Disney Villainous Instructions
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2 to 6 Players • Ages 10 and Up • 50 Minutes Contents: 6 Boards, 6 Villain Movers, 180 Villain Cards, 90 Fate Cards, 84 Tokens, 1 Cauldron, 6 Reference Cards, 6 Villain Guides, Instructions ™ Instructions Which Villain do you want to be? Take on the role of a Disney Villain. To win, you must explore your character’s unique abilities and discover how to achieve your own story-based objective. Each Villain Guide will inspire you with strategies and tips. Once you’ve figured out the best way to play as one Villain, try to solve another. There are six different Villains, and each one achieves victory in a different way! Vote at wonderforge.com/DisneyVillainousGame To learn how to play, watch the video: wonderforge.com/DisneyVillainousGamePlay ©Disney www.disney.com Instructions: © 2018 Wonder Forge Inc. All rights reserved. USe01 Components Frequently Asked Questions 6 Villain Movers • What if a card conflicts with the Instructions? CAPTAIN HOOK 1 1 2 If the Ability on a card violates a rule in the Instructions, the card takes precedence. Defeat Peter Pan at the Jolly Roger. Captain Hook 3 CAPTAIN HOOK’S OBJECTIVE JOLLY ROGER SKULL ROCK MERMAID LAGOON HANGMAN’S TREE Jafar JAFAR 1 Prince John Queen of Hearts Ursula • If I reveal a Fate card that cannot be played, do I get to reveal a new one? No. If a Fate card cannot be played (for example, you revealed an Item and there is no Hero in the Realm to attach it to), the card may not be played and must be discarded. If you are taking a Fate action and both cards revealed cannot be played, you must discard both of them without effect. Fate favored your opponent this time! 6 Villain Decks (30 cards in each deck) 2 • If I defeat a Hero during my turn and action symbols are uncovered at my Villain’s location, may I perform those 3 JAFAR’S OBJECTIVE Start your turn with the Magic Lamp at Sultan’s Palace and Genie under your control. Maleficent SULTAN’S PALACE STREETS OF AGRABAH OASIS CAVE OF WONDERS MALEFICENT 2 MALEFICENT’S OBJECTIVE Start your turn with a Curse at each location. 1 1 Captain Hook Jafar Prince John Maleficent Queen of Hearts Ursula 3 FORBIDDEN MOUNTAINS BRIAR ROSE’S COTTAGE THE FOREST 2 • I have a card that will allow me to defeat a Hero with a Strength of 4 or less. Does this refer to the Strength printed on 1 Start your turn with at least 20 Power. SHERWOOD FOREST FRIAR TUCK’S CHURCH NOTTINGHAM the Hero card, or do I factor in other card Abilities? Whenever referring to a Hero’s (or Ally’s) Strength, always consider all other card Abilities that are in effect in the Realm. For example, if a Hero has a Strength of 5 printed on their card, but another card in the Realm gives them -1 Strength, then that Hero’s Strength is considered to be 4 for all purposes. 6 Fate Decks (15 cards in each deck) 3 PRINCE JOHN’S OBJECTIVE • If multiple Heroes are at one location, do I have to defeat them in a certain order? No. If multiple Heroes are at a location, you may choose which Hero to defeat. KING STEFAN’S CASTLE PRINCE JOHN 1 actions on this turn? Yes. If an action symbol at your location is uncovered during your turn, you may immediately perform the action. Likewise, if an action symbol is covered before you perform that action on your turn, you may not perform the action. THE JAIL CAPTAIN HOOK Extra Actions QUEEN OF HEARTS 1 1 2 CAPTAIN HOOK Get What You Need 1 2 2 You will want to play the Scarab Pendant and the Magic Lamp as soon as possible. Scrying and Gazeem INGENIO US DEVICE are cards that can help This location gains: you find them. 2 CAPTAIN HOOK’S OBJECTIVE Defeat Peter Pan at the Jolly Roger. CAN NON n gains: This locatio HOOK’S CASE This location gains: Activated Abilities VILLAIN GUIDE JOLLY ROGER SKULL ROCK 1 GAZEE M When Gazeem your Realm, is discarded from your discard you may SCRYING search pile for an put Item or Ally.it into your Item and hand. Choose either2 your deck from Reveal cards a card of that Ally until you revealcard into your type. Put that the rest. hand. Discard VILLAIN GUIDE MALEFICENT HANGMAN’S TREE Special Fate Cards 3 2 MERMAID LAGOON with Activated Abilites are played and their Abilities activated. 