Clue: Disney Villains
Clue: Disney Villains Rulebook
Table of Contents
Table of Contents
Contents
- Custom Game board
- 6 Villain Movers: URSULA, EVIL QUEEN, DR. FACILIER, JAFAR, HADES, and MALEFICENT
- 6 Custom Enchanted Objects: the Talisman, the Potion, the Shell, the Scarab, the Scepter, the Poison Apple
- 6 Villain Cards
- 9 Lair Cards
- 6 Enchanted Object Cards
- 1 Custom Score Pad
- 1 Envelope
- 1 Die
Setup
- Look on the game board for the START space and Villain name nearest you. Take that Villain Mover as your playing piece and put it on that space. If fewer than six are playing, be sure to place the remaining Villain Movers onto the appropriate Villain name anybody could have disappeared, and therefore everyone must be within the vile realms.
- Place each of the Enchanted Objects in a different Lair. Select any six of the nine Lairs.
- Place the empty envelope in the center of the game board.
- Sort the deck of cards into three groups: Villians, Enchanted Objects, and Lairs. Shuffle each group separately and place each face down. Then, so no one can see the ending, take the top card from each group and place it into the envelope. The envelope now contains the answers to the following questions: Which Villain stole the Enchanted Object? What Enchanted Object went missing? In what Lair did this occur?
- Shuffle together the three piles of remaining cards. Then deal the cards face down and clockwise around the table. (It doesn't matter if some players receive more cards than others.) Secretly look at your own cards. Since these cards are in your hands, they can't be in the envelope, which means you can eliminate those from the mystery.
- Take a sheet from the score pad and fold it in half... that way no one can see the notes you make, and check off the cards that are in your hand.
- The EVIL QUEEN always plays first. Play then proceeds, in turn, to the first player's left.
Game Plan
Moving your Villain Mover
On each turn, try to reach a different Lair within the vile realms. To start your turn, move your Villain Mover either by rolling the die or, if you're in a corner Lair, by using a Secret Passage. Remember, you may only move your Villain Mover on the squares within the vile realms or through the Secret Passages. You may not exit outside of the vile realms.
Rolling
Roll the die and move your Villain Mover the number of squares you rolled.
You may move horizontally or vertically, forward or backward, but never diagonally.
You may change directions as many times as your roll will allow. You may not, however, enter the same Lair twice on the same turn.
You may not enter or land on a square that is already occupied by another Villain Mover.
Secret Passages
The Lairs in the opposite corners of the vile realms are connected by Secret Passages. If you're in one of the corner Lairs at the start of your turn you may, if you wish, use a Secret Passage instead of rolling the die. To move through a Secret Passage, announce that you wish to do so, and move your Villain Mover to the Lair in the opposite corner of the realms.
Entering and Leaving a Lair
You may enter or leave a Lair either by rolling the die and moving through a passage or by moving through a Secret Passage.
- A passage is the opening in the wall, not the space in front of the passageway. When you pass through a passage, do not count the passageway itself as a space.
- You may not pass through a passage that's blocked by a Villain Mover.
- As soon as you enter a Lair, stop moving.
- It doesn't matter if you roll a number that's higher than you need to enter.
- You may not re enter the same Lair on a single turn.
- It is possible that your rival might block any and all passages and trap you in a Lair. If this happens, you must wait for someone to move and unlock a passage so you can leave.
Making a Suggestion
As soon as you enter a Lair, you may make a Suggestion. By making Suggestions throughout the game, you try to determine by process of elimination which three cards are in the envelope. To make a Suggestion, move a Villain Mover and an Enchanted Object into the Lair you just entered. Then suggest that it was that Villain who disappeared, with that Enchanted Object, in that Lair.
Example: Let's say that you're HADES and you enter the Laboratory. First move another Villain DR. FACILIER for instance into the Laboratory. Then move an Enchanted Object the Scarab, perhaps into the Laboratory as well. Then say, "I suggest that DR. FACILIER stole the Scarab from the Laboratory."
- You may make a Suggestion that includes a Villain Mover or Enchanted Object that's already in your Lair. (In this case, transferring one or both of those items into the Lair is not necessary.) When a transfer is necessary, leave the item(s) in the new Lair after the Suggestion is made.
- If the Villain Mover transferred was your Villain Mover, you may, on your next turn, do one of two things: Move from the Lair in one of the usual ways OR make a Suggestion for that Lair. If you decide to make a Suggestion, do not roll the die or move your Villain Mover.
- You may, if you wish, make a Suggestion followed by an Accusation on the same turn. (See MAKING AN ACCUSATION below.)
Proving a Suggestion True or False
As soon as you make a Suggestion, the other Villains, in turn, try to prove it false. The first to try is the player to your immediate left. This player looks at his or her cards to see if one of the three cards you just named is in his or her hand. If the player has one of the cards you named, he or she must show it to you and no one else. If the player has more than one of the cards named, he or she selects just one to show you.
If that player has none of the cards that you named, then the chance to prove your Suggestion false passes, in turn, to the next player on the left.
As soon as the player shows you one of the cards that you named, it is proof that this card cannot be in the envelope. End your turn by checking off this card on your notepad. (Some players find it helpful to mark the initials of the player who showed the card.)
If no one is able to prove your Suggestion false, you may either end your turn or make an Accusation now. (See MAKING AN ACCUSATION section for details.)
More About Moving and Making Suggestions
- You may make only one Suggestion after entering a particular Lair. To make your next Suggestion, you must either enter a different Lair or, sometime after your next turn, re enter the Lair that you most recently left. You may not forfeit a turn to remain in a particular Lair. But if you're trapped in a Lair because your rivals are blocking the passage(s), you must remain there until a passage is unblocked and can move out of the Lair.
- When you make a Suggestion, you may, if you wish, name one or more of the cards that you hold in your own hand. You might want to do this to gain information or to mislead the other players.
- Remember three things:
- You must be in the Lair that you mention in your Suggestion.
- Be sure to consider all the Villains including spare Villains and yourself.
- There is no limit to the number of Villains or Enchanted Objects that may be in one Lair at one time.
Making an Accusation
When you think you've figured out which three cards are in the envelope, you may, on your turn, make an Accusation and name any three elements you want. First say, "I suspect (Villain) of stealing the (Enchanted Object) in the (Lair)." Then, so no one can see, look at the cards in the envelope. When making an Accusation, you may name a Lair (unlike a Suggestion, where your Villain Mover must be in the Lair you suggest).
Important: You may make only one Accusation during a game.
If your Accusation is incorrect or if any one of the cards you named is not in the envelope:
- Secretly return all three cards to the envelope.
- You cannot make any further moves in the game and therefore cannot win.
- You do continue to try to prove the other players' Suggestions false by showing cards when asked.
- The other players may continue to move your Villain Mover into the various Lairs where they make Suggestions.
- If, after making a false Accusation, your Villain Mover is blocking a passage, move it into that Lair so that other players may enter.
Winning
You win the game if your Accusation is completely correct, that is, if you find in the envelope all three of the cards that you named. When this happens, take out the three cards and lay them out for everyone to see.