Texto completo do manual
Instructions
Ravensburger.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 master another.
There are three different Villains in
this game, and each one achieves
victory in a different way!
2 or 3 Players • Ages 10 and Up • 40 to 60 Minutes
®
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3
2
1
THE SECRET LAIR
RATIGAN
FLAVERSHAM’S TOY SHOP BIG BEN BUCKINGHAM PALACE
RATIGAN’S
OBJECTIVE
Place Ratigan’s
Objective Tile here.
1
1
3
2 1
THE PALACE
YZMA
PACHA’S HOUSE THE JUNGLE MUDKA’S MEAT HUT
YZMA’S OBJECTIVE
Defeat Kuzco using Kronk.
1
2
3
PRIDE ROCK
SCAR
THE SAVANNA ELEPHANT GRAVEYARD THE GORGE
SCAR’S OBJECTIVE
Start your turn with at
least 15 Strength in the
Succession pile.
SUCCESSION
2
Components
3 Boards3 Villain
Movers
Ratigan
Yzma
Scar
Each player takes the role of a different Disney Villain, and each Villain has a
different Objective they are trying to achieve. Each turn, you will move your
Villain Mover to a location on your Board and perform the actions that are
available there. Through these actions, you will play cards from your Villain
deck as you work to achieve your Objective. On their turns, your opponents
may play cards from your Fate deck to hinder your progress.
Game Overview
Villain Guide 3
3
2
1
3
THE SCRCLE
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He ro
PACHA
4
When Pacha is played, you
may shuffle two of Yzma’s Fate
decks together. Deal the cards as
evenly as possible to replace
the shuffled Fate decks.
He ro
BUCKY
Kronk cannot be
used to defeat Bucky.
2
He ro
PEASANT
When Peasant is played,
you may choose a He ro from
Yzma’s Fate discard pile
and shuffle that He ro into
one of her Fate decks.
2
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HE ST
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R
LAAIT
YZMA
VILLAIN GUIDEWhen an opponent targets you with a Fate action, they must choose one of your Fate decks, secretly look at all the cards in it, and choose one card to play. If they choose to play a Hero, that Hero must be played to the location of the Fate deck it came from. All other cards are shuffled and returned to that Fate deck. If none of the cards can be played, all of them are returned.
Note: Since your opponents do
not reveal the cards, they can choose not to play Wrong Lever, unless there are no other cards they can play.
If a Fate deck is empty, do not shuffle the
discard pile yet
—your opponents will choose
from only the remaining Fate decks. However,
if all of the Fate decks are empty, shuffle the
discard pile and deal the cards as evenly as
possible to form four new Fate decks.
Yzma’s Fate
YZMA
Example:
An opponent targets you with a
Fate action. They choose the Fate deck at The Palace and look at all the cards in that deck. They choose to play Bucky, who must be played to the same location.
Note: There is no
limit to the number of Heroes at a location. Move the Fate deck to make room, and offset the Heroes so all cards can be seen.
WRONG LEVER
Effect
When Wrong Lever is revealed,
you must immediately play it.
Yzma loses half her Power,
rounded up.
Kronk is a powerful Ally and essential to your Objective, but he can turn against you. Each time Kronk is moved, whether by an action or card Ability, put 1 Power from the supply on him. When he has 3 or more Power on him, he becomes a Hero. Put him at the top of your Board at the same location. He has the same Strength, but ignore his Ability
—moving him
when he’s a Hero does not add Power.
The Path That Rocks lets you gain the Power on Kronk, whether he’s an Ally or a Hero. Right-Hand Man can be used to put Kronk into your hand, whether he is close to turning, already a Hero, or still in your deck.
Note:
Removing Power from
Kronk when he’s a Hero does not turn him back into an Ally.
Controlling KronkFinding Kuzco
To achieve Yzma’s Objective, you’ll need to find Kuzco, who is in one of your Fate decks.
Eavesdrop lets you look at all the cards in one Fate deck, which is the safest way to search for Kuzco.
After Them! reveals the cards
in a Fate deck and plays all the
Heroes to that location. This is
most useful if you know which
Fate deck Kuzco is in. But be
careful—if you ever reveal Wrong
Lever, you lose Power.