0 VILLAIN GUIDE 1 Shrinking Heroes Effect CANNON 1 2 Under Your Control 3 MAKES YOU SMALLER turn an a Hero or Either Shrink back to normal. Hero Enlarged Effect Have a Wicket at each location and successfully take a shot. COURTYARD Enlarging Heroes Binding Contracts This location gains: QUEEN OF HEARTS’ OBJECTIVE HEDGE MAZE TULGEY WOOD FURY During their player defeatsturn, if another a Hero Strength with a of may play 4 or more, you Fury. Shrink to two Heroes. up + Defeat a Hero and move them to the bottom of your Board. That Hero is under your control and treated as an Ally with the same Strength. Ignore their Ability. The Cost to play Hypnotize is equal to the Hero’s Strength. PRINCE JOHN 3 2 When Steal from the Rich is played, 4 Power is While Robin Hood is in 1 taken from Prince John and placed on any one Prince John’s Realm, every Item Hero that is in his Realm. When Makes a HeroYou thatSmaller has and time Prince John gains VANISH DREAMLESS SLEEP 2 Power on them is defeated, Prince takes Power due to an action or Item FuryJohn allow Queen of RAVEN Heroes at this SNAKE STAFF all of the Power back.GIA card, he gains 1 less Power next turn,Heroes. At the start of your Hearts to Shrink of your location get -2 Strength. turn, you At the start NT HOU have to may move ROBIN HOOD Item t does not Raven and perform IAG O RGL Maleficen Discard this Curse when an Ally : Pay 1 Power ASSWhen a new location. one available than he would normally r move to aHero is Shrunk, action at his new is played to this location. 1 Powe The same Hero may belocation. Raven cannot : Pay Search your discard pile 2 The amount of Power perform gain. It is usually a good that 2 rotate the Hero 45 Fate actions. 2 at his for Hypnotize and put it Heroes Cannon, Hook’s Case, and Ingenious Device are Item Jafar is able to Hypnotize at Example: If Cannon has been played to Skull Prince John gains from each card Effect the1 this locati to Steal from MAKES YOU LARGER Curse into your hand. get -2 Strenused ? and an adjacent Iago or action is reduced by 1 Power. end of gth until on Allyidea to defeat Robin Hood Move on to an Item on. degrees so that only one the your locati ked locati 2 Items that add extra action symbols to your Heroes. When you Hypnotize Rock, you may perform the following five turn. unloc Rich multiple times, Item Ally as soon as possible! 5 EitherHero Enlarge a Hero or turn a action symbol is covered 1 Realm. After the Item has been played to a a Hero,actions you defeat them andat Skull Rock. when you are Shrunken Hero back to normal. which can lead to a big Dreamless Sleep reduces the Strengths of all Vanish Maleficent remain at a byallows the corner of theto card, location, you may perform the extra action in move them to the bottom of payoff when the Hero Heroes at its location by 2. location, enabling her to take the same BINDIN BIN Effect HYPNOTIZE WHITE RABBIT’S addition HOUSE G CONTR leaving the other action When Little John is BINDING CONTRACT DIN Iago may be used to move the Magic Lamp to the other available actions there. your Board. The ACTG CON isactions defeated! RACT 1 Hypnotized two turns in a row. TRA CONT Attach Atta CT available. played, 4 Power is taken Binding BIND ING STEAL FROM THE Snake RICH to a Contract Sultan’ s Palace. Staff can help Contract Hero is now under your control Hero ch Bind Attach BindingHero who is Beware: If you play antoward Ally to its location, whoto aing Cont notThat ct toisanot That Eric’s Ship. at Ursula’s atHero Hero who is not Hero Lair. Contra ract is defeated from Prince John and they are when when Binding is defeated is defe at The to a HeroPalace. That are moved you get a Hypnotize card when you are ready at The and is treated as an Ally with Attach is not they they mov Shor ated to Raven is a powerful Ally to play as early as Dreamless Sleep is discarded. moved to Eric’s Ship. Ursula’s Lair. arewhen Take 4 Power from Prince John ed to e. whe Hero whois defeated n The If thereonare multiple placed Little John’s Palace. put it on any one Hero. Shor they CARDand to put Genie under your control. Giant the same Strength. LOCATION When a e. possible. At the start of each turn, you may ThatareHeromoved to The Item Item Item When that Hero is defeated, the Heroes at aLittle location card. When John Power is returned to Prince John.to make them ROTATE Item weakens Heroes YouHero, may move anHourglass Ally to a location with Hypnotized Hero is used to defeatNote: another move Raven and perform 45° one action that is LITTLE JOHN a Shrunken iswith defeated, PrinceHero, John easier to to Hypnotize or defeat. Dreamless Sleep without having discardEffect the they are both discarded to the Fate discard pile. available at his new location. ROTATE When Little John is played, take the Shrunken takes all of the Hero Power 90° 4 Power from Prince John and Curse. Also, you can play Dreamless