Disney Villainous: Bigger and Badder
Disney Villainous: Bigger and Badder Rulebook
Table of Contents
Table of Contents
Components
- 3 Villain Movers (Syndrome, Madame Mim, Lotso)
- 3 Boards (Syndrome, Madame Mim, Lotso)
- 3 Villain Decks (30 cards each)
- 3 Fate Decks (15 cards for Syndrome, 8 cards for Madame Mim, 15 cards for Lotso)
- 1 Merlin's Transformations card set (7 cards, used only by Madame Mim)
- 3 Omnidroid tiles (used only by Syndrome)
- 1 Buzz Lightyear tile (used only by Lotso)
- 3 Villain Guides
- 3 Reference Cards
- 15 Strength tokens
- 25 Power tokens
- 1 Fate Token (see Mixing Games)
Villain Guide
There is a Villain Guide for each Villain that includes all the details about their Objective, as well as other information specific to that Villain. Read your Villain Guide carefully before the game begins. Keep it within reach so you can refer to it during the game.
Reference Card
One side of the Reference Card recaps each Villain's Objective. Never lose sight of your opponents' progress during the game! The other side reminds you of the different actions available.
Game Overview
Each player takes the role of a Disney or Pixar Villain. Each of you pursues a unique, scheming Objective. On your turn, move your Villain Mover to a location on your Board to perform the actions available there. These will let you play Villain cards as you try to reach your Objective. But watch out: during their own turns, your opponents may play Fate cards from your deck to slow your progress.
Objective
The game ends as soon as a player achieves their Villain's Objective; that player is then declared the winner. Refer to your Villain Guide for tips and to learn how to achieve your own Objective.
Note: Some Villains' Objectives are only achieved at the start of their turn, as specified on their Board.
The Villains
The following Objectives and locations are printed on each Villain's Board. Each Villain's full strategy notes and unique rules are printed in that Villain's own Villain Guide booklet.
Syndrome — Objective: You must defeat the Omnidroid v.10 and have no Heroes in your realm. Locations (left to right): Parr House, Nomanisan Island, Syndrome's Base, Metroville.
Madame Mim — Objective: You must defeat all of Merlin's Transformations. Locations (left to right): Forest, Madame Mim's Hut, Duel Site, Swamp.
Lotso — Objective: You must gather 4 Heroes of Strength 0, and Buzz Lightyear, in the Caterpillar Room. Locations (left to right): Caterpillar Room, Library, Playground, Municipal Dump.
Setup
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Each player chooses a Villain and takes the corresponding materials: the Board, the Mover, the Villain and Fate cards, the Villain Guide, any specific tokens and tiles, and a Reference Card.
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Place your Board in front of you. It has 4 different locations: place your Mover on the left-most one.
Note: As indicated in their own Villain Guide, each Villain requires a particular setup for their Board.
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Shuffle your Villain cards and form a face-down deck to the left of your Board. Leave room below it for a discard pile.
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Draw 4 Villain cards: this is your hand. You may look at them secretly.
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Shuffle your Fate cards and form a face-down deck to the right of your Board. Leave room below it for a discard pile.
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Keep the Strength token and Power token reserves within reach of all players.
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Choose the player who goes first. At the start of the game, the 1st player begins with no Power token. The 2nd player receives 1 Power token. The 3rd player receives 2.
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Each player reads their Villain's Objective aloud so that everyone can be aware of it.
Your Realm
Your Board represents your Villain's realm. All cards played there belong to this realm. Your hand, your decks, and your discard piles are not part of it. Card effects only apply to cards within the same realm.
Note: Cards placed in your realm never affect another player!
Current-Game Situation
Locations: Your realm is made up of 4 locations where you may move your Mover.
Actions: The symbols on each location indicate the actions you may perform if you move your Mover there.
Fate cards: Your opponents play your Fate cards to the top part of your Board.
Objective: Each of you has a different Objective to achieve in order to win the game.
Villain cards: You play your Villain cards to the bottom part of your Board.
On Your Turn
At your turn, perform the following steps in the order given:
1. Move Your Mover
Move your Mover to a different location. You may move it to any location in your realm. Your Mover may not stay in the same spot.
2. Perform Actions
The symbols on each location indicate the actions you may perform when you move there. You may perform the action of each visible symbol only once. Actions are not mandatory and may be performed in any order. (See Types of Actions, next page.)
During the game, Fate cards will come to cover part of the actions at the locations where they are played. You can no longer perform the actions covered by a Fate card until it has been moved or discarded. As soon as an action becomes visible again, it immediately becomes available once more (so you may perform it if it is still your turn and your Villain is still at that location).
