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Disney Villainous: Despicable Plots

Disney Villainous: Despicable Plots Rulebook

Table of Contents

Table of Contents

  • Components
    • Villain Guide
    • Reference Card
  • Game Overview
  • Objective
  • Setup
  • Your Realm
    • Mid-Game Example
  • On Your Turn
    • 1. Move Your Villain
    • 2. Perform Actions
    • 3. Draw Cards
  • Types of Actions
    • Gain Power
    • Play a Card
    • Activate
    • Move an Item or Ally
    • Move a Hero
  • Types of Actions, continued
    • Fate
    • Vanquish
    • Discard Cards
  • Types of Cards
    • Ally
    • Effect
    • Hero
  • Types of Cards, continued
    • Item
    • Condition
  • Activated Abilities
  • Mixing Games
    • Setup
    • Fate Token
  • Reference
    • Realm
    • "Playing" Cards and "Moving" Cards
    • "Revealing" Cards and "Looking at" Cards
    • "Finding" an Ally or Hero
    • "Defeating" Heroes and "Vanquishing" Heroes
    • Locked Locations
  • Frequently Asked Questions
  • Gaston Villain Guide
    • Gaston's Objective
    • Special Setup
    • Remove Obstacles with Allies
    • Remove Obstacles with Effects
    • Remove Obstacles by Vanquishing Heroes
    • Replace Obstacles
  • Lady Tremaine Villain Guide
    • Lady Tremaine's Objective
    • Special Setup
    • Going to the Ball
    • Ball Gowns
    • Trapped!
    • Glass Slippers
  • Horned King Villain Guide
    • Horned King's Objective
    • Special Setup
    • Claiming The Black Cauldron
    • Powering The Black Cauldron
    • Making Cauldron Born
    • Gurgi's Sacrifice and The Black Cauldron
  • Credits

Components

  • 3 Villain Movers (Gaston, Lady Tremaine, Horned King)
  • 3 Boards
  • 3 Villain Decks (30 Cards each)
  • 3 Fate Decks (15 Cards each)
  • 3 Villain Guides
  • 1 Black Cauldron Tile
  • 8 Obstacle Tokens
  • 5 Trapped Tokens
  • 3 Reference Cards
  • 1 Lock Token
  • 40 Power Tokens
  • 1 Fate Token (See page 16.)

Villain Guide

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.

Reference Card

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.

Game Overview

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.

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.

Setup

  1. 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 and any special tokens or tiles.

  2. Place your Board in front of you. Each Board contains four locations. Place your Villain Mover on the left-most location.

    If a location has a lock-icon in the corner place a Lock Token on it. That Villain may not enter that location until the location has become unlocked as explained in their Villain Guide.

    Note: Each Villain requires special setup of their Board, as shown in their respective Villain Guides.

  3. Shuffle your Villain deck and place it face down to the left of your Board. Leave room for a discard pile.

  4. 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.

  5. Shuffle your Fate deck and place it face down to the right of your Board. Leave room for a discard pile.

  6. Place the Power Tokens within reach of all players to form the Supply.

  7. Choose 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.

  8. Each player reads the Objective on their Board out loud so all players know each Villain's Objective.

Your Realm

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.

Note: No card in one Villain's Realm will ever affect a card in another Villain's Realm.

Mid-Game Example

  • 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.
  • 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.
  • Villain Cards — You play Villain cards to the bottom of your Board.

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. You may not stay at your previous location.

2. Perform 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.

Actions covered by a card are not available and may not be performed.

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 your Villain deck is empty and you need to draw more cards, shuffle your discard pile to form a new deck.

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.

Now it's the next player's turn.

Types of Actions

Your Villain's location dictates what actions you may perform. However, those actions may affect cards at locations throughout your Realm.

Note: Each Board is different, and some of the actions may not appear on your Board.

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.

Example: Take 2 Power.

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.)

Example: Pay the Cost (2 Power), then play this Ally to any location.

Activate

Choose one card 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.

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.

Example: Move an Ally from any location to an adjacent location.

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.

Types of Actions, continued

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.

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.

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.

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.

Note: Lady Tremaine has no Vanquish actions. Instead, she traps her opponents and keeps them locked away. See Lady Tremaine's Villain Guide for details.

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.

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.

Ally

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.

Card anatomy: Cost, Name, Ability, Strength, Card Type. Example — LUCIFER: "Place a Trapped Token on a Hero in Lucifer's location."

Effect

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.

Example: Pay 1 Power to play this card, then discard it face up.

Card anatomy: Cost, Name, Ability, Card Type. Examples — I NEVER GO BACK ON MY WORD: "Shuffle your Fate discard pile back into your Fate deck. Look at the top four Fate cards and replace them in any order." BIBBIDI-BOBBIDI-BOO: "Remove a Trapped Token from any Hero, then move that Hero to a new location."