Sleep to a put it on Little John. When Little MARCH HARE is the only Hero that back. Waiting for just the John is defeated, the Power is location that already has Allies without affecting returned to Princenot John. have a Note: Raven may not take Fateright actions. Ursula is unique in that she does covers upto andefeat action time Little 5 the Allies or the Curse. QUEEN OF HEARTS Hero Vanquish symbol. The other John can help setaction up an in her Realm. Instead, Ursula 3 Heroes Heroesdefeats do not cover by using Binding Contracts. unexpected victory! Item • If a Hero’s Strength is reduced to 0 by other card Abilities, can I just remove that Hero from the Realm? JAFAR Jafar has3some cards with Activated Abilities. Dreamless Sleep Other Cards See the Instructions for details on how cards 2 URSULA Condition Effect VILLAIN GUIDE QUEEN OF HEARTS When an opponent plays Makes You Larger, they choose a Hero in your Realm and Enlarge it. The Hero card is rotated 90 degrees so that it covers one action symbol at an adjacent location in addition 1 action symbols 1 to the two at the Hero’s location. Your opponent chooses which action to cover. 2 KING TRITON VILLAIN GUIDE URSULA VILLAIN GUIDE Example: When you move this Hero to The Shore, they are defeated. The Cost to play a Binding Contract or Effect that targets King Triton is increased by 1 Power. 6 BINDING CONTRACT Hero Attach Binding Contract to a Hero who is not at The Shore. That Hero is defeated when they are moved to The Shore. Item URSULA’S OBJECTIVE Start your turn with the Trident and the Crown at Ursula’s Lair. URSULA’S LAIR ERIC’S SHIP 3 2 THE SHORE THE PALACE 2 Hero 1 AD 1 2 When Maid Marian is defeated, Hero find Robin Hood and play him to the same location. 3 Hero 1 1 3 Have a Wicket at each location and successfully take a shot. 3 URSULA’S OBJECTIVE URSULA’S LAIR M QUEEN OF HEARTS QUEEN OF HEARTS’ OBJECTIVE Start your turn with the Trident and the Crown at Ursula’s Lair. H Str Ma AT Qu ength d TE Ha ee R n if Ma tte of r He rch gets art Ha +2 s’ He Re re is alm in ro . PRINCE JOHN 1 ERIC’S SHIP 2 PRINCE JOHN’S OBJECTIVE Start your turn with at least 20 Power. COURTYARD 3 SHERWOOD FOREST HEDGE MAZE FRIAR TUCK’S CHURCH TULGEY WOOD QUEEN OF HEARTS’ OBJECTIVE NOTTINGHAM Have a Wicket at each location and successfully WHITE RABBIT’S HOUSE take a shot. WHITE RABBIT March Hare gets +2 Strength if Mad Hatter is in MARIAN QueenMAID of Hearts’ Realm. The Cost to Activate a Card Guard is increased by 1 Power. URSULA any actions until the When you play a Binding Contract, attach it to Shrunken Hero is a Hero. (Binding Contracts are one of the rare moved or defeated. instances where an Item from the Villain deck can be attached to a Hero.) 3 2 3 Each Binding Contract is tied to a location in Ursula’s Realm. A Hero with a Binding Contract attached to them is defeated when they are moved to the1 location specified on the card. HEDGE MAZE TULGEY WOOD WHITE RABBIT’S HOUSE 6 Villain Guides • Can I play or move a Hero to the bottom of the Board? 2 THE SHORE THE PALACE ACTION SYMBOLS ACTION SYMBOLS ACTION SYMBOLS Move an ACTION SYMBOLS Item or Ally Move an Gain Power ACTION SYMBOLS Item or Ally Move an Gain Power ACTION SYMBOLS Item or Ally Move an Move a Hero Play a Card 6 Boards Gain Power Play a Card Activate Fate 3 Lock Tokens 2 1 Fate Token 80 Power Tokens 1 Cauldron • If I use a card’s Activated Ability, do I then discard it? No. The card remains in your Realm. There is no limit to the number of times you may activate a card’s Ability, provided you use an Activate action and pay the card’s Activation Cost, if any, each time. Discard the Hero to your Fate discard pile and discard the Binding Contract to your Villain discard pile. THE JAIL COURTYARD No. You must still use a Vanquish action or card Ability to defeat the Hero. However, if you use a Vanquish action, no Allies need to be discarded. You can defeat the Hero even if you have no Allies at the Hero’s location. Activate Fate No. Fate cards are always played to and moved across the top of the Board, unless a card Ability specifically instructs you to move a Fate card to the bottom of the Board. Gain Power Item or Ally Move an Move a Hero Gain Power Item or Ally Move an Move a Hero Gain Power Item or Ally Move a Hero Play a Card Vanquish Move a Hero Play a Card Activate Vanquish Move a Hero Play a Card Discard Cards Activate Vanquish Discard Cards Activate Vanquish Fate Discard Cards Activate Vanquish Fate Discard Cards Fate Discard Cards Fate Discard Cards Play a Card Vanquish 6 