3. Draw Cards
At the end of your turn, draw Villain cards until you have 4 in hand again.
If your Villain deck is exhausted, shuffle the discard pile to form a new deck.
Note: You may only draw new cards at the end of your turn, even if you started it with fewer than 4 cards in hand.
It is now the next player's turn.
Types of Actions
The location where you move your Mover determines which actions you may perform. However, these actions may affect cards at any location in your realm.
Note: Since each Board is different, some actions may not be available to every player.
Gain Power
Take as many Power tokens from the reserve as the number indicated on the symbol. Power tokens let you pay for cards and activate abilities.
Example: Take 2 Power tokens.
Play a Card
Play 1 card from your hand matching the symbol at the location where your Mover stands.
Most cards cost Power tokens. To play these cards, you must pay (= return to the reserve) as many Power tokens as the number shown in the upper-left corner of the card. If you don't have enough Power tokens to pay for a card, you cannot play it.
Item or Ally cards may be played to any location in the realm. Place these cards in the bottom part of your Board, at the location of your choice. (See Types of Cards, next page.)
Activate
Choose a card in your realm that has an activation symbol. Pay the activation cost, if any, then use the card's ability. (See Activated Abilities.)
Move an Item or Ally
Move* an Item or Ally from any location in your realm to a neighboring location of your choice.
If you move an Ally or a Hero, all Items attached to it move with it. An Item attached to an Ally or a Hero can never be moved on its own.
Move a Hero
Move 1 Hero from any location in your realm to a neighboring location of your choice.
* See "Playing" a card and "Moving" a card on a location, page 17.
Fate
Choose an opponent and reveal* the first two Fate cards from their deck. Choose one of them and play it immediately. Discard the other. It's up to you to decide how best to use Fate cards against your opponents, so as to slow their progress.
You may play a Hero card to any location in your opponent's realm. Place the Hero in the top part of their Board, so as to hide the two action symbols above that location. (See Types of Cards for more details.)
If your opponent's Fate deck is exhausted, they shuffle their discard pile to form a new deck.
Example: You reveal 2 Fate cards from an opponent's deck and choose to play a Hero. Discard the other card you revealed. Play the Hero at the location of your choice in your opponent's realm, and thereby cover the two Action symbols above that location.
* See also the glossary entry "Revealing" / "Looking at" cards, page 17.
Vanquish a Hero
Defeat a Hero at any location in your realm with the help of one or more Allies already present at that same location.
The total Strength of your Allies must be greater than or equal to that of the Hero being defeated. You may use as many Allies as you like and combine their Strength values. Strength is shown in the lower-left corner of the card. The Strength of Heroes and Allies may be modified by other cards in your realm.
The defeated Hero is sent to the Fate discard pile and the Allies used are sent to the Villain discard pile.
Example: You have 3 Allies at the same location as a Hero with Strength 5. Two Allies are enough to reach Strength 5 (3+2); you don't need to use the third Ally to defeat the Hero. Discard the defeated Hero and the two Allies used on their respective piles. The third Ally stays where it is.
Discard Cards from Your Hand
Discard as many cards as you wish, face up, onto your Villain discard pile. This is the only way to get rid of unwanted cards and try to quickly draw back important ones.
Don't forget: when you discard cards, you do not draw immediately. You can only fill your hand back up to 4 cards at the end of your turn!
Types of Cards
Each player has two distinct sets of cards: Villain cards (colored backs) and Fate cards (white backs).
You play the Villain cards from your hand in the bottom part of your Board. Your Fate cards, on the other hand, are played by your opponents in the top part of your Board.
Any card on your Board belongs to your Villain's realm.
There is no limit to the number of Villain or Fate cards that may be placed at a location. It's best to offset them slightly so they can always be identified.
Ally
Allies appear only in the Villain deck and represent your henchmen and companions. To play an Ally, pay its cost in Power tokens (the number shown in the upper-left corner of the card), then place the Ally on a location of your choice in your realm, in the bottom part of your Board.
As soon as Allies are at a location, you may use them to defeat a Hero at the same location by performing the Vanquish a Hero action.
Each Ally has a Strength (shown in the lower-left corner), which may vary depending on other cards in the realm. In addition, most Allies have a special ability that affects other cards or actions. It's up to you to decide whether you'd rather use each Ally to defeat a Hero or keep it in your realm for its ability.