Smash It With A Hammer reveals
and discards two cards from a
Fate deck, allowing you to get rid
of troublesome Fate cards like On
The Run and Beware The Groove.
But if you discard Kuzco, he gets
reshuffled into your Fate decks.Yzma’s Objective
Defeat Kuzco with Kronk.
1
1
3
2
1
THE PALACE
YZMA
PACHA’S HOUSE THE JUNGLE MUDKA’S MEAT HUT
YZMA’S OBJECTIVE
Defeat Kuzco using Kronk.
YZMA
YZMA
YZMA
YZMA
He ro
KUZCO
If Kuzco is discarded, shuffle
him and all Yzma’s Fate decks
together. Deal the cards as
evenly as possible to form
four new Fate decks.
7
KRONK
Kronk is not discarded when
he is used to defeat a He ro.
When Kronk is moved, put 1 Power
from the supply on him. When there
are 3 or more Power on him, put
him at the top of your Board.
He is treated as a
He ro.
6
3 Ally
Instead of having a single Fate deck, Yzma has four. Shuffle your Fate cards and deal them evenly to form four Fate decks
—one at each
location. Place them above your Board, leaving space for Heroes.
Special Setup
EAVESDROP
Choose one of your Fate
decks. Look at all the cards.
Shuffle and return them.
2
Effect
Choose one of your Fate
decks. Reveal two random
cards and discard them.
1
Effect
SMASH IT WITH A HAMMER
AFTER THEM!
Choose one of your Fate
decks. Reveal all the cards.
Play all revealed Heroes to
that location. Shuffle and
return the rest.
1
Effect
T H E PAT H T H AT R O C K S
D i s c a r d a l l P o w e r o n K r o n k .
G a i n t h a t m u c h P o w e r.
0
Effect
R I G H T- H A N D M A N
F i n d K r o n k . D i s c a r d a l l
P o w e r o n h i m . P u t h i m
a n d a ny I t e m s a t t a c h e d
t o h i m i n t o y o u r h a n d .
2
Effect
©Disney USe01 3
3
2
1
3
THE SCRCLE
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THE ’MOYRE GMPBCNF GECT HMT
AIGCNF VU’ELTKJE
Plalce Rtign t’sOb RjnOvT
He ro
PACHA
4
When Pacha is played, you
may shuffle two of Yzma’s Fate
decks together. Deal the cards as
evenly as possible to replace
the shuffled Fate decks.
He ro
BUCKY
Kronk cannot be
used to defeat Bucky.
2
He ro
PEASANT
When Peasant is played,
you may choose a He ro from
Yzma’s Fate discard pile
and shuffle that He ro into
one of her Fate decks.
2
YZMATHE T
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HE ST
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,atPliPi,yPiezPeuPgeohP.elhsm P
DyPacPihyliysPlcPlP
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R
LAAIT
YZMA
VILLAIN GUIDEWhen an opponent targets you with a Fate action, they must choose one of your Fate decks, secretly look at all the cards in it, and choose one card to play. If they choose to play a Hero, that Hero must be played to the location of the Fate deck it came from. All other cards are shuffled and returned to that Fate deck. If none of the cards can be played, all of them are returned.
Note: Since your opponents do
not reveal the cards, they can choose not to play Wrong Lever, unless there are no other cards they can play.
If a Fate deck is empty, do not shuffle the
discard pile yet
—your opponents will choose
from only the remaining Fate decks. However,
if all of the Fate decks are empty, shuffle the
discard pile and deal the cards as evenly as
possible to form four new Fate decks.
Yzma’s Fate
YZMA
Example:
An opponent targets you with a
Fate action. They choose the Fate deck at The Palace and look at all the cards in that deck. They choose to play Bucky, who must be played to the same location.
Note: There is no
limit to the number of Heroes at a location. Move the Fate deck to make room, and offset the Heroes so all cards can be seen.
WRONG LEVER
Effect
When Wrong Lever is revealed,
you must immediately play it.
Yzma loses half her Power,
rounded up.