Reference Cards 11 CAPTAIN HOOK Ending the Game As soon as a player has fulfilled their Villain’s Objective, the game ends and that player is the winner! Note: Some Objectives are only fulfilled at the start of the turn, as stated on the Villain’s Board. Reference Setup 1 1 2 Lock Token 2 1 Each player chooses a Villain and takes the corresponding Board, CAPTAIN HOOK’S OBJECTIVE Villain Mover, Villain Defeat Peter Pan deck, Fate deck, and JOLLY ROGER at the Jolly Roger. Villain Guide, as well as a Reference Card. Place your Board in front of you. Each Board contains four locations. Place your Villain Mover on the left-most location. SKULL ROCK 3 If the right-most location has a lock symbol in the corner, 3 place a Lock Token on that location. MERMAID LAGOON HANGMAN’S TREE Player Setup Realm Villain Mover All cards in play on either side of your Board are considered to be in your Realm. A card only affects other cards in the same Realm. No card in one Villain’s Realm will ever affect a card in another Villain’s Realm. Lock Symbol Lock Token (not all Villains) Villain Deck Fate Deck Locked Locations Some Villains have locations that are locked at the beginning of the game, but which may be unlocked during the game. A locked location is denoted with a Lock Token. A Villain cannot move to a locked location. In addition, cards cannot be played to, moved to, or moved from a locked location. However, if a card is at a location that later becomes locked, the card’s Ability, if any, remains in effect. Board “Playing” Cards and “Moving” Cards Villain Deck Discard Pile Playing a card refers to adding a card to a Villain’s Realm, either from your hand or from a Villain or Fate deck. Moving a card refers to taking a card that is in your Realm and moving it to a new location. If a card’s Ability is triggered when it (or another card) is played, the Ability is not triggered if it is moved. Likewise, if a card’s Ability is triggered when it (or another card) is moved, the Ability is not triggered if it is played. “Revealing” Cards and “Looking at” Cards Shuffle your Villain deck and place it face down to the left of your Board. Leave room for a discard pile. “Finding” a Hero 8 Choose a player to go first. The first player does not start with any Power. The second player takes one Power from the Cauldron. The third and fourth players each take two Power. The fifth and sixth players each take three Power. If a card instructs you to find a specific Hero and play them, you must take the specified Hero from wherever they are and play them. When finding a Hero, first check to see if they are already at a location in the Realm. If so, remove them from their location and then play them to the specified location. If the Hero is not already in the Realm, search the Fate discard pile and play them. If they are not in the Fate discard pile, search the Fate deck, play them, and re-shuffle the Fate deck. 10 Starting Hand 4 If a card instructs you to reveal cards, either from your hand or from your Villain or Fate deck, turn the cards over so that all players can see them. If a card instructs you to look at cards, either from your Villain or Fate deck, you may look at them privately, keeping them secret from the other players. If you ever need to reveal or look at a card from a deck when it is empty, shuffle the discard pile to form a new deck. Fate Deck Discard Pile 5 Draw a starting hand of four cards from your Villain deck. You may look at your cards, but keep them secret from the other players. 1st Player 2nd Player 6 Shuffle your Fate deck and place it face down to the right of your Board. Leave room for a discard pile. 3rd and 4th Players 5th and 6th Players 7 Place the Power Tokens in the Cauldron and place it within reach of all players. Cauldron of Power Tokens 3 Game Overview Each player takes the role of a different Disney Villain. Each Villain has a different Objective they are trying to achieve. Each turn, players move their Villain Mover to a location on their Board and perform actions that are available there. As soon as a player has fulfilled their Villain’s Objective, the game ends and that player wins. Read the Objective on your Board out loud so that all players know your Objective. Item cards appear in both the Villain deck and the Fate deck 4 and have an Ability that affects other cards or actions. MAGIC LAMP WISH Magic Lamp may only be played to the Cave of Wonders. Reference Card ACTION SYMBOLS Gain Power Move an Item or Ally VILLAIN OBJECTIVES CAPTAIN HOOK must have Peter Play a Card Pan revealed from his Fate deck, unlock Hangman’s Tree, move Peter Pan to the Jolly Roger, and defeat him there. Activate JAFAR must unlock the Cave of Wonders, play the Magic Lamp, hypnotize Genie, and move the Magic Lamp to Sultan’s Palace.