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Disney Villainous Unstoppable!

Disney Villainous Unstoppable! Rulebook

Table of Contents

Table of Contents

  • Setup
  • Realm Setup and How to Win
    • Hades
    • Maleficent
    • Scar
    • Ursula
  • Card Overview
  • On Your Turn
    • 1. Move
    • 2. Take Action(s)
    • 3. Draw Back Up to 4 Cards
  • End of the Game
  • Actions
    • Gain Power
    • Upgrade Your Realm
    • Advance Your Evil Plan
    • Fate an Opponent
    • Defeat a Hero

Setup

  1. Place the Main Board in the center of the table and put the Fate die within reach of all the players.
  2. Each player chooses a Villain and takes the Player Board (Realm), Villain mover, 15-card Villain deck, and three Hero tiles matching that Villain. Place your Player Board against one side of the Main Board (it does not matter which side) and place your Mover on the start space in your Realm. Place your three Hero tiles face up next to your Player Board.
  3. Each player takes the following Evil Plan tokens depending on their Villain:
    • HADES: Take the Titans token and place it near your Player board (not on it).
    • MALEFICENT: Take the 4 Dragon picture pieces and place them near your Player board (not on it).
    • SCAR: Take the 4 Hyena tokens and place them near your Player board (not on it).
    • URSULA: Take the 4 Sea Creature tokens and place one on each of the spots on your Player board. Make sure the Sea Creature sides are showing (not the Poor Unfortunate Souls sides).
  4. Each player takes the 6 Action tokens matching their Villain. Place the tokens face down, shuffle them, then slide one token into each empty Action token slot around the edge of your Player Board. Keep them face down.
  5. Take any Player boards and components for Villains that are not being used this game and put them in the box; you will not need them.
  6. Place the Power Tokens in a supply in the center of the Main Board. Each player takes 3 Power from the supply.
  7. All players: Shuffle your Villain deck and place it in a draw pile next to your Player Board, then draw four cards into your hand. Leave room near your draw pile for your personal discard pile.

Choose a player to go first, and then take turns in clockwise order.

The printed 2 PLAYER SETUP diagram labels the components used in this setup: Main Board, Fate Die, Evil Plan tokens, Reference Card, Player Board, Action tokens, Power tokens, Villain mover, Villain deck and Hero tiles.

Realm Setup and How to Win

Each Villain's Realm is set up as shown on the printed Realm setup diagrams. Each Villain has its own How to Win condition.

The printed Realm setup diagrams label the following for each Villain (the diagrams show the layout; the labels are reproduced here).

Hades

  • Labels: Hades Mover, Titan Token.
  • HOW TO WIN: If you move the Titans four spaces to the top of Mount Olympus, you win the game!

Maleficent

  • Labels: Maleficent Mover, Dragon Puzzle Tokens.
  • HOW TO WIN: If you complete the Dragon Puzzle over Maleficent, you transform into the Dragon and win the game!

Scar

  • Labels: Scar Mover, Hyena Tokens.
  • HOW TO WIN: If you get all four Hyenas into your Realm, you have amassed your army and win the game!

Ursula

  • Labels: Ursula Mover, Sea Creature Tokens (sea creatures side face up).
  • HOW TO WIN: If you flip all four Sea Creatures over to Poor Unfortunate Souls, you win the game!

Card Overview

Every card in each Villain deck has three features:

  • MOVEMENT NUMBER: This is the number of spaces you will move if you discard this card to Move (explained later).
  • ACTION SYMBOL: This shows which Action the card can be used to take. Some cards have two Action Symbols.
  • ACTION COST: This is the amount of Power you must spend to take the Action (explained later).

On Your Turn

Follow these three steps, in this order:

  1. MOVE
  2. TAKE ACTION(S)
  3. DRAW BACK UP TO 4 CARDS

1. Move

To start your turn, you must play one card from your hand and move clockwise exactly as many spaces on the board as shown by the Movement Number. When using a card to move, ignore all other symbols on the card; they do not matter.

  • Follow the directional arrows between spaces, then enter your own Realm when you reach that side of the board.
  • No Villain may ever enter another Villain's Realm.
  • When moving, skip over — and do not count — any spaces that contain either an opponent's mover (only on the main board) or a Hero tile (only in your Realm, explained later).

EXAMPLE: Scar plays a card with a Movement Number of 3. Because Ursula is on the space in front of him, he skips that space for his first step. A Hero is blocking the next space, so he skips that space for his second step. Then he continues one space forward for his third step, ending on a space with a Fate Action.

2. Take Action(s)

You may now take the Action(s) matching the symbol(s) shown on the space you landed on:

  1. Select a card from your hand with a symbol that matches the symbol on your space.
  2. Pay the cost shown on the card.
  3. Perform the action and discard that card.

Actions on face-down Action tokens in your Realm are not available, but when you flip them over with an Upgrade Action (explained later), they will add another Action to that space, and whenever you land on a space with two Action symbols, you may take both Actions in any order you choose.

All Actions are optional — you may choose not to take any Action if you wish.

Printed diagram labels: Not Available and Available, illustrating a space with a face-down Action token (not available) and a flipped Action token (available).

NOTE: All Player Boards are different. Some of the Actions symbols may not be in your Realm at the beginning of the game, but may be added later by Upgrading your Realm (explained later).

