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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