* Fate MALEFICENT must play Curses and move them as needed so she has at least one Curse at each location in her Realm.* PRINCE Move aJOHN Heromust collect Power so he has at least 20 Power.* QUEEN OF HEARTS must play and convert Card Guards into Wickets, Vanquish move them as needed so she has at least one Wicket at each location in her Realm, and play Take the Shot. Discardmust Cards URSULA play the Trident and the Crown, move them as needed so she has them at her Lair, and defeat King Triton.* STEAL FROM THE The same Hero may used to Steal from be the Rich multiple times, which can lead to a big payoff when the Hero is defeated! RICH Take 4 Power from Prince John and put it on any one Hero. When that Hero is defeated, the Power is returned to Prince John. PRINCE JOHN 1 Effect PRINCE JOHN MAID MARIAN 1 2 PRINCE JOHN’S OBJECTIVE with Start your turn at least 20 Power. *These Villains can only win at the start of their turn. When Maid Marian is defeated, find Robin Hood and play him to the same location. 3 Hero 1 SHERWOO It’s Good to Be When Steal from the Rich is played, 4 Power taken from Prince John and placed can be is on any one Hero thatPRIN n that is in hisCE a locatio Realm. has When a Hero JOHN s Realm John’ Power that has does not have on Prince them The Jail, Prince is defeated tage. VILLAI d by N GUIDE John takes covere theadvan usedalltoofhis Powerlsback. that can be less any action symbo that location g Heroes at on cards Heroes, makin John has The Impris same inbe Hero may s to The Jail disruptive. Princeto move Heroe used to Steal ere. from the him elsewh le which allow Rich multiple times, actions availab order to make which can lead to a big payoff when the at The Hero Note: WhenAbilitie s is defeated STEAL FROM THE s’ ! RICH Jail, Heroe . Take 4 Power from are still active Prince John and put Item Effect MAID MARIAN THE JAIL When Maid Marian is defeated, find Robin Hood and play him to the same location. 2 3 Hero 1 PRINCE JOHN’S OBJECTIVE Start your turn with at least 20 Power. SHERWOOD USe01 FOREST FRIAR TUCK’S CHURCH 3 USe01 ©Disney SHERWOOD FOREST FRIAR TUCK’S CHURCH 3 NOTTINGHAM THE JAIL NOTTINGHAM THE JAIL Your Realm PRINC E JOHN VILLAIN GUIDE The Villain Guide includes details on your Objective and other information specific to your Villain. This will come in handy during the game. 3 5 Effect Hero When Little John is played, 4 Power is taken his plans, from Prince John s can be disruptive to sleeve. gh Heroeand Althouon placed l tricks up his Little severa hasJohn’ s John f of Nottingham, Prince card. When Little profit Johnnt, Sherif such as Warra allow him to Cards is defeated , ful, Prince Lovely times it JohnTaxes . Some LITTLE JOHN and Beauti takes all of theHeroe s in his Realm When Little John having Power is played, take from Waiting close! back. es 4 Power from Prince John and your put it on Little John. justenemi the When Little to keep for paystime John is defeated, right the Power is to defeat Little returned to Prince John. 5 John can help set Hero up an unexpected victory! 3 1 the King! 0 While Robin Hood3 is in Prince John’s Realm, every 1 time Prince John gains Power due to an action or card, he gains 1 less M Power NOTTINGHA BEAUTIFUL, LOVELY TAXES T SHERI FF OF than he wouldAN RR normally you HOOD turn,ROBIN WA of your ham. gain. It is usually o start of Nottinghis At the a good Sheriff at a Her Gain 1 Power for each Heroes . timemay move The amount of Power idea to defeater each tionthere are any that Hero in your Realm. 1 Power. Prince loca IfHood Robin John gains from n, gain 2 Pow to this or action is reduced each card new locatio ed as soonGainas by 1 Power. possible! is play Ally it on any one Hero. When that Hero is defeated, the Power is returned to Prince John. PRINCE JOHN PRINCE JOHN’S OBJECTIVE Start your turn with at least 20 Power. ©Disney ctive Prince John’s Obje While Robin Hood is Prince John’s Realm, in least 20 Power. at every turn with time yourJohn Prince Start gains needs to Power due to an greed, so he action is all about orto win. However, as card,John Prince he gains 1 less Power Power in order Power thanulate accum save all the he would be to normall in ROBINPower y as it might HOOD ing gain. tempt It is usually to spend some a good will need can,toyou The amount of youidea Power that defeat Robin Hood Prince John gains from each card win. or to action is reduced by 1 as soon as possible order Power. s ability ! 