IMPORTANT: If your space has two Actions, you may take either or both Actions, in any order you choose. However, each Action requires discarding a separate card and paying the cost. Thus, even if you have a card with two Action symbols, the card may only be used for one of the Actions, but not for both.

THE ACTIONS ARE EXPLAINED ON PAGES 6-7.

3. Draw Back Up to 4 Cards

Draw cards from the top of your deck until you have 4 cards in your hand again. If your draw pile runs out while drawing, shuffle the discard pile to make a new draw deck and continue drawing.

After you have drawn back up to 4 cards, your turn ends and the next player takes their turn.

End of the Game

Players continue taking turns. As soon as any Villain completes their Evil Plan on their turn, the game ends immediately and that Villain is the winner!

Actions

Gain Power

Take the number of Power tokens shown from the supply. Power is the "currency" of the game that you will use to pay to take other Actions (explained below).

IMPORTANT: Taking Power is the only "free" Action in the game. For all other Actions you land on, in order to take the Action, you must discard a card that features that Action Symbol on it and pay the Action Cost (in Power). If you do not have a card with that symbol, or do not have enough Power to pay the cost, you may not perform the Action.

Upgrade Your Realm

Upgrading is how you add extra Actions to the spaces in your Realm, making it more powerful! To Upgrade your Realm, you must be on a space with an Upgrade symbol, then discard a card from your hand that has an Upgrade symbol and pay the Action Cost. After discarding and paying, choose any one face-down Action token in your Realm (without peeking at the tokens first) and flip it face-up, which will reveal an Action symbol. From now on, when you land on that space, you may take the revealed Action in addition to the Action that is printed on the board.

EXAMPLE: Maleficent lands on a space with an Upgrade symbol. She plays a card with an Upgrade symbol and pays the Action Cost of 1 Power. She chooses to reveal the Action token on the space with a 4 Power symbol. She flips over the Action token to reveal a 3 Power symbol! Now, each time Maleficent lands on this space, she can take 7 Power!

Advance Your Evil Plan

Advancing your Scheme is how you progress toward winning the game! To Advance Your Evil Plan, you must be on a space with an Advance Evil Plan symbol, then discard a card from your hand that has an Evil Plan symbol and pay the Action Cost. After discarding and paying, Advance your Evil Plan, based on the Villain you are playing:

  • HADES: The first time you Advance Hades' Evil Plan, place the Titans token on the far left slot on your Player Board. Each time you Advance his Evil Plan after that, move it one space closer to Mount Olympus.
  • MALEFICENT: Put one Dragon token on your Player Board on top of Maleficent's image.
  • SCAR: Put one Hyena token onto an empty slot on your Player Board.
  • URSULA: Flip over one Sea Creature token to its Poor Unfortunate Souls side.

EXAMPLE: Scar lands on a space with an Advance Your Evil Plan symbol. He plays a card with an Advance Your Evil Plan symbol and pays the Action Cost of 3 Power. He adds one Hyena token to his Player Board, and now he is one step closer to completing the Hyena army and winning the game!

Fate an Opponent

Fating is how you thwart other Villains by putting their Heroes in their Realm, which block spaces and Actions. To Fate an Opponent, you must be on a space with a Fate symbol, then discard a card from your hand that has a Fate symbol and pay the Action Cost.

After discarding and paying, choose an opponent and roll the Fate Die. Now you take the opponent's Hero tile with the shape that matches the symbol rolled on the die (square, triangle or circle) and place it over any unoccupied space in that Villain's Realm. That player may not land on that space, nor take any Actions on it, until that Hero is Defeated and removed (explained later). When Fating, you may not place a Hero on a space that has another Hero tile or the Villain's mover.

If the Hero tile matching the shape rolled is already in that player's Realm, then leave the Hero there and instead, that player must discard 2 Power. If they have less than 2 Power, they discard whatever Power they have.

EXAMPLE: Ursula lands on a space with a Fate symbol. She plays a card with a Fate symbol and pays the Action Cost of 2 Power. She chooses to Fate Hades and rolls the Fate Die. A Circle is rolled on the die, so she takes Hades' matching Hero tile (Pegasus) and covers up one space in Hades' Realm. Now that space is unavailable to Hades until he removes the Hero tile using a Defeat action.

Defeat a Hero

Defeating is how you get rid of pesky Heroes that have been placed in your Realm by other players' Fate Actions. To Defeat a Hero, you must be on a space with a Defeat symbol, then discard a card from your hand that has a Defeat symbol and pay the Action Cost. After discarding and paying, choose one Hero tile that is in your Realm and remove it. The space that it had been covering is once again available for you to land on and take the Actions there.

Beware! Although the Hero has been removed for now, it might be added to your Realm again later if an opponent Fates you on a future turn!

NOTE: Before deciding which Hero to remove, you may look underneath the Hero tiles in your Realm to see what Actions each Hero is covering up.

EXAMPLE: Hades lands on a space with a Defeat symbol. He plays a card with a Defeat symbol and pays the Action Cost of 2 Power. He can now remove either Hercules or Megara. He chooses to remove Hercules because he is covering a Power symbol and Hades has been running low on Power. That space is available again for Hades to land on.