Disney Villainous: Instructions

Welcome to Disney Villainous! Take on the role of a Disney Villain and strive to achieve your own story-based objective. Each Villain Guide provides strategies and tips to help you master your chosen character. With six different Villains, each with a unique path to victory, the challenge is to master one and then conquer another.

To learn how to play, watch the video at: wonderforge.com/DisneyVillainousGamePlay

Components

The game includes the following components:

  • 6 Villain Movers
  • 6 Villain Boards
  • 6 Villain Decks (30 cards each)
  • 6 Fate Decks (15 cards each)
  • 6 Villain Guides
  • 3 Lock Tokens
  • 1 Fate Token
  • 80 Power Tokens
  • 1 Cauldron
  • 6 Reference Cards

Villain Movers: Captain Hook, Jafar, Maleficent, Prince John, Queen of Hearts, Ursula.

Villain Decks: Each deck contains cards specific to a Villain's abilities and objectives.

Fate Decks: Used by opponents to hinder your progress.

Villain Guides: Provide details on each Villain's Objective and other relevant information.

Action Symbols: Move an Item or Ally, Gain Power, Play a Card, Move a Hero, Activate, Vanquish, Fate, Discard Cards.

Setup

  1. Each player selects a Villain and takes the corresponding Board, Villain Mover, Villain deck, Fate deck, and Villain Guide, along with a Reference Card.
  2. Place your Board in front of you. Each Board has four locations. Place your Villain Mover on the leftmost location.
  3. If the rightmost location has a lock symbol, place a Lock Token on that location.
  4. Shuffle your Villain deck and place it face down to the left of your Board. Leave space for a discard pile.
  5. Draw a starting hand of four cards from your Villain deck. Keep your cards secret.
  6. Shuffle your Fate deck and place it face down to the right of your Board. Leave space for a discard pile.
  7. Place the Power Tokens in the Cauldron and position it within reach of all players.
  8. Determine the first player. The first player starts with no Power. The second player takes one Power, the third and fourth players take two Power each, and the fifth and sixth players take three Power each.

Game Overview

Players embody Disney Villains, each with a unique Objective to achieve. On your turn, move your Villain Mover to a location on your Board and perform available actions. The game ends when a player fulfills their Villain's Objective, and that player wins. Announce your Objective aloud so all players are aware.

Your Realm: Each player has their own Board representing their Realm. Cards played to your Board are in your Realm and only affect cards within the same Realm.

Locations: Each Realm has four locations where your Villain Mover can be placed. Some locations may be locked by Lock Tokens.

Reference Card: Details each Villain's Objective and lists available actions.

Villain Guide: Contains in-depth information specific to your chosen Villain.

Fate Cards: Played by opponents to hinder your progress.

Villain Cards: Used to advance your own objectives.

On Your Turn

Follow these steps in order:

  1. Move Your Villain: Move your Villain Mover to a different, unlocked location in your Realm. You cannot stay at your previous location. A Lock Token indicates a location is locked and cannot be entered.
  2. Perform Actions: At your current location, you may perform any available actions, indicated by symbols. Each action can be performed once per symbol. Actions covered by Fate cards are unavailable until uncovered.
  3. Draw Cards: At the end of your turn, if you have fewer than four cards in hand, draw from your Villain deck until you have four. If the deck is empty, shuffle the discard pile to create a new deck.

The turn then passes to the next player.

Types of Actions

  • Gain Power: Take Power from the Cauldron equal to the number on the symbol. Power is used to play cards and activate abilities.
  • Play a Card: Play a card from your hand by paying its Cost in Power. Items or Allies can be played to any unlocked location.
  • Activate: Choose an Item or Ally with an Activate symbol. Pay its Activation Cost (if any) and perform its ability.
  • Fate: Target an opponent and reveal two cards from their Fate deck. Play one card and discard the other. A Hero can be played to any unlocked location in an opponent's Realm, covering the top of the location. In a 5- or 6-player game, if targeted by Fate, take the Fate Token; while holding it, you cannot be targeted.
  • Move an Item or Ally: Move an Item or Ally to an adjacent unlocked location. Items attached to Allies or Heroes move with them.
  • Move a Hero: Move a Hero to an adjacent unlocked location.
  • Vanquish: Defeat a Hero at your location using one or more Allies with a combined Strength equal to or greater than the Hero's Strength. Discard the Ally/Allies and the defeated Hero.
  • Discard Cards: Discard any number of cards from your hand. You will draw back up to four cards at the end of your turn.

Types of Cards

  • Villain Cards: Played from your hand to your Realm to achieve objectives.
  • Fate Cards: Played by opponents to hinder your progress.
  • Ally: Henchmen, helpers, or pets. Played by paying a Cost. Can be used to Vanquish Heroes. Have Strengths and Abilities.
  • Hero: Opponents' characters that hinder your plans. Played to an opponent's Realm, covering actions. Have Strengths and Abilities.
  • Item: Affect other cards or actions. Can be played to locations or attached to Allies/Heroes.
  • Effect: One-time events. Pay Cost, perform action, then discard.
  • Condition: Played during an opponent's turn when a specific requirement is met.

Activated Abilities: Some Items and Allies have abilities that require an Activate action and potentially an Activation Cost to use.

Ending the Game

The game concludes immediately when a player successfully fulfills their Villain's Objective. That player is the winner!

Reference

  • Realm: All cards on either side of your Board are in your Realm and affect only cards within that Realm.
  • Locked Locations: Locations with a Lock Token cannot be entered or have cards moved to/from them. Abilities of cards at locked locations remain in effect.
  • Playing/Moving Cards: Playing adds a card to your Realm; moving repositions a card within your Realm. Abilities triggered by playing/moving may not trigger if the action is reversed.
  • Revealing/Looking at Cards: Revealing shows cards to all players; looking allows private viewing. Shuffle discard pile if a deck is empty when needing to reveal/look.
  • Finding a Hero: If instructed to find a Hero, locate them in the Realm, remove them, and play them to the specified location. If not in the Realm, search the Fate discard pile, then the Fate deck.

Frequently Asked Questions

  • Card Conflicts: Card Abilities take precedence over Instructions if there is a conflict.
  • Unplayable Fate Cards: If a revealed Fate card cannot be played (e.g., no Hero to attach an Item to), it is discarded without effect. If both revealed cards are unplayable, both are discarded.
  • Uncovered Actions: If an action symbol becomes uncovered during your turn, you may perform it immediately. If an action symbol is covered before you act on it, you cannot perform it.
  • Multiple Heroes: You may choose which Hero to defeat if multiple are at one location.
  • Hero Strength: Always consider all card Abilities that modify a Hero's Strength.
  • Zero Strength Heroes: A Hero with zero Strength must still be Vanquished using a Vanquish action or card Ability. No Allies are needed for a Vanquish action in this case.
  • Activated Abilities: Using an Activated Ability does not discard the card. Abilities can be used multiple times by performing the Activate action and paying the Activation Cost.
  • Playing/Moving Heroes: Heroes (Fate cards) are always played to and moved across the top of the Board, unless a card Ability specifically directs otherwise.

Which Villain do you want to be? Vote at wonderforge.com/DisneyVillainousGame

©Disney

Instructions: © 2018 Wonder Forge Inc. All rights reserved.

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