5 John’ hinder Prince Hero l Heroes can to play Allies, Severa When is a good idea By Little. It John Power is s have been played. to gain played, 4 Power Heroe a before any is taken ed to Vanquish even 1 be prepar from you will John so,Prince ss. and doing 2 ng your progre placed on Little that is affecti John’s Hero card. When Little John is defeated, Prince John LITTLE JOHN takes all of the Power When Little John is played, take back. Waiting for 4 Power from Prince just put it on Little John. John and When Little John is defeated, right time to defeat the the Power is returned to Prince Little John. John can help set 5 NOTTING HAM Hero up an TUCK’S CHURCH unexpectedFRIAR victory! D FOREST One side of the Reference Card lists how each Villain reaches their Objective. This will help you determine if an opponent is approaching victory. The other side identifies the actions. When Magic Lamp is played, find Genie and play him to the Cave of Wonders. Villain Guide Special Fate Cards The Jail Special Fate Cards When Steal from the Rich is played, taken from Prince 4 Power is John and placed on any one Hero that is in his Realm. When a Hero that has Power on them is defeated, Prince John takes all of the Power back. Each player has their own Board, representing their Villain’s Realm. All cards played to your Board are considered to be in your Realm. Card Abilities only affect cards in the same Realm. No card in one Villain’s Realm will ever affect a card in another Villain’s Realm. Your opponents play Fate cards to the top of your Board. Each Realm has four locations you may move your Villain to. Actions Each location has actions you may perform when you move to that location. FAUNA When Fauna is played, discard a Curse from her location. MALEFICENT 2 SWORD OF TRUTH AURORA Attach Sword of Truth to a Hero with no other HeroItems attached to them. That Hero gets +2 Strength. The Cost to play a Curse to this location is increased by 2 Power. When Aurora is played, reveal the top card of Maleficent’s Fate deck. If it is a Hero, play it. Otherwise, return it to the top of the deck. +2 MALEFICENT’S OBJECTIVE Start your turn with a Curse at each location. Villain Deck You draw and play from this deck to reach your Objective. Objective Each Villain has a different Objective they must achieve to win the game. 4 2 Item 4 1 +2 Item If an Item says to attach it to an Ally, you must place the Item under an Ally in your Realm. If there are no Allies in your Realm to attach the Item to, you may not play that Item. If an Ally with an Item attached is moved or discarded, all attached Items are moved or discarded with them. All Items from the Fate deck are attached to a Hero. To play an Item from the Fate deck, place the card under a Hero. If there are no Heroes you can attach the Item to, you may not play that Item. If a Hero with an Item attached is moved or discarded, all attached Items are moved or discarded with them. Effect Fate Cards Locations Item Attach Wish to a Hero. That Hero gets +2 Strength. To play an Item from the Villain deck, pay its Cost (shown in the upper left corner) and place the card below any unlocked location in your Realm, unless the card says to attach it to an Ally. 1 Effect Example: If an Item says it must be attached to an Ally, play it underneath the Ally of your choice. Example: Pay 1 Power to play this card, then discard it face up. Discard Pile Condition cards are unusual because you play them during an opponent’s turn. They are not played by performing a Play a Card action. If you have a Condition in your hand and the requirement on the card is met during an opponent’s turn, you may immediately play the card, do what it says, and then discard it face up to your discard pile. After a Condition is played, the opponent’s turn continues. Do not draw a new card. You must wait until the end of your turn to draw back to four cards. 1 Hero cards appear in both the Villain deck and the Fate deck and are one-time events. To play an Effect, pay its Cost (if one is shown in the upper left corner), do what the card says, then discard it face up to the appropriate discard pile. Ally Item 3 FORBIDDEN MOUNTAINS BRIAR ROSE’S COTTAGE THE FOREST KING STEFAN’S CASTLE 2 Fate Deck 3 2 FOREST OF THORNS RAVEN Heroes must have a Strength of 4 or more to be played to this location. At the start of your turn, you may move Raven and perform one available action at his new location. Raven cannot perform Fate actions. Discard this Curse when a Hero is played to this location. GOON 1 SINISTERAlly Curse Villain Cards You play Villain cards to the bottom of your Board. Your opponents draw and play from this deck to hinder your progress. Sinister Goon gets +1 Strength if there are any Curses at his location. 