There is a Villain Guide for each Villain that includes details on their
Objective and other information unique to them. Before playing as a Villain, it is a good idea to read that specific Villain Guide. Keep the Villain Guide handy during the game for reference.
The Palace and look at all the cards in that deck They choose to play Bucky who must be played to the same location Note There is no limit to the number of Heroes at a location Move the Fate deck to make room and offset the Heroes so all cards can be seen WRONG LEVER Effect When Wrong Lever is revealed you must immediately play it Yzma loses half her Power rounded up There is a Villain Guide for each Villain that includes details on their Objective and other information unique to them Before playing as a Villain it is a good idea to read that specific Villain Guide Keep the Villain Guide handy during the game for reference
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RATIGAN
YZMA
SCAR
RATIGAN
YZMA
SCAR
ACTION SYMBOLS
Gain Power
Discard Cards
Move a HeroPlay a Card
Vanquish
Move an
Item or Ally
Activate
Fate
ACTION SYMBOLS
Gain Power
Discard Cards
Move a HeroPlay a Card
Vanquish
Move an
Item or Ally
Activate
Fate
ACTION SYMBOLS
Gain Power
Discard Cards
Move a HeroPlay a Card
Vanquish
Move an
Item or Ally
Activate
Fate
RATIGAN
THE SUPERIOR MIND
RATIGAN’S
OBJECTIVE
Start your turn with
The Robot Queen at
Buckingham Palace.
RATIGAN
VILLAIN GUIDERatigan has a location that can be used to his
advantage. The Secret Lair does not have any
action symbols at the top, making Heroes
at that location less disruptive. Ratigan has
Capture cards which allow him to move Heroes
to The Secret Lair.
If you capture the Hero Flaversham, you’ll
reduce the Cost to play The Robot Queen.
Your Ally Fidget will help you find and play
Flaversham so you can later capture him.
Note: When at The Secret Lair, Heroes’ Abilities
are still in effect.
The Secret LairThe Great Mouse Detective
Basil is Ratigan’s most formidable adversary.
When Basil is played or moved, he discards an
Item from his new location. Some Fate cards
can move Basil, making him a constant threat
to your Items, including The Robot Queen.
If Basil discards The Robot Queen, flip the
Objective tile so The Rat is showing. Your new
objective is to defeat Basil.
Note: Once Ratigan’s
Objective changes, it
cannot change back.
You must defeat Basil
to win. R
A
T
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sRlosc
bhset gasudgiRv.igavT SloiStc SrnLlcoasuiTshsnt
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eudgihsvgn.sagnTgSgr
He ro
BASIL
When Basil is played or moved,
you may discard one Item
from his new location.
6
Item
THE ROBOT QUEEN
The Robot Queen can only be
played to The Secret Lair.
If The Robot Queen is discarded
from your Realm, flip over your
Objective to reveal The Rat.
15
RATIGAN
THE RAT
RATIGAN’S
OBJECTIVE
Defeat Basil.RATIG Ratign Villain
Discard
Pile R
R
A
T R
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slon
gnhancbiaeubt Ratiduv. t ouTSncbiotnRiauR
sloncbierdthRLyt
Rataign hslonhcbeun doev.
He ro
PACHA
4
When Pacha is played, you
may shuffle two of Yzma’s Fate
decks together. Deal the cards as
evenly as possible to replace
the shuffled Fate decks.
He ro
BUCKY
Kronk cannot be
used to defeat Bucky.
2
He ro
PEASANT
When Peasant is played,
you may choose a He ro from
Yzma’s Fate discard pile
and shuffle that He ro into
one of her Fate decks.
2
YZMARATIR
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ubn hndhblnstnlbvbcsncn
AT IG.n
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AT IG.
