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2 to 6 Players • Ages 10 and Up • 50 Minutes

Instructions

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!

To learn how to play, watch the video:

wonderforge.com/DisneyVillainousGamePlay Components 6 Villain Movers

CAPTAIN HOOK

1 1 2

CAPTAIN HOOK’S 3 OBJECTIVE Captain Jafar Prince Queen of Ursula

Defeat Peter Pan at the Jolly Roger. JOLLY ROGER SKULL ROCK MERMAID LAGOON HANGMAN’S TREE Hook John Hearts

JAFAR

1 2 6 Villain Decks (30 cards in each deck)

JAFAR’S OBJECTIVE 3 Start your turn with the Magic Lamp at Sultan’s Palace and under SULTAN’S PALACE STREETS OF AGRABAH OASIS CAVE OF WONDERS your control.

MALEFICENT 2 1 Captain Prince Queen of Jafar Maleficent Ursula Hook John Hearts

MALEFICENT’S 1 3 OBJECTIVE

Start your turn with a Curse at each location. FORBIDDEN MOUNTAINS BRIAR ROSE’S COTTAGE THE FOREST KING STEFAN’S CASTLE

PRINCE JOHN

1 2 1

6 Fate Decks (15 cards in each deck) PRINCE JOHN’S 3 OBJECTIVE

Start your turn with at least 20 Power. SHERWOOD FOREST FRIAR TUCK’S CHURCH NOTTINGHAM THE JAIL

