Disney Villainous Instructions

User Manual:

Open the PDF directly: View PDF PDF.
Page Count: 6

Instructions
wonderforge.com/DisneyVillainousGamePlay
To learn how to play, watch the video:
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!
2 to 6 Players • Ages 10 and Up • 50 Minutes
USe01
©Disney
www.disney.com Instructions: © 2018 Wonder Forge Inc. All rights reserved.
Contents: 6 Boards, 6 Villain Movers, 180 Villain Cards, 90 Fate Cards, 84 Tokens, 1 Cauldron, 6 Reference Cards, 6 Villain Guides, Instructions
Vote at wonderforge.com/DisneyVillainousGame
Which Villain do
you want to be?
211
1 1 2
3
JOLLY ROGER
CAPTAIN HOOK
SKULL ROCK MERMAID LAGOON HANGMAN’S TREE
CAPTAIN HOOK’S
OBJECTIVE
Defeat Peter Pan
at the Jolly Roger.
21
3
SULTAN’S PALACE
JAFAR
STREETS OF AGRABAH OASIS CAVE OF WONDERS
JAFAR’S OBJECTIVE
Start your turn with the
Magic Lamp at Sultan’s
Palace and Genie under
your control.
12
1 3
FORBIDDEN MOUNTAINS
MALEFICENT
BRIAR ROSE’S COTTAGE THE FOREST KING STEFAN’S CASTLE
MALEFICENT’S
OBJECTIVE
Start your turn with a Curse
at each location.
21
3
1
THE JAIL
PRINCE JOHN
NOTTINGHAMFRIAR TUCK’S CHURCHSHERWOOD FOREST
PRINCE JOHN’S
OBJECTIVE
Start your turn with
at least 20 Power.
1
3
2
WHITE RABBIT’S HOUSE
QUEEN OF HEARTS
TULGEY WOODHEDGE MAZECOURTYARD
QUEEN OF HEARTS’
OBJECTIVE
Have a Wicket at each
location and successfully
take a shot.
3 2
1 1
URSULA’S LAIR
URSULA
ERIC’S SHIP THE SHORE THE PALACE
URSULA’S OBJECTIVE
Start your turn with the
Trident and the Crown
at Ursula’s Lair.
ACTION SYMBOLS
Gain Power
Discard Cards
Move a Hero
Play a Card
Vanquish
Move an
Item or Ally
Activate
Fate
ACTION SYMBOLS
Gain Power
Discard Cards
Move a Hero
Play a Card
Vanquish
Move an
Item or Ally
Activate
Fate
ACTION SYMBOLS
Gain Power
Discard Cards
Move a Hero
Play a Card
Vanquish
Move an
Item or Ally
Activate
Fate
ACTION SYMBOLS
Gain Power
Discard Cards
Move a Hero
Play a Card
Vanquish
Move an
Item or Ally
Activate
Fate
ACTION SYMBOLS
Gain Power
Discard Cards
Move a Hero
Play a Card
Vanquish
Move an
Item or Ally
Activate
Fate
ACTION SYMBOLS
Gain Power
Discard Cards
Move a Hero
Play a Card
Vanquish
Move an
Item or Ally
Activate
Fate
6 Reference Cards
Components
6 Boards
1 Cauldron80 Power Tokens
6 Villain Guides
3 Lock Tokens 1 Fate Token
6 Villain Movers
Captain
Hook
Jafar Maleficent Prince
John
Queen of
Hearts
Ursula
6 Villain Decks (30 cards in each deck)
6 Fate Decks (15 cards in each deck)
Captain
Hook Jafar Maleficent Prince
John
Queen of
Hearts Ursula
1 1
2
3
JOLLY ROGER
CAPTAIN HOOK
SKULL ROCK MERMAID LAGOON
HANGMAN’S TREE
CAPTAIN HOOK’S
OBJECTIVE
Defeat Peter Pan
at the Jolly Roger.
CANNON
Item
This location gains:
2
Example: If Cannon has been played to Skull
Rock, you may perform the following five
actions when you are at Skull Rock.
Extra Actions
CANN ON
Item
This location gains:
2
HOOK’S CASE
Item
This location gains:
1
2
1+
LOCATION CARD
Cannon, Hook’s Case, and Ingenious Device are
Items that add extra action symbols to your
Realm. After the Item has been played to a
location, you may perform the extra action in
addition to the other available actions there.
