Disney Villainous: Evil Comes Prepared
Disney Villainous: Evil Comes Prepared Rulebook
Table of Contents
Table of Contents
Components
- 3 Villain Movers (Ratigan, Scar, Yzma)
- 3 Boards (Ratigan, Scar, Yzma)
- 3 Villain Decks (30 cards each)
- 3 Fate Decks (15 cards for Ratigan, 15 cards for Scar, 16 cards for Yzma)
- 3 Villain Guides
- 3 Reference Cards
- 1 Objective Tile
- 40 Power Tokens
- 1 Fate Token (see Mixing Games)
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.
Action Symbols
Gain Power • Play a Card • Activate • Fate • Move an Item or Ally • Move a Hero • Vanquish • Discard Cards
The Villains
The following Objectives and locations are printed on each Villain's Board.
Ratigan — Objective: Start your turn with The Robot Queen at Buckingham Palace. Locations (left to right): The Secret Lair, Flaversham's Toy Shop, Big Ben, Buckingham Palace. His Board also has a space marked "Place Ratigan's Objective Tile here." The Objective Tile's other side, The Rat, reads: Defeat Basil.
Scar — Objective: Start your turn with at least 15 Strength in the Succession pile. Locations (left to right): Pride Rock, The Savanna, Elephant Graveyard, The Gorge. His Board also has a Succession area.
Yzma — Objective: Defeat Kuzco using Kronk. Locations (left to right): The Palace, Pacha's House, The Jungle, Mudka's Meat Hut.
Villain Objectives (Reference Card)
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.
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.
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.
*These Objectives can only be achieved at the start of the turn.
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
- 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.
- Shuffle your Villain deck and place it face down to the left of your Board. Leave room for a discard pile.
- 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 Fate deck and place it face down to the right of your Board. Leave room for a discard pile.
- Place the Power Tokens within reach of all players to form the Supply.
- 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.
- Each player reads the Objective on their Board out loud so all players know each Villain's Objective.
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.
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.
Cards shown in the example: Tipo (Hero) — Yzma cannot defeat other Heroes if Tipo or Chaca is in her Realm. Imperial Guards (Ally, Cost 2, Strength 3) — No additional Ability. Kronk (Ally, Cost 3, Strength 6) — 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. Dagger (Item, +1 Strength) — 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.
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.
If you move to this location, you may perform all four actions.
Actions covered by a card are not available and may not be performed. If you move to this location, you may perform only these three actions. (In the example, the Hero The Mouse Queen — Strength 5, "Ratigan cannot win with The Robot Queen at Buckingham Palace." — covers one of Buckingham Palace's action symbols.)
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
Note: Your Villain's location dictates what actions you may perform. However, those actions may affect cards at locations throughout your Realm.
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 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.)
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.)
*See "Playing" Cards and "Moving" Cards.
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.
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.)
*See "Revealing" Cards and "Looking at" Cards.
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.
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.
Note: Each Board is different, and some of the actions may not appear on your Board.
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.
Each card shows its Cost (upper left), Name, Ability, Strength (lower left, on Allies and Heroes), and Card Type (bottom).
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 examples: Capture — Move a Hero with a Strength of 3 or less to The Secret Lair. Sabotage — Discard an Item with a Cost of 3 or less from a location in Ratigan's Realm that has a Hero.
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 example: Felicia (Cost 3, Strength 6) — When Felicia is played, discard an Ally in your Realm or pay 2 Power.
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. (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.
Card example: Olivia (Strength 1) — When Olivia is defeated, choose an opponent. That opponent reveals and plays the top card of your Fate deck.
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 examples: Tools (Cost 2) — The Cost to play Items is reduced by 1 Power. Makeshift Balloon (+2 Strength) — 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.
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 example: 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.
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.
Card example: Airship (Cost 1) — Activate: Pay 1 Power. Move Airship and one Ally or unattached Item at its location to any location.
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!
Disney Villainous: The Worst Takes It All includes Ursula, Maleficent, Captain Hook, Jafar, Prince John, and Queen of Hearts.
Disney Villainous: Wicked to the Core includes Evil Queen, Hades, and Dr. Facilier.
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 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.
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.
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. Scar is recommended for new players, and Yzma is recommended for experienced players.
Ratigan Villain Guide
Ratigan's Objective: Start your turn with The Robot Queen at Buckingham Palace.
The Secret Lair
Ratigan 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 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.
Ratigan Card Notes
- Basil (Hero, Strength 6) — When Basil is played or moved, you may discard one Item from his new location.
- The Robot Queen (Item, Cost 15) — 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.
- The Superior Mind (Objective Tile, front) — Ratigan's Objective: Start your turn with The Robot Queen at Buckingham Palace.
- The Rat (Objective Tile, back) — Ratigan's Objective: Defeat Basil.
Scar Villain Guide
Scar's Objective: Start your turn with at least 15 Strength in the Succession pile.
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
The 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.
Scar Card Notes
- Hungry Hyena (Ally, Cost 1, Strength 2) — Hungry Hyena gets +1 Strength for each other Hyena at her location.
- Shenzi the Hyena (Ally, Cost 2, Strength 2) — When Shenzi is played, you may play a Hyena from your hand for free.
- Banzai the Hyena (Ally, Cost 2, Strength 3) — Gain 1 Power for each other Hyena discarded from Banzai's location.
- Ed the Hyena (Ally, Cost 2, Strength 2) — The Cost to play Hyenas to Ed's location is reduced by 1 Power.
- Simba (Hero, Strength 5) — Hyenas cannot have a Strength of more than 2.
Yzma Villain Guide
Yzma's Objective
Defeat Kuzco with Kronk.
Special Setup
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.
Yzma's Fate
When 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.
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.
Controlling Kronk
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.
Finding 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 Card Notes
- Kronk (Ally, Cost 3, Strength 6) — 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.
- Kuzco (Hero, Strength 7) — 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.
- Bucky (Hero, Strength 2) — Kronk cannot be used to defeat Bucky.
- Pacha (Hero, Strength 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.
- Peasant (Hero, Strength 2) — When Peasant is played, you may choose a Hero from Yzma's Fate discard pile and shuffle that Hero into one of her Fate decks.
- Tipo (Hero) — Yzma cannot defeat other Heroes if Tipo or Chaca is in her Realm.
- Wrong Lever (Fate Effect) — When Wrong Lever is revealed, you must immediately play it. Yzma loses half her Power, rounded up.
- Eavesdrop (Effect, Cost 2) — Choose one of your Fate decks. Look at all the cards. Shuffle and return them.
- After Them! (Effect, Cost 1) — Choose one of your Fate decks. Reveal all the cards. Play all revealed Heroes to that location. Shuffle and return the rest.
- Smash It With A Hammer (Effect, Cost 1) — Choose one of your Fate decks. Reveal two random cards and discard them.
- The Path That Rocks (Effect, Cost 0) — Discard all Power on Kronk. Gain that much Power.
- Right-Hand Man (Effect, Cost 2) — Find Kronk. Discard all Power on him. Put him and any Items attached to him into your hand.
Contents
3 Boards, 3 Villain Movers, 90 Villain Cards, 46 Fate Cards, 41 Tokens, 1 Objective Tile, 3 Reference Cards, 3 Villain Guides, Instructions
Instructions: © 2019 Ravensburger North America, Inc. All rights reserved. ©Disney