Hero

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.

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.

Card anatomy: Name, Ability, Strength, Card Type. Example — CINDERELLA: "While Cinderella is in play, all Effect cards cost +2 Power. Cinderella may not be played if Ball Gown Cinderella is in play."

Types of Cards, continued

Item

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.

Card anatomy: Cost, Name, Ability, Card Type. Examples — INVITATION FROM THE KING: "When Invitation From the King is played, unlock The Ballroom. If The Prince is not in play, find and play him to The Ballroom." with Activated Ability "Pay 1 Power: Look at the top two cards of your Fate deck. Discard one and leave the other face down on top." GLASS SLIPPER: "This Glass Slipper does not attach to a Hero and must be played to The Castle. Lady Tremaine cannot win the game while a Glass Slipper is in her Realm."

Condition

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.

Card anatomy: Name, Ability, Card Type. Example — AND ONE MORE THING: "During their turn, if another player takes a Discard action, you may play And One More Thing. You may discard any number of cards and draw back up to four cards."

Activated Abilities

Some cards 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.

Card anatomy: Name, Activate Symbol, Activation Cost, Activated Ability. Example — MONSIEUR D'ARQUE: "Activate: Pay 2 Power — Remove one Obstacle."

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!

Other Disney Villainous games:

  • The Worst Takes It All — Includes: Ursula • Maleficent • Captain Hook • Jafar • Prince John • Queen of Hearts
  • Wicked to the Core — Includes: Evil Queen, Dr. Facilier, Hades
  • Evil Comes Prepared — Includes: Scar, Yzma, Ratigan
  • Perfectly Wretched — Includes: Cruella DeVille, Pete, Mother Gothel

Play with up to 6 players using the following additional rules:

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 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.

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

Lady Tremaine and 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.

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.

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. Gaston is recommended for new players, and Lady Tremaine is recommended for experienced players.

Gaston Villain Guide

Gaston's Objective

Remove all 8 Obstacles.

Gaston has many Obstacles to overcome in order to convince Belle he's the perfect man. By using his Allies and Effect cards, he can remove Obstacles and limit the impact of the Heroes who replace Obstacles in his Realm.

Special Setup

Place one Obstacle Token on each of the eight indicated spots in Gaston's Realm.

(Gaston's locations: Belle's House, The Tavern, The Woods, Beast's Castle.)

Remove Obstacles with Allies

Monsieur D'Arque will help remove Obstacle Tokens by using an Activate action and paying 2 Power.

  • MONSIEUR D'ARQUE (Ally, Cost 1, Strength 1) — Activate: Pay 2 Power — Remove one Obstacle.

Remove Obstacles with Effects

Effect cards such as Temper, Come Into the Light, and Get Out allow Gaston to directly remove Obstacles. These cards cost plenty of Power, so replacing an Obstacle Token to gain Power when you play Swoon might help you out in the long run.

  • TEMPER (Effect, Cost 2) — Remove one Obstacle.
  • COME INTO THE LIGHT (Effect, Cost 3) — Remove up to two Obstacles from a single location.
  • GET OUT! (Effect, Cost 5) — Remove three Obstacles.
  • SWOON (Effect, Cost 1) — Replace one Obstacle. Then either gain 3 Power or draw three cards.

Remove Obstacles by Vanquishing Heroes

Vanquishing Maurice and Beast allows Gaston to remove Obstacles from specific locations in his Realm. If there are no Obstacle Tokens in those locations, no Obstacles are removed.

  • BEAST (Hero, Strength 6) — When Beast is played or moved, move any Allies out of Beast's location to any other location. When Beast is defeated, remove all Obstacles from Beast's Castle.
  • MAURICE (Hero, Strength 2) — When Maurice is played, find and play Maurice's Invention to Maurice's location. If Maurice is defeated, remove all Obstacles from Belle's House.

Replace Obstacles

Fate Effect cards such as I've Never Seen So Many Books, Saving My Life, It Is You, and Massaging My Feet replace Obstacle Tokens in Gaston's Realm. The player who plays the Fate Effect card decides where to replace Obstacle Tokens. Only one Obstacle Token may be played to each spot.

  • I'VE NEVER SEEN SO MANY BOOKS (Effect) — Replace one Obstacle.
  • SAVING MY LIFE (Effect) — Replace all Obstacles in a single location.
  • IT IS YOU (Effect) — Replace one Obstacle in each location.
  • MASSAGING MY FEET (Effect) — Replace two Obstacles.

While in play, Belle prevents Gaston from removing Obstacles.