CAPTAIN HOOK

1 1 2 QUEEN OF HEARTS Extra Actions CAPTAIN HOOK VILLAIN GUIDE Get What You Need Activated Abilities JAFAR 2 2 VILLAIN GUIDE CAPTAIN HOOK’S 3 1 OBJECTIVE 2You will want to play 2 DreamlessJafar Sleep has some cards with Activated Abilities. Other Cards Defeat Peter Pan MALEFICENT the Scarabat the Jolly Roger. Pendant JOLLY ROGER SKULL ROCK See theMERMAID Instructions LAGOON for detailsHANGMAN’S on how TREE cards and the Magic Lamp 1 with Activated Abilites are played and their VILLAIN GUIDE 3 CANNON as soon as possible. 2 Abilities activated. 0 3 HOOK’S CASE GAZEEM Special Fate Cards PRINCE JOHN When Gazeem is discarded from This location gains: Scrying and Gazeem your Realm, you may search This location gains: INGENIOUS DEVICE SCRYINGyour discard pile for an Item and VILLAIN GUIDE are cards that can help put it into your hand. When Steal2 from the Rich is played, 4 Power is While Robin Hood is in Choose either2 Item or Ally. 1 This location gains: Reveal cards from your deck Ally Shrinking Heroes Enlarging Heroes 1 until you reveal a card of that QUEEN OF HEARTS Item you find them. type. Put that card into your taken from Prince John and placed on any one Prince John’s Realm, every hand. Discard the rest. CANNON 1 Item Effect Hero that is in his Realm. When Makesa Hero You that Smaller has and time Prince John gains When an opponent plays VILLAIN GUIDE This location gains: DREAMLESS SLEEP VANISH 2 Item Power on them is defeated, PrinceFury John allow takes Queen of RAVENPower due to an actionBinding or Contracts Makes You Larger, they Heroes at this URSULA all of the PowerSNAKE STAFFback. At the start of card,your turn, youhe gains 1 less Power location get -2 Strength. GIANT HOURGLASS HeartsAt the start to of your Shrink next turn, Heroes. choose a Hero in your Example: When you Item may move Raven and perform ROBIN HOOD VILLAIN GUIDE Under Your Control Discard this Curse when an Ally Maleficent does not have to move this Hero to : Pay 1 Power one available actionthan at his henew would normally Whenmove toa aHero new location. is Shrunk, Realm and Enlarge it. The is played to this location. location. Raven cannot performMAKES YOU SMALLER 2 The Shore, they are : Pay 1 Power Search your discard pile The same Hero may be 2 gain. It is usually a good The amount of Power2 that KING TRITON QUEEN OF HEARTS’ for Hypnotize and put it Heroes at this location rotate the Hero 45 Fate actions. 2 Hero card is rotated 90 defeated. Prince John gains from each card Cannon, Hook’s Case, and Ingenious? Device are Jafar isExample: able to Hypnotize If Cannon has beenCurse played to Skull into your hand. get -2 Strength until the Effect 1 Either Shrink a Hero or turn an MAKES YOU LARGER 2 The Cost to play a Binding 3 Enlarged Hero back to normal. used to Steal from the or action is reduced by 1 Power. OBJECTIVE Move Iago and an Item at his Item end of your turn. degrees so that only oneAlly idea to defeat Robin Hood degrees so that it coversContract or Effect that targets Items that add extra action symbols to your location to an adjacent 2 FURY King Triton is increased Heroes.Rock, When you you may Hypnotize perform the following five Effect by 1 Power. unlockedAlly location. ItemRich multiple times, as soon as possible!During their turn, if another 5 Either Enlarge a Hero or turn a 6 BINDING CONTRACT 1 action symbol is covered player defeats a Hero with a Hero one action symbol at anHero Realm. After the Item has been played to a a Hero,actions you defeat when them you areand at Skull Rock. which can lead to a big Strength of 4 or more, you Shrunken Hero back to normal. Have a Wicket at each Dreamless Sleep reduces the Strengths of all Vanish allows Maleficent to remain at a may play Fury. Shrink up URSULA Attach Binding Contract to a by the corner of the card, to two Heroes. adjacent location in additionHero who is not at The Shore. location, you may perform the extra action in move them to the bottom of That Hero is defeated when they location and successfully Heroes at its location by 2. payofflocation, when enabling the Hero her to take the same Condition BINDING CONTRACT Effect are moved to The Shore. COURTYARD HEDGE MAZE TULGEY WOOD WHITE RABBIT’S HOUSE HYPNOTIZE leaving the other action When Little John is BINDING CONTRACT to the two1 action symbols1 Iago may be used to move the Magic Lamp BINDING CONTRACT Item take a shot. addition to the other available actionsDefeat a Hero there. and move them your Board. The Hypnotized is defeated! to the bottom of your Board. 1 actions two turns in a row. Attach Binding Contract to a That Hero is under your control and + available. played, 4 Power is taken Attach Binding Contract to a at the Hero’s location. Your BINDING CONTRACT treated as an Ally with the same Hero is now under your control toward Sultan’sSTEAL Palace.FROM THE SnakeRICH Staff can help Attach BindingHero Contract who isto not a atHero Ursula’s who isLair. not at The Shore. Strength. Ignore their Ability. Beware: If you play an Ally to its location, Hero who is notThat at Hero Eric’s is Ship. defeatedThat Hero when is defeatedthey when they The Cost to play Hypnotize is from Prince John andThat Hero is defeatedare moved when they to Ursula’s Lair. opponent chooses which equal to the Hero’s Strength. you get a Hypnotize card when you are ready Attach Binding Contract to a are moved to The Shore. and is treated as an Ally with Take 4 Power from Prince John Raven is a powerful Ally to play as early as are moved to Eric’s Ship. Effect Dreamless Sleep is discarded. Hero who is not at The Palace. and put it on any one Hero. placedIf there on are Little multiple John’s action to cover. LOCATION to put GenieCARD under your control. Giant That Hero is defeated when they Item URSULA’S OBJECTIVE 3 2 the same Strength. When a When that Hero is defeated, the possible. At the start of each turn, you may are moved to The Palace.Item Item Power is returned to Prince John. card.Heroes When at a Little location John Start your turn with the ROTATE Item Trident and the Crown Hypnotized Hero is used to defeat another You Hero,may move anHourglass Ally to a location weakens with Heroes to make them URSULA’S LAIR ERIC’S SHIP THE SHORE THE PALACE Note: move Raven and perform45° one action that is at Ursula’s Lair. iswith defeated, a Shrunken Prince Hero, John LITTLE JOHN they are both discarded to the FateDreamless discard pile. Sleep withouteasier having to toHypnotize discardEffect the or defeat. 2