CAPTAIN HOOK
VILLAIN GUIDE
JAFAR
VILLAIN GUIDE
Jafar has some cards with Activated Abilities.
See the Instructions for details on how cards
with Activated Abilites are played and their
Abilities activated.
You will want to play
the Scarab Pendant
and the Magic Lamp
as soon as possible.
Scrying and Gazeem
are cards that can help
you find them.
Jafar is able to Hypnotize
Heroes. When you Hypnotize
a Hero, you defeat them and
move them to the bottom of
your Board. The Hypnotized
Hero is now under your control
and is treated as an Ally with
the same Strength. When a
Hypnotized Hero is used to defeat another Hero,
they are both discarded to the Fate discard pile.
Iago may be used to move the Magic Lamp
toward Sultan’s Palace. Snake Staff can help
you get a Hypnotize card when you are ready
to put Genie under your control. Giant
Hourglass weakens Heroes to make them
easier to Hypnotize or defeat.
Effect
HYPNOTIZE
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.
?
GAZEEM
When Gazeem is discarded from
your Realm, you may search
your discard pile for an Item and
put it into your hand.
Ally
2
2
Effect
SCRYING
Choose either Item or Ally.
Reveal cards from your deck
until you reveal a card of that
type. Put that card into your
hand. Discard the rest.
1
IAGO
Move Iago and an Item at his
location to an adjacent
unlocked location.
Ally
: Pay 1 Power
1
1
SNAKE STAFF
Item
Search your discard pile
for Hypnotize and put it
into your hand.
: Pay 1 Power
2
Item
GIANT HOURGLASS
Heroes at this location
get -2 Strength until the
end of your turn.
1
Get What You Need
Under Your Control
Activated Abilities
MALEFICENT
VILLAIN GUIDE
Vanish allows Maleficent to remain at a
location, enabling her to take the same
actions two turns in a row.
Raven is a powerful Ally to play as early as
possible. At the start of each turn, you may
move Raven and perform one action that is
available at his new location.
Note: Raven may not take Fate actions.
Other CardsDreamless Sleep
Curse
DREAMLESS SLEEP
Heroes at this
location get -2 Strength.
Discard this Curse when an Ally
is played to this location.
3
Dreamless Sleep reduces the Strengths of all
Heroes at its location by 2.
Beware: If you play an Ally to its location,
Dreamless Sleep is discarded.
Note: You may move an Ally to a location with
Dreamless Sleep without having to discard the
Curse. Also, you can play Dreamless Sleep to a
location that already has Allies without affecting
the Allies or the Curse.
VANISH
At the start of your next turn,
Maleficent does not have to
move to a new location.
Effect
0
RAVEN
At the start of your turn, you
may move Raven and perform
one available action at his new
location. Raven cannot perform
Fate actions.
1Ally
3
PRINCE JOHN
VILLAIN GUIDE
While Robin Hood is in
Prince John’s Realm, every
time Prince John gains
Power due to an action or
card, he gains 1 less Power
than he would normally
gain. It is usually a good
idea to defeat Robin Hood
as soon as possible!
When Little John is
played, 4 Power is taken
from Prince John and
placed on Little John’s
card. When Little John
is defeated, Prince John
takes all of the Power
back. Waiting for just the
right time to defeat Little
John can help set up an
unexpected victory!
Hero
LITTLE JOHN
When Little John is played, take
4 Power from Prince John and
put it on Little John. When Little
John is defeated, the Power is
returned to Prince John.
5
Hero
ROBIN HOOD
The amount of Power that
Prince John gains from each card
or action is reduced by 1 Power.
5
Special Fate Cards
When Steal from the Rich is played, 4 Power is
taken from Prince 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.
The same Hero may be
used to Steal from the
Rich multiple times,
which can lead to a big
payoff when the Hero
is defeated!
21
3
1
THE JAIL
PRINCE JOHN
NOTTINGHAMFRIAR TUCK’S CHURCHSHERWOOD FOREST
PRINCE JOHN’S
OBJECTIVE
Start your turn with
at least 20 Power.
Hero
MAID MARIAN
When Maid Marian is defeated,
find Robin Hood and play
him to the same location.