N
Discard Pile R R A T R Ratign nht slon gnhancbiaeubt Ratiduv t ouTSncbiotnRiauR sloncbierdthRLyt Rataign hslonhcbeun doev He ro PACHA 4 When Pacha is played you may shuffle two of Yzma s Fate decks together Deal the cards as evenly as possible to replace the shuffled Fate decks He ro BUCKY Kronk cannot be used to defeat Bucky 2 He ro PEASANT When Peasant is played you may choose a He ro from Yzma s Fate discard pile and shuffle that He ro into one of her Fate decks 2 YZMARATIR YRatign hnitsnl hocalblneubi nN ubn hndhblnstnlbvbcsncn AT IG n TubinRatign hnStrblLnydsnmnpteba nN vatSnsubnhdyy kntinu S nTubinsubab nN cabnHntanStabnptebantinu SLnyds nN u SncsnsubnstyntvnktdanCtcal nN wbn hnsabcsblnchncn AT IG N
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YZMA
VILLAIN GUIDEWhen an opponent targets you with a Fate
action, they must choose one of your Fate
decks, secretly look at all the cards in it, and
choose one card to play. If they choose to play a
Hero, that Hero must be played to the location
of the Fate deck it came from. All other cards
are shuffled and returned to that Fate deck. If
none of the cards can be played, all of them
are returned.
Note: Since your opponents do
not reveal the cards, they can
choose not to play Wrong Lever,
unless there are no other cards
they can play.
If a Fate deck is empty, do not shuffle the
discard pile yet
—your opponents will choose
from only the remaining Fate decks. However,
if all of the Fate decks are empty, shuffle the
discard pile and deal the cards as evenly as
possible to form four new Fate decks.
Yzma’s Fate
YZMA
Example: An opponent targets you with a
Fate action. They choose the Fate deck at The
Palace and look at all the cards in that deck.
They choose to play
Bucky, who must be
played to the same
location.
Note: There is no
limit to the number of
Heroes at a location.
Move the Fate deck to
make room, and offset
the Heroes so all cards
can be seen.
WRONG LEVER
Effect
When Wrong Lever is revealed,
you must immediately play it.
Yzma loses half her Power,
rounded up.
Ally
HUNGRY HYENA
Hungry Hyena gets
+1 Strength for each other
Hyena at her location.
1
2
Ally
HUNGRY HYENA
Hungry Hyena gets
+1 Strength for each other
Hyena at her location.
1
2
He ro
SIMBA
Hyenas cannot have a
Strength of more than 2.
5
Ally
ED THE HYENA
2
2
The Cost to play Hyenas
to Ed’s location is
reduced by 1 Power.
Hyenas
Hyenas are the Allies that you’ll most often use
to defeat Heroes, and the more Hyenas there
are, the stronger they become. Hungry Hyenas
get additional Strength for each other Hyena at
their location.
Simba is a Hero that limits
the Strength of all Hyenas in
your Realm. If a Hyena would
have a Strength of more than
2, their Strength is reduced to
2 until Simba is defeated.
Example: There are three
Hyenas at Pride Rock,
including Ed. Normally each
Hungry Hyena’s Strength
would be 3 and Ed’s would
be 2. However, Simba limits
each Hyena’s Strength to 2.
If you perform a Vanquish
action to defeat Simba, whose Strength is 5,
you must discard all three Allies.
Leaders of the Pack
SCAR
VILLAIN GUIDEThe Hyenas Shenzi, Banzai, and Ed are Allies
that help you gain or save Power. By playing
them as early as possible, you can use their
Abilities to play more Hyenas, which you’ll use
to defeat Heroes.
Shenzi lets you play another
Hyena for free.
Banzai gains you Power when
other Hyenas at his location
are discarded, even if Banzai is
discarded in the same action.
For example, if you perform a
Vanquish action using Banzai
and two Hungry Hyenas, you
gain 2 Power.
Ed reduces the Cost to play
Hyenas to his location.
Note: Shenzi, Banzai, and Ed are
Hyenas. Any card that refers to
Hyenas includes them.
Ally
SHENZI THE HYENA
When Shenzi is played,
you may play a Hyena
from your hand for free.
2
2
Ally
BANZAI THE HYENA
2
2
Gain 1 Power for each
other Hyena discarded
from Banzai’s location.
Ally
ED THE HYENA
2
2
The Cost to play Hyenas
to Ed’s location is
reduced by 1 Power.
RATIGAN
THE SUPERIOR MIND
RATIGAN’S
OBJECTIVE
Start your turn with
The Robot Queen at
Buckingham Palace.