available at his new location. ROTATE Guard is increased by 1 Power. takesthe Shrunken all of the HeroPower When Little John is played, take The Cost to Activate a Card Curse. Also, you can play Dreamless Sleep to a 4 Power from90° Prince John and WHITE RABBIT put it on Little John. When Little location that already has Allies without affecting MARCH HARE back.is the Waiting only Hero for thatjust the John is defeated, the Power is URSULA Note: Raven may not take Fate actions.Ursula is unique in that shereturned does to Prince not John. Hero have a Each Binding Contract is tied to a location in March Hare gets +2 rightcovers time up to an defeat action Little 5 the Allies or the Curse. QUEENStrength OF if MadHEARTS Hatter is in Hero QueenMAID of Hearts’ MARIAN Realm. Johnsymbol. canVanquish helpThe otherset actionup an in her Realm. Instead, Ursula Ursula’s Realm. A Hero with a Binding Contract PRINCE JOHN 3 MAD HATTER When MaidHero Marian is defeated, defeats Heroes by using Binding Contracts. attached to them is defeated when they are find Robin Hood and play unexpectedHeroes do notvictory! cover QUEEN OF HEARTS him to the sameMad location. Hatter gets +2 1 Strength if March HareHero is in moved to the location specified on the card. 1 2 3 Queen1 of Hearts’ Realm. any actions until the Hero When you play a Binding Contract, attach it to 1 1 13 Shrunken Hero is a Hero. (Binding Contracts are one of the rare Discard the Hero to your Fate discard pile and moved or defeated. instances where an Item from the Villain deck discard the Binding Contract to your Villain can be attached to a Hero.) discard pile. PRINCE JOHN’S 3 OBJECTIVE QUEEN OF HEARTS’ 2 3 QUEEN OF HEARTS’ 2 Start your turn with 3 OBJECTIVE OBJECTIVE at least 20 Power. SHERWOOD FOREST FRIAR TUCK’S CHURCH NOTTINGHAM THE JAIL Have a Wicket at each Have a Wicket at each location and successfully location and successfully COURTYARD HEDGE MAZE TULGEY WOOD WHITE RABBIT’S HOUSE COURTYARD HEDGE MAZE TULGEY WOOD WHITE RABBIT’S HOUSE take a shot. take a shot. 6 Villain Guides

URSULA’S OBJECTIVE 3 2

Start your turn with the Trident and the Crown at Ursula’s Lair. URSULA’S LAIR ERIC’S SHIP THE SHORE THE PALACE

ACTION SYMBOLS ACTION SYMBOLS MoveACTION an SYMBOLS 6 Boards Gain Power Item or Ally MoveACTION an SYMBOLS Gain Power Item or Ally MoveACTION an SYMBOLS Gain Power Item or Ally Play a Card Move a Hero MoveACTION an SYMBOLS Gain Power Item or Ally Play a Card Move a Hero Move an Gain Power Item or Ally Play a Card Move a Hero Move an Gain Power Item or Ally Activate Vanquish Play a Card Move a Hero Activate Vanquish Play a Card Move a Hero Activate Vanquish Play a Card Move a Hero Fate Discard Cards Activate Vanquish Fate Discard Cards Activate Vanquish Fate Discard Cards Activate Vanquish Fate Discard Cards Fate Discard Cards Fate Discard Cards

3 Lock Tokens 1 Fate Token 80 Power Tokens 1 Cauldron 6 Reference Cards 2 CAPTAIN HOOK

1 1 2 Setup Lock Token 1 Each player chooses 2 Place your Board in 3 If the right-most a Villain and takes the front of you. Each Board location has a lock corresponding Board, contains four locations. symbol in the corner, CAPTAIN HOOK’S 3 OBJECTIVE Villain Mover, Villain Place your Villain Mover place a Lock Token Lock Symbol Defeat Peter Pan deck, Fate deck, and on the left-most location. on that location. at the Jolly Roger. JOLLY ROGER SKULL ROCK MERMAID LAGOON HANGMAN’S TREE Villain Guide, as well as a Reference Card.

Player Setup Lock Token Villain Mover (not all Villains) Villain Deck Fate Deck

Board

Villain Deck Fate Deck Discard Pile Discard Pile Starting Hand

4 Shuffle your Villain 5 Draw a starting hand of 6 Shuffle your Fate deck 7 Place the Power Tokens deck and place it four cards from your Villain and place it face down in the Cauldron and face down to the deck. You may look at your to the right of your place it within reach of left of your Board. cards, but keep them secret Board. Leave room for all players. Leave room for a from the other players. a discard pile. discard pile.

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 1st 2nd 3rd and 4th 5th and 6th Cauldron of and sixth players each take three Power. Player Player Players Players Power Tokens 3 Each player takes the role of a different Disney Villain. Each Villain has a different Objective Game Overview 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.