3
Effect
STEAL FROM THE 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.
Makes You Smaller and
Fury allow Queen of
Hearts to Shrink Heroes.
When a Hero is Shrunk,
rotate the Hero 45
degrees so that only one
action symbol is covered
by the corner of the card,
leaving the other action
available.
If there are multiple
Heroes at a location
with a Shrunken Hero,
the Shrunken Hero
is the only Hero that
covers up an action
symbol. The other
Heroes do not cover
any actions until the
Shrunken Hero is
moved or defeated.
QUEEN OF HEARTS
VILLAIN GUIDE
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
to the two action symbols
at the Hero’s location. Your
opponent chooses which
action to cover.
2
1
3
WHITE RABBIT’S HOUSE
QUEEN OF HEARTS
TULGEY WOODHEDGE MAZECOURTYARD
QUEEN OF HEARTS’
OBJECTIVE
Have a Wicket at each
location and successfully
take a shot.
Hero
MARCH HARE
March Hare gets +2
Strength if Mad Hatter is in
Queen of Hearts’ Realm.
3
Hero
MAD HATTER
Mad Hatter gets +2
Strength if March Hare is in
Queen of Hearts’ Realm.
3
MAKES YOU LARGER
Either Enlarge a Hero or turn a
Shrunken Hero back to normal.
Effect
FURY
During their turn, if another
player defeats a Hero with a
Strength of 4 or more, you
may play Fury. Shrink up
to two Heroes.
Condition
MAKES YOU SMALLER
Either Shrink a Hero or turn an
Enlarged Hero back to normal.
Effect
2
2
1
3
WHITE RABBIT’S HOUSE
QUEEN OF HEARTS
TULGEY WOODHEDGE MAZECOURTYARD
QUEEN OF HEARTS’
OBJECTIVE
Have a Wicket at each
location and successfully
take a shot.
WHITE RABBIT
The Cost to Activate a Card
Guard is increased by 1 Power.
Hero
2
ROTATE
90°
ROTATE
45°
Shrinking Heroes Enlarging Heroes
URSULA
VILLAIN GUIDE
Ursula is unique in that she does not have a
Vanquish action in her Realm. Instead, Ursula
defeats Heroes by using Binding Contracts.
When you play a Binding Contract, attach it to
a Hero. (Binding Contracts are one of the rare
instances where an Item from the Villain deck
can be attached to a Hero.)
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 the location specified on the card.
Discard the Hero to your Fate discard pile and
discard the Binding Contract to your Villain
discard pile.
Item
BINDING CONTRACT
Attach Binding Contract to a
Hero who is not at The Palace.
That Hero is defeated when they
are moved to The Palace.
2
Item
BINDING CONTRACT
Attach Binding Contract to a
Hero who is not at Eric’s Ship.
That Hero is defeated when they
are moved to Eric’s Ship.
2
Item
BINDING CONTRACT
Attach Binding Contract to a
Hero who is not at Ursula’s Lair.
That Hero is defeated when they
are moved to Ursula’s Lair.
2
Item
BINDING CONTRACT
Attach Binding Contract to a
Hero who is not at The Shore.
That Hero is defeated when they
are moved to The Shore.
2
Binding Contracts
3
2
1
1
URSULA’S LAIR
URSULA
ERIC’S SHIP THE SHORE
THE PALACE
URSULA’S OBJECTIVE
Start your turn with the
Trident and the Crown
at Ursula’s Lair.
Example: When you
move this Hero to
The Shore, they are
defeated.
Item
BINDING CONTRACT
Attach Binding Contract to a
Hero who is not at The Shore.
That Hero is defeated when they
are moved to The Shore.
2
Hero
KING TRITON
The Cost to play a Binding
Contract or Effect that targets
King Triton is increased
by 1 Power.
6
Frequently Asked Questions
What if a card conflicts with the Instructions?
If the Ability on a card violates a rule in the Instructions, the card takes precedence.
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!
If I defeat a Hero during my turn and action symbols are uncovered at my Villains location, may I perform those
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.
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.
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
the Hero card, or do I factor in other card Abilities?
Whenever referring to a Heros (or Allys) 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 Heros Strength is considered to be 4 for all purposes.
If a Heros Strength is reduced to 0 by other card Abilities, can I just remove that Hero from the Realm?