3
40 Power
Tokens
1 Objective
Tile
1 Fate Token
(See page 16.)
3 Villain Decks
(30 Cards)
(30 Cards)
(30 Cards)
(15 Cards)
(15 Cards)
(16 Cards)
3 Fate Decks 3 Reference Cards3 Villain Guides
Reference Card
ACTION SYMBOLS
Gain Power
Discard Cards
Move a HeroPlay a Card
Vanquish
Move an
Item or Ally
Activate
Fate
YZMA must find Kuzco in her Fate
decks and play him. She must play Kronk,
keep him on her side, and use him to
defeat Kuzco. Opponents may want to
shuffle Yzma’s Fate decks to hide Kuzco,
put Power on Kronk to make him a Hero,
and distract Yzma with Tipo and Chaca.
SCAR must find and defeat Mufasa, and
then defeat other Heroes in order to have
at least 15 Strength in the Succession pile
at the start of his turn.* Opponents may
want to increase Heroes’ Strength, attach
Rafiki’s Stick to a Hero, and remove
Heroes from the Succession pile.
*These Objectives can only be achieved at the start of the turn.
VILLAIN OBJECTIVES
RATIGAN must play The Robot
Queen, move it to Buckingham
Palace, and start his turn with it
there.* Opponents may want to
play The Mouse Queen to block
Ratigan from his Objective, and
play or move Basil to discard Items,
including The Robot Queen.
If The Robot Queen is discarded,
Ratigan’s Objective changes. Now he
must defeat Basil. Opponents may
want to increase Basil’s Strength,
move him away from Allies, and
sabotage Ratigan’s traps.
©Disney USe01
The Reference Card lists how each Villain
achieves their Objective. This will help you
determine if an opponent is approaching victory
and how to slow their progress. It also identifies
the action symbols found on your Board.
Objective
As soon as a player has achieved their Villain’s Objective, the game ends and
that player is the winner! Refer to your Villain Guide for tips on how to achieve
your Villain’s Objective.
Note: Some Objectives are only achieved at the start of the
turn, as stated on the Villain’s Board.
s Objective changes Now he must defeat Basil Opponents may want to increase Basil s Strength move him away from Allies and sabotage Ratigan s traps Disney USe01 The Reference Card lists how each Villain achieves their Objective This will help you determine if an opponent is approaching victory and how to slow their progress It also identifies the action symbols found on your Board Objective As soon as a player has achieved their Villain s Objective the game ends and that player is the winner Refer to your Villain Guide for tips on how to achieve your Villain s Objective Note Some Objectives are only achieved at the start of the turn as stated on the Villain s Board
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4
2nd Player1st Player 3rd Player
Player Setup
Example
1 2
43
Setup
Villain Mover
Villain
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
hidden from the other players.
Shuffle your Villain deck and
place it face down to the left
of your Board. Leave room
for a discard pile.
7Choose a player to go first. The first player does not start with any Power. The second player starts the game with one Power. The third player starts with two Power.
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5
Board
Starting Hand
Fate Deck
Fate
Discard Pile
5
8
6
Shuffle your Fate deck and
place it face down to the
right of your Board. Leave
room for a discard pile.
Each player reads the
Objective on their
Board out loud so all
players know each
Villain’s Objective.
Place the Power
Tokens within reach
of all players to
form the Supply.
Note: Yzma requires special setup of her Fate decks (Step 5)
and Ratigan requires special setup of his Objective (
Step
8),
as shown in their respective Villain Guides.
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D
D
A
G D
Aly+1I1tl
tdec
cozcfhazrihm YzmaTipCnm eisRcfhaemcYaziY
tdecfharlTmoY. m
Whehn DagrisDgplydDa,sytc DAGGER
When Dagger is played,
attach it to an
Ally. That Ally
gets +1 Strength. When Dagger
would be discarded, put it
into your hand instead.
+1
1
Item
IMPERIAL GUARDS
3
2
Ally
No additional Ability.
KRONK
Kronk is not discarded when
he is used to defeat a
Hero.
When Kronk is moved, put 1 Power
from the supply on him. When there
are 3 or more Power on him, put
him at the top of your Board.