Special Fate Cards Special Fate Cards It’s Good to Be the King! When Steal from the Rich is played, 4 Power is When Steal from the Rich is played, 4 Power is taken from PrinceThe John Jail and placed on any one taken from Prince John and placed on any one While Robin Hood is in 0 PRINCE JOHN ACTION SYMBOLS While Robin Hood is in Hero that is in his Realm. When a Hero that has 3 Hero that is in his Realm. When a Hero that has PRINCE JOHN Prince John’s Realm, every VILLAIN GUIDE PrincePrince John’s Realm, John’s every Objective Power on them is defeated, Prince John takes 1 Reference Card Power on them is defeated, Prince John takes Prince John’s Realm has a location that can be time PrinceVillain John gains Guide VILLAIN GUIDE time Prince John gains all of the Power back. all of the Power back. Start your turn with at least 20 Power. used to his advantage. The Jail does not have Power due to an action or Move an Power due to an action or any action symbols that can be covered by card, he gains 1 less Power Gain Power Princecard, John he gains is all 1about less Power greed, so he needs to Heroes, making Heroes at that location less BEAUTIFUL, LOVELY TAXES Item or Ally The same Hero may be than he would normallySHERIFF OF NOTTINGHAM VILLAIN OBJECTIVES The same Hero may be accumulatethan he would Power normally in order to win. However, as disruptive. Prince John has usedImprison to Steal cards from the gain. It is usuallyWARRANT a good ROBIN HOOD ROBIN HOOD At the start of your turn, you One side of the Reference Card lists howused to Steal from theeach The VillainGain 1 Power for each Guide includes temptinggain. It asis usually it might a goodbe to save all the Power which allow him to move HeroesRich multiple to The times, Jail in idea to defeat Robinmay Hood move Sheriff of Nottingham.The amount of Power that If there are any HeroesPrince JohnatHero his gains in yourfrom each Realm. card Rich multiple times, The amount of Power that or action is reduced by 1 Power. youidea can, to you defeat will Robinneed toHood spend some Power in order to make actions availablewhich elsewhere. can lead to a big Gain 2 Power each time a Heronew location, gain 1 Power. Prince John gains from each card as soon asis played possible! to this location. which can lead to a big or action is reduced by 1 Power. Ally CAPTAIN HOOK must have Peter PRINCE JOHN must collect Power orderas soonto win. as possible! payoff when the Hero 3 5 Effect Play a Card Move a Hero Item Hero Pan revealed from his Fate deck, unlock payoff when the Hero 5 Note: When at The so he has at least 20 Power.* Hero STEAL FROM THE RICH is defeated! When Little John is STEAL FROM THE RICH is defeated! Several Heroes can hinder Prince John’s ability Jail, Heroes’ Abilities Hangman’s Tree, move Peter Pan to the When Little John is played, 4 Power is taken to gain Power. It is a good idea to play Allies, Take 4 Power from Prince John are still active. Jolly Roger, and defeat him there. Villain reaches their Objective. ThisTake 4 Power from Princewill John helpplayed, 4 Power is taken and put it on any one Hero details on your Objective and QUEEN OF HEARTS must play When that Hero . from Prince John and and put it on any one Hero even before any Heroes have been played. By 1 is defeated, the When that Hero . from Prince John and Power is returned to Prince John. and convert Card Guards into Wickets, is defeated, the placedAlthough on LittleHeroes John’s can be disruptive to his plans, Activate Vanquish Power is returned to Prince John. PRINCE JOHN doingplaced so, youon Little will2 beJohn’s prepared to Vanquish a JAFAR must unlock the Cave of move them as needed so she has at Effect card.Prince When John Little has severalJohn tricks up his sleeve. 1 Hero that is affecting your progress. Wonders, play the Magic Lamp, least one Wicket at each location in Effect card. When Little John isCards defeated, such Princeas Warrant, John Sheriff of Nottingham, hypnotize Genie, and move the Magic her Realm, and play Take the Shot. is defeated, Prince John takesand Beautiful, all of the Power Lovely Taxes allowLITTLE him JOHN to profit takes all of the Power LITTLE JOHN When Little John is played, take you determine if an opponent is approaching from havingother Heroes in his Realm.4 Power from Sometimes Prince Johninformation and it specific to Lamp to Sultan’s Palace.* back. Waiting for just the When Little John is played, take put it on Little John. When Little PRINCE JOHN 3 back. Waiting for just the 4 Power from Prince John and pays to keep your enemies close!John is defeated, the Power is Fate Discard Cards PRINCE JOHN MAID MARIAN right time to defeat Little URSULA must play the Trident and put it on Little John. When Little returned to Prince John. MAID MARIAN right time to defeat Little John is defeated, the Power is THE JAIL 5 MALEFICENT must play Curses returned to Prince John. When Maid Marian is defeated, John can help set up an the Crown, move them as needed so 1 find Robin Hood and play Hero When Maid Marian is defeated, John can help set up an 5 NOTTINGHAM 2 him to the same location. and move them as needed so she has 1 find Robin Hood and play Hero unexpected victory! she has them at her Lair, and defeat 2 PRINCE JOHN’S him to the same location. 3 1 unexpectedFRIAR victory! TUCK’S CHURCH Hero at least one Curse at each location in OBJECTIVE 3 1 King Triton.* Hero SHERWOOD FOREST victory. The other side identifies the actions.Start your turn with your Villain. This will come in her Realm.* at least 20 Power. PRINCE JOHN’S OBJECTIVE PRINCE JOHN’S *These Villains can only win at the start of their turn. OBJECTIVE Start your turn with at least 20 Power. Start your turn with SHERWOOD FOREST at least 20 Power. 3 SHERWOOD FOREST 3 FRIAR TUCK’S CHURCH FRIAR TUCK’S CHURCH ©Disney USe01 NOTTINGHAM THE JAIL ©Disney USe01 NOTTINGHAM THE JAIL handy during the game.