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 Heros location.
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.
Can I play or move a Hero to the bottom of the Board?
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.
10 3
1 1 2
3
JOLLY ROGER
CAPTAIN HOOK
SKULL ROCK MERMAID LAGOON HANGMAN’S TREE
CAPTAIN HOOK’S
OBJECTIVE
Defeat Peter Pan
at the Jolly Roger.
Ending the Game
Reference
As soon as a player has fulfilled their Villains 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 Villains Board.
Realm
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 Villains Realm will ever affect a card in another Villains Realm.
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.
“Playing” Cards and “Moving” Cards
Playing a card refers to adding a card to a Villains 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
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.
“Finding” a Hero
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. Cauldron of
Power Tokens
2nd
Player
1st
Player
3rd and 4th
Players
5th and 6th
Players
Player Setup
12
5
3
4
Setup
Lock Token
(not all Villains)Villain Mover
Board
Starting Hand
Fate Deck
Fate Deck
Discard Pile
Villain Deck
Discard Pile
Villain Deck
Each player chooses
a Villain and takes the
corresponding Board,
Villain Mover, Villain
deck, Fate deck, and
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.
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.
If the right-most
location has a lock
symbol in the corner,
place a Lock Token
on that location.
Shuffle your Villain
deck and place it
face down to the
left of your Board.
Leave room for a
discard pile.
6 7
8
Shuffle your Fate deck
and place it face down
to the right of your
Board. Leave room for
a discard pile.
Place the Power Tokens
in the Cauldron and
place it within reach of
all players.
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.
Lock Token
Lock Symbol
4 9
1
Effect
12
1 3
FORBIDDEN MOUNTAINS
MALEFICENT
BRIAR ROSE’S COTTAGE THE FOREST KING STEFAN’S CASTLE
MALEFICENT’S
OBJECTIVE
Start your turn with a Curse
at each location.
Ally
SINISTER GOON
Sinister Goon gets
+1 Strength if there are any
Curses at his location.
3
2
FOREST OF THORNS
Heroes must have a
Strength of 4 or more to be
played to this location.
Discard this Curse when a Hero
is played to this location.
Curse
2
Hero
AURORA
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.
4
RAVEN
At the start of your turn, you
may move Raven and perform
one available action at his new
location. Raven cannot perform
Fate actions.
1Ally
3
Item
SWORD OF TRUTH
Attach Sword of Truth to a Hero
with no other Items attached to
them. That Hero gets +2 Strength.
The Cost to play a Curse
to this location is increased
by 2 Power.
+2
Hero
FAUNA
When Fauna is played, discard
a Curse from her location.
2
Item
Ally
Item
WISH
Attach Wish to a Hero.
That Hero gets +2 Strength.
+2
Item
MAGIC LAMP
Magic Lamp may only be played
to the Cave of Wonders.
When Magic Lamp is played,
find Genie and play him to the
Cave of Wonders.
4
Villain Cards
You play Villain cards to the
bottom of your Board.
Fate Cards
Your opponents play
Fate cards to the top
of your Board.
Objective
Each Villain has a different
Objective they must
achieve to win the game.
Locations
Each Realm has four
locations you may
move your Villain to.
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 Villains Objective, the game ends and
that player wins. Read the Objective on your Board out loud so that all players know your Objective.
Game Overview
Fate Deck
Your opponents draw and
play from this deck to
hinder your progress.
Villain Deck
You draw and play
from this deck to reach
your Objective.
Each player has their own Board, representing their Villains 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 Realm
Actions
Each location has
actions you may
perform when you
move to that location.
Mid-Game Example
ACTION SYMBOLS
Gain Power
Discard Cards
Move a Hero
Play a Card
Vanquish
Move an
Item or Ally
Activate
Fate
CAPTAIN HOOK must have Peter
Pan revealed from his Fate deck, unlock
Hangman’s Tree, move Peter Pan to the
Jolly Roger, and defeat him there.
JAFAR must unlock the Cave of
Wonders, play the Magic Lamp,
hypnotize Genie, and move the Magic
Lamp to Sultan’s Palace.*
MALEFICENT must play Curses
and move them as needed so she has
at least one Curse at each location in
her Realm.*
PRINCE JOHN must collect Power
so he has at least 20 Power.*
QUEEN OF HEARTS must play
and convert Card Guards into Wickets,
move them as needed so she has at
least one Wicket at each location in
her Realm, and play Take the Shot.