He is treated as a
Hero.
6
3
Ally
Hero
TIPO
Yzma cannot defeat
other Heroes if Tipo or
Chaca is in her Realm.
3
6
Each player has their own Board,
representing their Villain’s Realm.
All cards played to your Board
are considered to be in your
Realm. Cards in your hand, decks,
and discard piles are not in your
Realm. Card Abilities only affect
cards in the same Realm.
Your Realm
Mid-Game Example
Note: No card in one
Villain’s Realm will ever affect a card in another
Villain’s Realm.
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
named locations
you may move
your Villain to.
Actions
Each location has
symbols for actions you
may perform when you
move to that location.
---
7
Move Your Villain
Move your Villain Mover to a different location. You may move to any
location in your Realm. You may not stay at your previous location.
1
3Draw 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 your Villain deck is empty and you need
to draw more cards, 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. For each symbol that appears, you may perform the corresponding action one time. All actions are optional and may be
performed in any order. (See
Types of Actions for details.)
During the game, actions may be 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.
Note: You must wait
until the end of your
turn to draw cards,
even if you have fewer
than four cards at the
start of your turn.
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
THE MOUSE QUEEN
Ratigan cannot win with
The Robot Queen at
Buckingham Palace.
5
If you move to this location, you may perform only these three actions.
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8
Types of Actions
Example: Pay the
Cost (2 Power),
then play this Ally
to any location.
Example: Take 2 Power.
Gain Power
Take Power from the Supply equal to the number in the symbol on your
location. Keep your Power next to your board. Power is the currency of
the game. You need Power to play cards and activate Abilities.
Play a Card
Play a card from your hand. You must perform this action in order to play
a card, and you may play only one card for each Play a Card symbol on
your location.
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
Supply. 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. Play the
card to the bottom of your Board, below the location. (See Types of Cards
for details.)
Note: Your Villain’s location dictates
what actions you may perform. However, those actions may affect cards at locations throughout your Realm.
---
9
Activate
Choose one Item in your Realm with an Activate symbol. Pay the
card’s Activation Cost, if any, and resolve the card’s Activated Ability.
(See Activated Abilities on page 15.)
Example: Pay 1 Power
to activate this card’s Activated Ability.
Example: Move an Ally from any location to an adjacent location.
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 that is attached to an Ally or a Hero, but if you move an Ally, all Items attached to them are moved with them.
Move a Hero
Move one Hero at any location in your Realm to an adjacent location.
This action does not appear on any Villain’s Board in this game, but you may see it if you mix Villainous games. (See Mixing Games on page 16.)
*See “Playing” Cards and “Moving” Cards on page 17.
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10
Types of Actions, continued
Note: Yzma is unique because she has four Fate decks instead
of one. If you target Yzma with a Fate action, choose one of
her Fate decks and look at* all the cards. Choose one card to
play, then shuffle and return the others. If you choose a Hero,
they must be played to the location of the Fate deck they
came from. (See Yzma’s Villain Guide for details.)
Fate
Choose an opponent to target. Reveal* two cards from the top of that opponent’s Fate deck. Choose one card to play 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.
A Hero may be played to any location in that opponent’s Realm. Play
the card to the top of their Board, covering the top of the location.
(See Types of Cards for details.)
If an opponent’s Fate deck is empty and you need to reveal more
cards, they shuffle their Fate discard pile to form a new deck.
Opponent’s
Fate
Discard Pile
Opponent’s
Fate Deck
Example: You reveal two cards from an opponent’s Fate deck, and choose to play the Hero. Discard the other card you revealed to the opponent’s Fate discard pile. Play the Hero to any location in the opponent’s Realm, covering the action symbols on the top of that location.
*See “Revealing” Cards and “Looking at” Cards on page 17.
---
11
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 Hero’s 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.
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.
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 (3+2), 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.
Villain
Discard Pile
Fate
Discard Pile
Note: Each Board is different, and some of the actions
may not appear on your Board.
---
12
Effect
CAPTURE
1
Move a Hero with a Strength
of 3 or less to The Secret Lair.