  • BELLE (Hero, Strength 2) — No Obstacles can be removed while Belle is in play.

Lady Tremaine Villain Guide

Lady Tremaine's Objective

Marry Drizella or Anastasia to the Prince.

To achieve Lady Tremaine's Objective, the Prince must be played from her Fate deck to The Ballroom, which must be unlocked by playing Invitation From the King, and you must move Ball Gown Drizella or Ball Gown Anastasia to The Ballroom. While there, you must activate the Wedding Bells card.

  • WEDDING BELLS (Item, Cost 4) — Can only be Activated when The Prince and either Ball Gown Anastasia or Ball Gown Drizella are in The Ballroom and no Glass Slippers are in play. Activate this card to win the game!

Special Setup

Place a Lock Token on The Ballroom. This location is locked at the beginning of the game. Lady Tremaine cannot move to The Ballroom until it becomes unlocked.

(Lady Tremaine's locations: Cinderella's Room, The Music Room, The Castle, The Ballroom.)

Going to the Ball

Once The Ballroom is unlocked by playing Invitation From the King, The Ballroom cannot be re-locked.

  • INVITATION FROM THE KING (Item, Cost 3) — When Invitation From the King is played, unlock The Ballroom. If The Prince is not in play, find and play him to The Ballroom. Activate: Pay 1 Power — Look at the top two cards of your Fate deck. Discard one and leave the other face down on top.

Only four characters can be played or moved to The Ballroom: The Prince (who is played there immediately when revealed), Ball Gown Cinderella, Ball Gown Drizella, and Ball Gown Anastasia.

While in play, Ball Gown Cinderella prevents Ball Gown Drizella or Ball Gown Anastasia from entering The Ballroom. This card has no effect if they are already there.

  • BALL GOWN CINDERELLA (Hero, Strength 2) — Discard Cinderella to play Ball Gown Cinderella. While Ball Gown Cinderella is in play, no Allies may enter The Ballroom. This card cannot be Trapped. When Ball Gown Cinderella is defeated, find both Glass Slippers and play them.

Sweet Nightingale is a powerful Fate card that may slow your progress to The Ballroom by moving any Ally to a new location.

  • SWEET NIGHTINGALE (Effect) — Move an Ally to any location.

Ball Gowns

Ball Gown Cinderella, Ball Gown Drizella, and Ball Gown Anastasia can only be played by first playing Cinderella, Drizella, or Anastasia in their everyday dresses then discarding them to play their Ball Gown versions to the same location. This swap requires a Play a Card action. There can never be two versions of a character in play at the same time.

Example: Swap Drizella for Ball Gown Drizella, who is played to the same location.

  • DRIZELLA (Ally) — Discard Drizella from your Realm to play Ball Gown Drizella. Drizella may not be played if Ball Gown Drizella is in play.
  • BALL GOWN DRIZELLA (Ally) — You must discard Drizella from your Realm to play Ball Gown Drizella.

Important: Fairy Godmother can play Ball Gown Cinderella even if Cinderella is not in play. If this occurs, you may play Ball Gown Cinderella to any unlocked location.

  • FAIRY GODMOTHER (Hero, Strength 4) — When Fairy Godmother is played, find and play Ball Gown Cinderella. While Fairy Godmother is in play, only Fate cards can move Allies.

Trapped!

Cards like Lucifer, The Key, and Trapped allow you to place a Trapped Token on a Hero in your Realm. When a Hero has a Trapped Token, their Ability is ignored, as if the card has no Ability at all. The card still remains in play and blocks your actions. If a Trapped Hero is removed and placed in the Fate discard pile, remove the Trapped Token as well.

  • THE KEY (Item, Cost 2) — When The Key is played, move Cinderella to Cinderella's Room. Put a Trapped Token on her. Activate: Move any Hero to Cinderella's Room and put a Trapped Token on them.

Ball Gown Cinderella cannot be Trapped by any card, although she can still be moved using the Activate action of The Key.

Lady Tremaine has no Vanquish actions. However, players can use Activate actions to discard or defeat Fate cards from play. Cards such as Lady Tremaine's Cane, Midnight, and You Little Thief all remove specific Hero and Item cards from your Realm.

Glass Slippers

Unlike other Items in the Fate card deck, Glass Slippers do not attach to a Hero. You cannot win the game while a Glass Slipper is in your Realm. You can remove a Glass Slipper by Activating Lady Tremaine's Cane.

  • GLASS SLIPPER (Item) — This Glass Slipper does not attach to a Hero and must be played to The Castle. Lady Tremaine cannot win the game while a Glass Slipper is in her Realm.
  • GLASS SLIPPER (Item) — This Glass Slipper does not attach to a Hero and must be played to Cinderella's Room. Lady Tremaine cannot win the game while a Glass Slipper is in her Realm.