Effect
Effects appear in both the Villain deck and the Fate deck and are one-time events. To play an Effect, pay the cost shown in the upper-left corner. Apply the card's effect, then discard it face up onto the corresponding pile. If you cannot perform this Effect, you may not play this card. Once played, Effects belong to your realm, but they leave it immediately once discarded.
Example: Pay 1 Power token to play this card, then discard it.
Hero
Heroes appear only in the Fate deck and represent the do-gooders who come to thwart your diabolical plans. You will usually play Heroes against your opponents by performing the Fate action. Place the Hero on the location of your choice, in the top part of your opponent's Board.
Heroes limit your opponents' options by covering useful actions on their Board. A covered action is no longer available to that opponent until the Hero is defeated or moved. Each Hero has a Strength (shown in the lower-left corner), which may vary depending on other cards in the realm. In addition, most Heroes have an ability that makes your opponents' task more difficult.
If several Heroes are at the same location and the one covering the action symbols is defeated, the other Heroes move down a step, so that another one comes to cover the symbols again.
Item
Items appear in both the Villain deck and the Fate deck. They have abilities that affect other cards or actions.
To play an Item from the Villain deck, pay its cost (shown in the upper-left corner), then place the card at any location of your choice, in the bottom part of your realm, unless it must be attached to an Ally or a Hero.
If a Villain-deck Item specifies it must be attached to an Ally or a Hero, place it beneath a card of the required type at any location. All Fate-deck Items must be attached to a Hero! Place them beneath a Hero at any location in the targeted opponent's realm.
If there is no card of the required type in the realm to attach the Item to, you may not play that Item. If an Ally or Hero with an attached Item is moved or discarded, all its Items are moved or discarded with it. There is no limit to the number of Items that may be attached to an Ally or a Hero.
Example: If the Item specifies it must be attached to an Ally, slide it beneath the Ally of your choice.
Condition
Conditions are special cards that you may only play during an opponent's turn. You cannot play them using the Play a Card from your hand action. If you hold such a card in hand and the condition is met during an opponent's turn, you may play it immediately. Follow the card's text before discarding it. There is no limit to the number of Condition cards playable at the same time.
Once this condition has been resolved, the opponent continues their turn.
Important: you do not draw a new card! You'll have to wait until the end of your own turn to fill your hand back up to 4 cards.
Activated Abilities
Some cards have abilities that can only be used when you activate them. They are identified by the activation symbol next to or above the ability, indicating that the card's effect is not permanent.
A card with an activated ability is placed at a location following the normal rules. However, you cannot use its ability the moment you place it in your realm: each time you want to use this card's ability, you must perform the Activate action and pay any activation cost.
Mixing Games
You can mix the Villains from this box with those from other games in the Villainous collection to increase the number of players or explore new rivalries. Discover new Villains, new strategies, and new twists of Fate!
Play with up to 6 players using the following rules:
Setup
The 4th player begins the game with 2 Power tokens; the 5th and 6th players begin with 3.
Fate Token
The Fate Token is only used in games with 4, 5, or 6 players. When you are the target of a Fate action, take this token from the last player who was targeted. As long as you hold it, you cannot be the target of a Fate action from another player. You are, however, not protected against Condition cards and other card abilities.
Reference
Realm
All cards, whether in the top or bottom part of your Board, belong to your realm. Once played, Effects also belong to it. A card can only affect other cards within the same realm. A card in your realm can never affect a card in an opponent's realm. Your hand, your decks, and your discard piles are not part of your realm.
"Playing" a Card and "Moving" a Card on a Location
"Playing" a card means adding a new card to your realm, either from your hand or from your Villain or Fate deck. "Moving" a card on a location means choosing a card already in your realm and moving it to another location. If a card's ability triggers when it (or another card) is played, this is not the case if it is simply moved to another location. Conversely, if a card's ability triggers only when it (or another card) is moved to another location, its ability is not activated if it is played.
"Revealing" Cards and "Looking at" Cards
If a card tells you to "reveal" cards, turn them face up so that all players can see them. If a card tells you to "look at" cards, look at them secretly without showing them to the other players. If you must reveal or look at cards from an exhausted deck, shuffle the corresponding discard pile to form a new deck.
"Finding" a Hero or Ally
If a card tells you to find a particular Hero or Ally, remove it from wherever it is and follow the card's instructions. First look to see if it is already at a location in the realm: if so, remove it from that location. If it is not in the realm, look for it in the corresponding discard pile. If it is not in the discard pile either, look for it in the deck, then reshuffle that deck. Once the Hero/Ally is found, follow the card's instructions, placing it either at the indicated location or in your hand. If applicable, discard any Items that were attached to it, even if the Hero/Ally is played to the location where it was found.