Cost
Ability
Name
Card Type
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. If you
cannot do what the card says, you may
not play that Effect. Effects are considered
to be in the Realm when they are played,
but leave the Realm when discarded.Effect
1
Discard Pile
Example: Pay
1 Power to play this card, then
discard it face up.
SABOTAGE
Effect
Discard an Item with a Cost
of 3 or less from a location in
Ratigan’s Realm that has a Hero .
Ability
Name
Card Type
Types of Cards
Each player has Villain cards (with colored
backs) and Fate cards (with white backs).
You play your Villain cards from your
hand, usually to the bottom of your Board,
while usually 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.
RATIGAN RATIGAN
Villain Cards Fate Cards
---
13
Hero
OLIVIA
When Olivia is defeated,
choose an opponent. That
opponent reveals and plays the
top card of your Fate deck.
1
Strength
Ability
Name
Card Type
Ally
FELICIA
When Felicia is played,
discard an
Ally in your
Realm or pay 2 Power.
6
3
Strength
Cost
Ability
Name
Card Type
Ally cards appear only in the Villain deck
and represent your Villain’s henchmen
and helpers. To play an Ally, pay its Cost
(shown in the upper left corner) and place
the card below any 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 Villain’s sinister plans.
Usually you will 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 location in
the Realm. (A Hero in Yzma’s Realm must
be played to the location of the Fate deck it
came from.)
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.
---
Item
MAKESHIFT BALLOON
When Makeshift Balloon is
played, attach it to a Hero . That
Hero gets +2 Strength and you
may immediately move that
Hero to any location.
+2
14
Types of Cards, continued
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 location in your
Realm, unless the Item says to
attach it to an Ally or Hero.
If an Item from the Villain deck
says to attach it to an Ally or Hero,
you must place the Item under a
card of that type at any location in
your Realm.
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 at any location in the
target opponent’s Realm.
If there are no cards of the required
type available to attach an Item to,
you may not play that Item. If an
Ally or Hero with an Item attached
is moved or discarded, all attached
Items are moved or discarded
with them. There is no limit to
the number of Items that may be
attached to an Ally or Hero.
Example: If an Item says
it must be attached to an Ally, play it underneath
the Ally of your choice.
Ability
Strength
Name
Card Type
Item
TOOLS
The Cost to play Items is
reduced by 1 Power.
2
Cost
Ability
Name
Card Type
---
Item
AIRSHIP
1
Move Airship and one Ally
or unattached Item at its
location to any location.
: Pay 1 Power
15
Condition cards are unusual because you play
them during an opponent’s turn. They are not
played by performing a Play a Card action. During
an opponent’s turn, if you have a Condition in your
hand and the requirement on the card is met, you
may immediately play the card, do what it says,
and then discard it face up to your discard pile.
There is no limit to the number of Conditions that
may be played at one time.
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
Some Items have Activated Abilities, which are card Abilities that must
be activated to be used. Cards with an Activated Ability have an Activate
symbol next to or above an Ability to indicate that this Ability is not
always in effect.
A card with an Activated
Ability is played to a
location as normal.
However, you may not
resolve the Activated
Ability immediately. Each
time you wish to use the
card’s Activated Ability,
you must perform the
Activate action and pay
the Activation Cost, if any.
DEVIOUS
During their turn, if another
player targets you with a Fate
action, you may play Devious.
That player reveals only
one card from your Fate
deck instead of two.
Condition
Ability
Name
Card Type
Activate
Symbol
Activated Ability
Activation
Cost
Name
---
16
Includes:
Ursula • Maleficent • Captain Hook
Jafar • Prince John • Queen of Hearts
Includes:
Evil Queen • Hades
Dr. Facilier
Setup
The fourth player starts the game
with two Power. The fifth and sixth
players each start with three Power.
Fate Token
Use the included Fate Token in a 4-, 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 the target of a Fate action. However, the player with the Fate Token
is still susceptible to Conditions and other card Abilities.
Mixing Games
You can mix the Villains in this box with other Disney Villainous games to
add additional players or explore new rivalries. Discover more Villains, more
strategies, and more twists of fate!