3 Ally Mid-Game Example Activated Abilities 1 Some Items and Allies have Activated Abilities, which are card Abilities that must be activated to be used. Cards with an Activated Ability include an Activate symbol to indicate that their Ability is not always in effect. A card with an Activated Ability is played to a location as normal. Each time you wish to use the card’s Ability, you must perform the Activate action and pay the Activation Cost, if any. If an Ally that has an Activated Ability is used to Vanquish a Hero, discard it as normal. IAGO : Pay 1 Power 1 Move Iago and an Item at his location to an adjacent unlocked location. Activate Symbol Activation Cost Ally 9 Note: Some Villains have additional card types unique to Types of Cards them. These are explained in their respective Villain Guides. Each player has two decks of cards: Villain cards (with colored backs) and Fate cards (with white backs). You play your Villain cards from your hand to the bottom of your Board, while your opponents play your Fate cards to the top of your Board. On Your Turn Do the following, in this order: 1 Move Your Villain Move your Villain Mover to a different location. You may move to any location in your Realm, as long as it is not locked. You may not stay at your previous location. Any card that is at a location on your Board is considered to be in your Villain’s Realm. A card’s Ability is ongoing and in effect for as long as the card remains in your Realm. There is no limit to the number of Villain cards or Fate cards that may be played to a location. As cards are played to locations, slightly offset them so all cards at a location can be seen. Cost Ability Strength Fate Cards and pets. To play an Ally, pay its Cost (shown in the upper left corner) and place the card below any unlocked location in your Realm. GAZEEM When Gazeem is discarded from your Realm, you may search your discard pile for an Item and put it into your hand. 2 Villain Cards Ally cards appear only in the Villain deck and represent your Villain’s henchmen, helpers, 2 Name The Lock Token indicates that this location is locked. You may not move to a locked location. Ally 2 Once Allies have been played to a location, you may use them to defeat Heroes at the same location by performing the Vanquish action. Each Ally has a Strength (shown in the lower left corner), which may be modified by other cards in the Realm. Additionally, most Allies have an Ability that affects other cards or actions. Once an Ally is in your Realm, you’ll need to decide whether to use it to defeat a Hero or keep it in your Realm for its Ability. During the game, actions may become covered by Fate cards. If an action is covered, that action 3is 2 unavailable and may not be performed until the COURTYARD HEDGE MAZE card covering it is moved or discarded. When an action is uncovered, it is immediately available and may be performed if your Villain is at that location and it is still your turn. When Cheshire Cat is played, convert up to two Wickets to Card Guards. When Cheshire Cat is defeated, Queen of Hearts may convert up to two Card Guards to Wickets. Hero 1 Actions covered by a card are not available and may not be performed. QUEEN OF HEARTS’ OBJECTIVE Have a Wicket at each location and successfully take a shot. who are trying to stop your Villain’s sinister plans. You play Heroes from your opponents’ Fate decks by performing the Fate action. To play a Hero, place the card so it is covering the top of any unlocked location in that opponent’s Realm. 8 CHESHIRE CAT (See Types of Actions on the next page.) Hero cards appear only in the Fate deck and represent the irksome do-gooders Name RAJAH Ability Rajah gets +2 Strength if Princess Jasmine is in Jafar’s Realm. Card Type Each location has symbols representing the actions you may take when you move there. You may perform all of the available actions in any order. HEARTS Each action QUEEN mayOFbe performed one time for each symbol that appears. All actions are optional. If you move to this location, you may perform all four actions. 