URSULA must play the Trident and
the Crown, move them as needed so
she has them at her Lair, and defeat
King Triton.*
*These Villains can only win at the start of their turn.
VILLAIN OBJECTIVES
©Disney USe01
PRINCE JOHN
VILLAIN GUIDE
While Robin Hood is in
Prince John’s Realm, every
time Prince John gains
Power due to an action or
card, he gains 1 less Power
than he would normally
gain. It is usually a good
idea to defeat Robin Hood
as soon as possible!
When Little John is
played, 4 Power is taken
from Prince John and
placed on Little John’s
card. When Little John
is defeated, Prince John
takes all of the Power
back. Waiting for just the
right time to defeat Little
John can help set up an
unexpected victory!
Hero
LITTLE JOHN
When Little John is played, take
4 Power from Prince John and
put it on Little John. When Little
John is defeated, the Power is
returned to Prince John.
5
Hero
ROBIN HOOD
The amount of Power that
Prince John gains from each card
or action is reduced by 1 Power.
5
Special Fate Cards
When Steal from the Rich is played, 4 Power is
taken from Prince 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.
The same Hero may be
used to Steal from the
Rich multiple times,
which can lead to a big
payoff when the Hero
is defeated!
2
1
3
1
THE JAIL
PRINCE JOHN
NOTTINGHAMFRIAR TUCK’S CHURCHSHERWOOD FOREST
PRINCE JOHN’S
OBJECTIVE
Start your turn with
at least 20 Power.
Hero
MAID MARIAN
When Maid Marian is defeated,
find Robin Hood and play
him to the same location.
3
Effect
STEAL FROM THE 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’s Realm has a location that can be
used to his advantage. The Jail does not have
any action symbols that can be covered by
Heroes, making Heroes at that location less
disruptive. Prince John has Imprison cards
which allow him to move Heroes to The Jail in
order to make actions available elsewhere.
2
1
3
1
THE JAIL
PRINCE JOHN
NOTTINGHAMFRIAR TUCK’S CHURCHSHERWOOD FOREST
PRINCE JOHN’S
OBJECTIVE
Start your turn with
at least 20 Power.
The Jail
Prince John is all about greed, so he needs to
accumulate Power in order to win. However, as
tempting as it might be to save all the Power
you can, you will need to spend some Power in
order to win.
Several Heroes can hinder Prince John’s ability
to gain Power. It is a good idea to play Allies,
even before any Heroes have been played. By
doing so, you will be prepared to Vanquish a
Hero that is affecting your progress.
It’s Good to Be the King!
WARRANT
Gain 2 Power each time a Hero
is played to this location.
Item
1
SHERIFF OF NOTTINGHAM
At the start of your turn, you
may move Sheriff of Nottingham.
If there are any Heroes at his
new location, gain 1 Power.
Ally
3
3
BEAUTIFUL, LOVELY TAXES
Gain 1 Power for each
Hero in your Realm.
Effect
0
Although Heroes can be disruptive to his plans,
Prince John has several tricks up his sleeve.
Cards such as Warrant, Sheriff of Nottingham,
and Beautiful, Lovely Taxes allow him to profit
from having Heroes in his Realm. Sometimes it
pays to keep your enemies close!
©Disney USe01
Prince John’s Objective
Start your turn with at least 20 Power.
Note:
When at The
Jail, Heroes’ Abilities
are still active.
PRINCE JOHN
VILLAIN GUIDE
While Robin Hood is in
Prince John’s Realm, every
time Prince John gains
Power due to an action or
card, he gains 1 less Power
than he would normally
gain. It is usually a good
idea to defeat Robin Hood
as soon as possible!
When Little John is
played, 4 Power is taken
from Prince John and
placed on Little John’s
card. When Little John
is defeated, Prince John
takes all of the Power
back. Waiting for just the
right time to defeat Little
John can help set up an
unexpected victory!
Hero
LITTLE JOHN
When Little John is played, take
4 Power from Prince John and
put it on Little John. When Little
John is defeated, the Power is
returned to Prince John.