Each player has their own Board, representing their Villain’s Realm. All cards played to your Your Realm 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.

Fate Cards Your opponents play Fate cards to the top Locations of your Board. Actions Each Realm has four Each location has locations you may actions you may

move your Villain to. FAUNA perform when you

When Fauna is played, discard move to that location. a Curse from her location. SWORD OF TRUTH AURORA Attach Sword of Truth to a Hero 2 When Aurora is played, reveal with no otherHero Items attached to MALEFICENT the top card of Maleficent’s Fate them. That Hero gets +2 Strength. deck. If it is a Hero, play it. The Cost to play a Curse Otherwise, return it to to this location is increased the top of the deck. by 2 Power. +2 2 4 1 Item Hero

MALEFICENT’S 1 3 OBJECTIVE

Start your turn with a Curse at each location. FORBIDDEN MOUNTAINS BRIAR ROSE’S COTTAGE THE FOREST KING STEFAN’S CASTLE Villain Deck 2 3 Fate Deck

You draw and play 2 Your opponents draw and from this deck to reach FOREST OF THORNS RAVEN play from this deck to Heroes must have a Strength of 4 or more to be At the start of your turn, you played to this location. may move Raven and perform your Objective. one available action at his new hinder your progress. Discard this Curse when a Hero location. Raven cannot perform is played to this location. Fate actions. SINISTER GOON Curse 1 Ally

Sinister Goon gets +1 Strength if there are any Objective Curses at his location. 3 Each Villain has a different Villain Cards Ally Mid-Game Example Objective they must You play Villain cards to the achieve to win the game. bottom of your Board. 4 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.

The Lock Token indicates that this location is locked. You may not move to a locked location.

2 Perform Actions If you move to this Each location has symbols representing the actions location, you may perform all four actions. you may take when you move there. You may

perform all of the available actions in any order. CHESHIRE CAT When Cheshire Cat is played, Actions covered Each action QUEENmay OF be HEARTS performed one time for each convert up to two Wickets to Card Guards. When Cheshire Cat is defeated, Queen of Hearts by a card are not may convert up to two symbol that appears. All actions are optional. Card Guards to Wickets. 5 1 available and may Hero (See Types of Actions on the next page.) not be performed. During the game, actions may become covered

by Fate cards.QUEEN If OFan HEARTS’ action is covered,2 that action 3is OBJECTIVE

unavailable andHave a Wicketmay at each not be performed until the location and successfully COURTYARD HEDGE MAZE TULGEY WOOD WHITE RABBIT’S HOUSE card covering ittake is a shot. 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. If you move to this location, you may perform only these two actions. 3 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 Important: Your Villain’s location dictates what Types of Actions 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 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 Example: Pay the Cost, you may not play the card. 3 Cost (3 Power), then play this Item An Item or Ally may be played to any location in your Realm, to any location. 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.) Item