5 Card Type Strength Perform Actions 4 Hero You can use a Hero to hinder an opponent’s progress by covering useful actions. The actions covered by a Hero are no longer available until the Hero is moved or defeated. Each Hero has a Strength (shown in the lower left corner), which may be modified by other cards in the Realm. Additionally, most Heroes have an Ability that makes it harder for your opponent to achieve their Objective. If there are multiple Heroes at a location, and the Hero covering the action symbols is defeated, move any other Heroes down so one of them covers the symbols. 3 TULGEY WOOD WHITE RABBIT’S HOUSE If you move to this location, you may perform only these two actions. Draw Cards At the end of your turn, if you have fewer than four cards in your hand, draw from your Villain deck until you have four. If you need to draw from your deck when it is empty, shuffle your discard pile to form a new deck. Now it’s the next player’s turn. 5 Types of Actions Important: Your Villain’s location dictates what actions you may perform. However, you can perform those actions at any location, as long as it is not locked. Gain Power = Take Power from the Cauldron equal to the number on the symbol. Power is the currency of the game. You need Power to play cards and activate Abilities. Take 2 Power. Play a Card An Item or Ally may be played to any location in your Realm, as long as it is not locked. Play the card to the bottom of your Board, below the location. (See Types of Cards for details.) A Hero may be played to any location in that opponent’s Realm, as long as it is not locked. Play the Hero to the top of their Board, covering the top of the location. (See Types of Cards for details.) *See “Revealing” Cards and “Looking at” Cards on page 10. 6 Example: Move an Ally from any unlocked location to an adjacent unlocked location. Ally Vanquish Example: Pay the Cost (3 Power), then play this Item to any location. 3 Defeat one Hero at any location in your Realm by using one or more Allies that are already at the same location as the Hero. Each Ally and Hero has a Strength (lower left corner) which may be modified by other cards in the Realm. The Ally must have a Strength equal to or higher than the Hero’s Strength. Multiple Allies may be used by adding their Strengths together. Item Activate Choose an opponent to target and reveal* two cards from the top of their Fate deck. Play one card and discard the other face up to that opponent’s Fate discard pile. You decide how to use the Fate card’s Ability against your opponent. By taking a Fate action, you can disrupt an opponent’s progress. You may not move an Item or Ally into or out of a locked location. You may not move an Item that is attached to an Ally or a Hero. Move one Hero at any location in your Realm to an adjacent location. You may not move a Hero into or out of a locked location. Choose one Item or Ally in your Realm with an Activate symbol. Pay the card’s Activation Cost, if any, and perform the card’s Activated Ability. (See Types of Cards for details.) Fate Move one Item or one Ally at any location in your Realm to an adjacent location. Move a Hero Play a card from your hand. You may play only one card for each Play a Card action. Most cards have a Cost that is shown in the upper left corner. When you play a card, you must pay its Cost by returning that many Power to the Cauldron. If you do not have enough Power to pay a card’s Cost, you may not play the card. Move an Item or Ally Example: Pay 1 Power to activate this card’s Ability. Pay 1 Power Ally In a 5- or 6-player game: When you are the target of a Fate action, take the Fate Token from the last player who was targeted. As long as you have the Fate Token, you may not be targeted. 5 Villain Deck Discard Pile To Vanquish the Hero, discard the Ally (or Allies) to your Villain discard pile. Discard the defeated Hero to your Fate discard pile. Discard Cards Hero 1 1 Fate Deck Discard Pile 4 Ally Example: You have three Allies at the same location as a Hero with a Strength of 5. Because two of the Allies have a combined Strength of 5 (4+1), only those two Allies need to be used to Vanquish the Hero. Discard the Hero and the two Allies. The third Ally remains at the location. Discard as many cards as you wish from your hand. Cards should be discarded face up to your Villain discard pile. Getting rid of unwanted cards will give you new options on your next turn. When discarding, do not immediately draw new cards. You must wait until the end of your turn to draw back to four cards. Note: Each Board is different, and some of these actions may not appear on your Board. 7
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