5
Hero
ROBIN HOOD
The amount of Power that
Prince John gains from each card
or action is reduced by 1 Power.
5
Special Fate Cards
When Steal from the Rich is played, 4 Power is
taken from Prince 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.
The same Hero may be
used to Steal from the
Rich multiple times,
which can lead to a big
payoff when the Hero
is defeated!
2
1
3
1
THE JAIL
PRINCE JOHN
NOTTINGHAMFRIAR TUCK’S CHURCHSHERWOOD FOREST
PRINCE JOHN’S
OBJECTIVE
Start your turn with
at least 20 Power.
Hero
MAID MARIAN
When Maid Marian is defeated,
find Robin Hood and play
him to the same location.
3
Effect
STEAL FROM THE 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.
Reference Card
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.
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.
Activated Abilities
Effect 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.
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 opponents 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 opponents turn continues. Do not draw a new card. You must wait until the end of your
turn to draw back to four cards.
Item cards appear in both the Villain deck and the Fate deck
and have an Ability that affects other cards or actions.
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.
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.
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.
Example: If an Item says
it must be attached to an
Ally, play it underneath
the Ally of your choice.
Discard Pile
Example: Pay 1 Power
to play this card, then
discard it face up.
IAGO
Move Iago and an Item at his
location to an adjacent
unlocked location.
Ally
: Pay 1 Power
1
1
Activate
Symbol
Activation
Cost
8 5
Types of Cards
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.
Any card that is at a location on your Board is considered to be
in your Villains 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. Villain Cards Fate Cards
Hero
RAJAH
Rajah gets +2 Strength
if Princess Jasmine is
in Jafar’s Realm.
4
Strength
Ability
Name
Card Type
GAZEEM
When Gazeem is discarded from
your Realm, you may search
your discard pile for an Item and
put it into your hand.
Ally
2
2
Strength
Cost
Ability
Name
Card Type
Ally cards appear only in the Villain deck and represent your Villains henchmen, helpers,
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.
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.
Hero cards appear only in the Fate deck and represent the irksome do-gooders
who are trying to stop your Villains 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 opponents Realm.
You can use a Hero to hinder an opponents 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.
Note: Some Villains have additional card types unique to
them. These are explained in their respective Villain Guides.
The Lock Token indicates that this
location is locked. You may not
move to a locked location.
1
3
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.
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.
On Your Turn Do the following, in this order:
2Perform Actions
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.
Each action may be performed one time for each
symbol that appears. All actions are optional.
(See Types of Actions on the next page.)
During the game, actions may become covered
by Fate cards. If an action is covered, that action is
unavailable and may not be performed until the
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.
Now it’s the next player’s turn.
1
3
2
WHITE RABBIT’S HOUSE
QUEEN OF HEARTS
TULGEY WOODHEDGE MAZECOURTYARD
QUEEN OF HEARTS’
OBJECTIVE
Have a Wicket at each
location and successfully
take a shot.
Actions covered
by a card are not
available and may
not be performed.
If you move to this
location, you may
perform all four actions.
Hero
CHESHIRE CAT
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.
5
If you move to this location,
you may perform only
these two actions.
76
Item
3
Ally
Pay 1 Power
Types of Actions
Activate
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.)
Example: Pay the
Cost (3 Power),
then play this Item
to any location.
Example: Pay 1
Power to activate
this card’s Ability.
Ally
Example: Move an Ally
from any unlocked
location to an adjacent
unlocked location.
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.
Fate
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 opponents 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 opponents progress.
A Hero may be played to any location in that opponents 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.
Vanquish
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 Heros Strength.
Multiple Allies may be used by adding
their Strengths together.
To Vanquish the Hero, discard the
Ally (or Allies) to your Villain discard
pile. Discard the defeated Hero to
your Fate discard pile.
Move 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.
Play a Card
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.
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.)
Discard Cards
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.
Move an Item or Ally
Move one Item or one Ally at
any location in your Realm to an
adjacent location.
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.
Take 2 Power.
=
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.
Note: Each Board is different, and some of
these actions may not appear on your Board.
Important: Your Villains location dictates what
actions you may perform. However, you can perform
those actions at any location, as long as it is not locked.
1
Hero
5
1
Ally
4
Villain Deck
Discard Pile
Fate Deck
Discard Pile
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.

Navigation menu