Note: The Prince card is a Prince, not a Hero. The Prince is not affected by cards targeting Heroes.

Horned King Villain Guide

Horned King's Objective

Have Cauldron Born in each location.

As the Horned King, your goal is to control the world using your Cauldron Born warriors. To do so, you must first claim The Black Cauldron. Once it is in your possession, you must power The Black Cauldron. Finally, you must use The Black Cauldron's Ability to swap your Ancient Soldiers for Cauldron Born. Once you have Cauldron Born in all four locations, you control the world and win the game!

Special Setup

The Black Cauldron tile is a Relic, a card type unique to the Horned King. Set The Black Cauldron tile to the side of your Realm. Once you claim it, set it above your portrait on your player board with The Black Cauldron side showing.

  • THE BLACK CAULDRON (Relic, front side) — At the start of your turn, discard one Cauldron Born from any location. Flip this tile to The Power of The Black Cauldron.
  • THE POWER OF THE BLACK CAULDRON (Relic, back side) — On your turn, before you move, you may pay 2 Power to replace an Ancient Soldier in play with a Cauldron Born from your hand. You may only do this once per turn.

(Horned King's locations: Morva, Fair Folk Kingdom, Dungeons, Throne Room.)

Claiming The Black Cauldron

You must have The Black Cauldron to win. You cannot lose The Black Cauldron once you claim it. Show Me The Black Cauldron allows you to claim The Black Cauldron immediately.

  • SHOW ME THE BLACK CAULDRON (Effect, Cost 1) — Either claim The Black Cauldron or gain 3 Power.

We Have Made a Bargain allows you to remove Dyrnwyn from your Realm and exchange it for The Black Cauldron.

  • WE HAVE MADE A BARGAIN (Effect, Cost 1) — Either shuffle your Villain discard pile back into your deck or pay 3 additional Power, discard Dyrnwyn and claim The Black Cauldron.

We Got You Now, Pig Keeper allows you to find and place Hen Wen. Vanquishing Hen Wen allows you to claim The Black Cauldron.

  • WE GOT YOU NOW, PIG KEEPER (Effect, Cost 2) — Either find and play Hen Wen or defeat a Hero with a Strength of 1.

These three cards have additional powers besides gaining The Black Cauldron. So, plan ahead and use them as you think best.

Powering The Black Cauldron

You may power The Black Cauldron either by playing Our Hour Has Arrived or by using an Activate action to flip the tile and reveal The Power of The Black Cauldron.

  • OUR HOUR HAS ARRIVED (Effect, Cost 0) — Flip The Black Cauldron to The Power of The Black Cauldron.

There are no Activate actions in the Horned King's Realm. Ancient Soldiers add an Activate action to their location.

  • ANCIENT SOLDIERS (Item, Cost 3) — This location gains: Activate.

Making Cauldron Born

You need Ancient Soldiers to make the Cauldron Born.

With The Power of The Black Cauldron revealed, you can now replace Ancient Soldiers with Cauldron Born. On your turn, before you move to a new location, you may pay 2 Power and discard an Ancient Soldier from your Realm to place a Cauldron Born from your hand into any location.

  • CAULDRON BORN (Ally, Cost 0, Strength 6) — Cauldron Born may only be played when The Power of The Black Cauldron is showing. Do not discard if used in a Vanquish action.

Gurgi's Sacrifice and The Black Cauldron

  • GURGI'S SACRIFICE (Effect) — If The Power of The Black Cauldron is face up, flip it over.

Gurgi's Sacrifice flips The Power of The Black Cauldron back to The Black Cauldron. While The Black Cauldron side is showing, the Horned King discards one Cauldron Born in play at the start of every turn BEFORE moving to a new location. You will need to use an Activate action to flip The Black Cauldron back to The Power of The Black Cauldron to make more Cauldron Born.

Credits

Contents: 3 Boards, 3 Villain Movers, 90 Villain Cards, 45 Fate Cards, 55 Tokens, 1 Black Cauldron Tile, 3 Reference Cards, 3 Villain Guides, Instructions

© 2021

Villainous Game System designed by Prospero Hall.

Disney Villainous: Despicable Plots designed by Mike Mulvihill.

Art Direction: Shane Hartley

Graphic Design: Jake Breish, Chris Buckley

Illustration: Johnny Morrow, Marisa Oh, Naiiade, AJ Nazzaro, Fabio Perez, Ian Smith, Jan Jaap Schraverus

Editing: Sharon Turner Mulvihill, Cassidy Werner

Playtesting: Lord of the Board and Ravensburger Brand Ambassadors

©Disney — www.disney.com — EN02