Play with up to 6 players using the following additional rules:
4th Player5th Player6th Player
The worst takes it allWicked to the core
®
---
17
Reference
Realm
All cards in play on either side of your Board are considered to be in your
Realm. Effect cards are also considered to be in your Realm when they are
played. 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. Cards in your
hand, decks, and discard piles are not in your Realm.
“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 deck or discard pile. Moving a card refers to taking a card that is in the
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, turn the cards so that all players can see
them. If a card instructs you to look at cards, you may look at them privately,
keeping them hidden from the other players. If you 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” an Ally or Hero
If a card instructs you to find a specific Ally or Hero, take that Ally or Hero from
wherever they are and then do what the card says. First, check to see if they
are already in the Realm, and if so, remove them from their location. If they
are not already in the Realm, search the appropriate discard pile for them. If
they are not in the discard pile, search the appropriate deck, then re-shuffle it.
After finding them, follow the card instructions, either playing them as specified
or putting them into your hand. Any Items that were attached to them are
discarded, even if they are played to the same location they were found at.
“Defeating” Heroes and “Vanquishing” Heroes
“Defeating” a Hero refers to removing that Hero from the top of your Board,
either by performing a Vanquish action or by playing a card. “Vanquishing” a
Hero refers to using one or more Allies at the Hero’s location to defeat it. Card
Abilities that allow you to “defeat” a Hero do not require you to discard Allies or
perform a Vanquish action.
Locked Locations
Some Villains in other Villainous games have locations that are locked, 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, and cards cannot be
played to, moved to, or moved from a locked location. You cannot attach an
Item to an Ally or a Hero at a locked location. If a card is at a location that later
becomes locked, the card’s Ability remains in effect. However, you may not
activate the Ability of a card at a locked location.
---
18
Frequently Asked Questions
• What if the text on a card or in a Villain Guide conflicts with the
Instructions?
The text on cards and in Villain Guides takes precedence over these Instructions. If a
card violates a rule in a Villain Guide, the card takes precedence.
• If I can’t do what a card says, can I still play it?
No. If you cannot do what the card says, then you cannot play it. However, if the card says “may,” the text that follows is optional. In this case, you may play the card and then choose whether or not to do that part of its Ability. If you cannot play a card, you can discard it by performing the Discard Cards action.
• Is there a hand limit?
No. There is no limit to the number of cards in your hand at any time, but you will only draw cards at the end of your turn if you have fewer than four.
• What happens if I need to take Power, but the Supply is empty?
Power is considered infinite. You can grab other tokens or coins to use as
additional Power.
• Can I look through my discard piles? What about an opponent’s
discard piles?
Yes. All cards that are face up are public, and any player may look through any
discard pile at any time.
• 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 cannot 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. Fate favored your opponent this 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.
• 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.
---
19
• I have a card that refers to a Hero with a Strength of 3 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 a Condition at any time during another player’s turn, as
long as the requirement was met at some point during that turn?
No. A Condition card can only be played when the requirement is met. For example,
if the requirement is that another player defeats a Hero with a Strength of 3 or
more, you must play your Condition card when that Hero is defeated. You may not
wait until later in the turn. However, playing a Condition is optional. So in the same
example, you may choose not to play your Condition, and instead play it later,
when a different player defeats a Hero or the same player defeats another Hero.
• Before I can win, am I required to defeat all the Heroes in my Realm, or have my Villain Mover at a specific location?
No. Only your Objective needs to be achieved in order to win. Your Villain Guide describes your Objective and how it is achieved. Some Villains are not required to defeat any Heroes, although leaving Heroes in your realm may slow your progress toward victory.
• Which Villain is the easiest to win with?
Each Villain, when played with skill and cunning, is equally prepared to achieve their Objective. However, the strategies utilized by each Villain vary in complexity. Scar is recommended for new players, and Yzma is recommended for experienced players.
---
USe01
©Disney
www.disney.com
Instructions: © 2019 Ravensburger North America, Inc.
All rights reserved.
Contents: 3 Boards, 3 Villain Movers, 90 Villain Cards, 46 Fate Cards,
41 Tokens, 1 Objective Tile, 3 Reference Cards, 3 Villain Guides, Instructions
---