your lore. A card that prevents your scoring sits on the same axis as a card that scores. It just reaches the number from the other side.
Lore is not the only way to lose. If your turn ends with no cards in your deck, you lose the game (1.8.1.2). It is rare, and if it is happening to you then "which card makes the most lore" is the wrong question that game.
You are assessing with half the information. You cannot see their hand, so every assessment you make is a best guess that you revise next turn. Being wrong about a threat is normal. Never asking which card was the threat is the part that costs you games.
- Lore is the only way your opponent wins.
- Rank threats by lore per turn, not by size.
- You can challenge a character only while it is exerted.
- Every answer costs you lore you did not gain.
- Damage stays, unless the card leaves play.
Once in the game, at the point where their board is fullest, point at each of their cards and say how much lore it gained last turn. Then answer the highest number. Once, not every turn.
Rules quoted from the Disney Lorcana Comprehensive Rules, version 2.2.0, effective 9 July 2026. We check every rules claim on this site against the current document rather than quoting from memory, because rule numbers change between versions.
Next: Opening hands: what to keep. Threat assessment starts before a single card is played, with the seven you decide to keep.
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