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 1 Power to activate Fate this card’s Ability. Pay 1 Power 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 Ally 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. In a 5- or 6-player game: A Hero may be played to any location in that opponent’s Realm, When you are the target of a Fate as long as it is not locked. Play the Hero to the top of their Board, action, take the Fate Token from the covering the top of the location. (See Types of Cards for details.) last player who was targeted. As long as you *See “Revealing” Cards and “Looking at” Cards on page 10. have the Fate Token, you may not be targeted. 6 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 Example: Move an Ally from any unlocked attached to an Ally or a Hero. location to an adjacent unlocked location. Ally 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.

Vanquish Defeat one Hero at any location in your 5 Realm by using one or more Allies that are Hero 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 Villain Deck 1 Fate Deck their Strengths together. Discard Pile 1 Discard Pile To Vanquish the Hero, discard the 4 Ally Ally (or Allies) to your Villain discard pile. Discard the defeated Hero to your Fate discard pile. 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 Discard Cards 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 Note: Each Board is different, and some of draw back to four cards. these actions may not appear on your Board. 7 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. 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. Villain Cards Fate Cards

Cost 2 Ally cards appear only in the Villain deck and represent your Villain’s 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 Name GAZEEM location by performing the Vanquish action. Each Ally has a Strength (shown in the lower When Gazeem is discarded from left corner), which may be modified by other cards in the Realm. Additionally, most Allies Ability your Realm, you may search your discard pile for an Item and have an Ability that affects other cards or actions. Once an Ally is in your Realm, you’ll need put it into your hand. 2 to decide whether to use it to defeat a Hero or keep it in your Realm for its Ability. Strength Ally

Card Type

Hero cards appear only in the Fate deck and represent the irksome do-gooders 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.

Name RAJAH You can use a Hero to hinder an opponent’s progress by covering useful actions.

Rajah gets +2 Strength The actions covered by a Hero are no longer available until the Hero is moved or Ability if Princess Jasmine is in Jafar’s Realm. defeated. Each Hero has a Strength (shown in the lower left corner), which may be Strength 4 modified by other cards in the Realm. Additionally, most Heroes have an Ability that Hero makes it harder for your opponent to achieve their Objective. Card Type 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.

8 4 Item cards appear in both the Villain deck and the Fate deck and have an Ability that affects other cards or actions.

MAGIC LAMP WISH To play an Item from the Villain deck, pay its Cost (shown in the Magic Lamp may only be played upper left corner) and place the card below any unlocked location to the Cave of Wonders. Attach Wish to a Hero. When Magic Lamp is played, That Hero gets +2 Strength. find Genie and play him to the in your Realm, unless the card says to attach it to an Ally. Cave of Wonders. +2 Item Item If an Item says to attach it to an Ally, you must place the Item Ally under an Ally in your Realm. If there are no Allies in your Realm to attach the Item to, you may not Item play that Item. If an Ally with an Item attached is moved or discarded, all attached Items are moved or Example: If an Item says discarded with them. it must be attached to an Ally, play it underneath the Ally of your choice. 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 cards appear in both the Villain deck and the Fate 1 deck and are one-time events. To play an Effect, pay its Cost Example: Pay 1 Power to play this card, then (if one is shown in the upper left corner), do what the card discard it face up. says, then discard it face up to the appropriate discard pile. Effect 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.

Activated Abilities 1 Some Items and Allies have Activated Abilities, which are card Abilities that must be Activate activated to be used. Cards with an Activated Ability include an Activate symbol to Symbol indicate that their Ability is not always in effect. A card with an Activated Ability is IAGO

played to a location as normal. Each time you wish to use the card’s Ability, you must : Pay 1 Power Activation

perform the Activate action and pay the Activation Cost, if any. Move Iago and an Item at his Cost location to an adjacent 1 unlocked location. If an Ally that has an Activated Ability is used to Vanquish a Hero, discard it as normal. Ally

9 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 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 Villain’s Realm will ever affect a card in another Villain’s 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 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 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.

10 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 Villain’s 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 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.

• If a Hero’s 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 Hero’s 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.

11 Contents: 6 Boards, 6 Villain Movers, 180 Villain Cards, 90 Fate Cards, 84 Tokens, 1 Cauldron, 6 Reference Cards, 6 Villain Guides, Instructions

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

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