"Defeating" a Hero and "Performing the Vanquish a Hero Action"
"Defeating" a Hero means removing it from the top part of your Board, either through the Vanquish a Hero action or by playing a card. If you perform the Vanquish a Hero action, you must gather one or more Allies at the same location as the Hero. If a card's ability lets you defeat a Hero directly, it is not necessary to discard Allies, nor to use the Vanquish a Hero action.
Location with a Padlock Tile
Some Villains from other games in the Villainous collection begin the game with a Padlock tile on a location, which they may unlock during the game. You cannot move your Mover to a location blocked by a Padlock tile. Furthermore, you may not play a card to such a location, nor move one to or from it to another location. You also cannot attach an Item to an Ally or a Hero at a blocked location. If a card is already at a location onto which a Padlock tile is later placed, that card's power continues to take effect. The Activate action likewise cannot be used to activate a card at a blocked location.
Frequently Asked Questions
What happens if the text of a card or a Villain Guide contradicts the rules? The text of the card or Villain Guide takes priority. If the text of a card contradicts that of a Villain Guide, the card's text takes priority.
If I can't resolve a card's effect, can I still play it? No. If you cannot do what a card tells you to, you cannot play it. However, if a card says "may" (or "playable"), the effect that follows is optional. In that case, you may play the card and then choose whether to trigger that part of its effect. If you cannot play a card, you may discard it with the Discard Cards action.
Is there an allowed limit to the number of cards in hand? No. There is no limit to the number of cards you may hold in hand at any time, but you may only draw at the end of your turn if you have fewer than 4.
What happens if I must take Power tokens but the reserve is empty? The number of Power tokens is considered unlimited. In that case, use other tokens or coins as substitutes.
Can I look through my discard piles? And my opponents'? Yes. All face-up cards are accessible to everyone, and any player may look through any discard pile at any time.
I reveal a Fate card I cannot play. Must I reveal a new one? No. If you cannot play a Fate card (for example, you draw an Item but cannot attach it to any Hero in the opponent's realm), discard it immediately without triggering any effect. If you perform the Fate action and cannot play either of the two cards, discard both without any effect. Fate really was on your opponent's side this time!
Can I play or move a Hero in the bottom part of a realm? No. Fate cards are always played and moved in the top part of the Board, unless a card's ability specifically instructs you to move a Fate card to the bottom part of the Board.
Several Heroes are at one location. Must I defeat them in a specific order? No. If several Heroes are at the same location, you are free to choose which one you want to defeat first.
I have a card that refers to a Hero with a Strength of 3 or lower. Should I only consider the Strength printed on the Hero, or also the possible ability of other cards? Whenever the Strength of a Hero (or an Ally) is in question, this also includes all other abilities of active cards in your realm. For example, if a Hero has a printed Strength of 5, but another card in your realm reduces its Strength by 1, that Hero's Strength is considered to be 4.
A Hero's Strength is reduced to 0 by the ability of another card or by adding Strength tokens. Can I simply remove that Hero card from my realm? No. You must still use the Vanquish a Hero action. In that case, however, it is not necessary to use, and therefore discard, an Ally. You may defeat the Hero even if you have no Allies at the Hero's location.
Am I required to discard a card after using its activated ability? No. The card remains in your realm. You may activate such a card's ability every time you use the Activate action and pay its activation cost, if any.
Can I play a Condition at any moment during an opponent's turn, as long as the situation arose at some point during that turn? No. A Condition card can only be played the instant the situation arises. For example, if the condition is that an opponent defeats a Hero with Strength 3 or higher, you must play your Condition card the moment that Hero is defeated. You cannot play it later in the turn. However, a Condition remains optional. In that same example, you may choose not to play your Condition and instead play it later, if another opponent defeats a Hero, or if the same opponent defeats another Hero.
Before I can win, must I have defeated every Hero in my realm, or moved my Villain to a specific location? No. You only need to have achieved your Objective to win. Your Villain Guide explains how to do so. Some Villains don't even need to defeat a single Hero, although failing to do so may slow your progress toward victory.
Which Villain is the easiest to win with? Your chances of winning are the same no matter which Villain you play, as long as you show tactics and cunning. However, each Villain's strategy is more or less complex to put into practice. Lotso and Madame Mim are recommended for beginners, and Syndrome for more experienced players.
Contents
3 game boards, 3 Villain figures, 90 Villain cards, 45 Fate cards, 41 tokens, 4 tiles, 3 reference cards, 3 Villain Guides, 1 rulebook.
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