Disney Villainous: The Worst Takes It All
Disney Villainous: The Worst Takes It All Rulebook
Table of Contents
Table of Contents
Components
6 Boards, 6 Villain Movers, 180 Villain Cards (6 Villain Decks of 30), 90 Fate Cards (6 Fate Decks of 15), 3 Lock Tokens, 1 Fate Token, 80 Power Tokens, 1 Cauldron, 6 Reference Cards, 6 Villain Guides, and Instructions.
Game Overview
Each player takes the role of a different Disney Villain, each with a different Objective to achieve. Each turn, players move their Villain Mover to a location on their Board and perform the actions available there. As soon as a player fulfills their Villain's Objective, the game ends and that player wins. Read your Objective aloud so all players know it.
Setup
- Each player chooses a Villain and takes the corresponding Board, Villain Mover, Villain deck, Fate deck, Villain Guide, and a Reference Card.
- Place your Board in front of you. Each Board has four locations. Place your Villain Mover on the left-most location.
- If the right-most location has a lock symbol in the corner, place a Lock Token on that location (not all Villains).
- 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 (keep them secret).
- 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 in the Cauldron within reach of all players.
- Choose a first player. Starting Power by turn order: 1st player = 0, 2nd = 1, 3rd and 4th = 2 each, 5th and 6th = 3 each.
On Your Turn
Do the following, in this order:
1. Move Your Villain
Move your Villain Mover to a different location in your Realm (any unlocked location; you may not stay at your previous location, and you may not move to a locked location).
2. Perform Actions
Each location has symbols representing the actions you may take there. You may perform all available actions, in any order, each once per symbol shown; all actions are optional. During the game, actions may become covered by Fate cards (Heroes)—a covered action is unavailable until the covering card is moved or discarded, at which point it immediately becomes available if it's still your turn. (Your Villain's location dictates which actions you may perform, but you can perform those actions targeting any unlocked location.)
3. Draw Cards
At the end of your turn, if you have fewer than four cards in hand, draw from your Villain deck until you have four. If your deck is empty, shuffle your discard pile to form a new deck. Then it's the next player's turn.
Types of Actions
- Gain Power: Take Power from the Cauldron equal to the number on the symbol. Power is the currency—you need it to play cards and activate Abilities.
- Play a Card: Play one card from your hand (one card per Play a Card action). Pay the card's Cost (upper left) by returning that much Power to the Cauldron; if you can't pay, you can't play it. An Item or Ally is played to the bottom of your Board, below any unlocked location.
- Activate: Choose an Item or Ally in your Realm with an Activate symbol, pay its Activation Cost (if any), and perform its Activated Ability.
- Fate: Choose an opponent and reveal two cards from the top of their Fate deck. Play one against them and discard the other face up to their Fate discard pile (you decide how to use the Fate card's Ability). A Hero is played to the top of that opponent's Board, covering the top of any unlocked location. (In a 5–6 player game: when you are the target of a Fate action, take the Fate Token from the last player targeted—while you hold it, you cannot be targeted.)
- Move an Item or Ally: Move one Item or one Ally in your Realm to an adjacent location (not into/out of a locked location, and not an Item attached to an Ally or Hero).
- Move a Hero: Move one Hero in your Realm to an adjacent location (not into/out of a locked location).
- Vanquish: Defeat one Hero in your Realm using one or more Allies already at the Hero's location. Each Ally and Hero has a Strength (lower left), which may be modified by other cards. The Ally(ies) used must have combined Strength equal to or higher than the Hero's Strength. Discard the used Ally(ies) to your Villain discard pile and the defeated Hero to your Fate discard pile.
- Discard Cards: Discard any number of cards from your hand face up to your Villain discard pile (do not immediately draw—wait until the end of your turn to draw back to four).
Note: Each Board is different; some actions may not appear on your Board.
Types of Cards
Each player has two decks: Villain cards (colored backs), played from your hand to the bottom of your Board, and Fate cards (white backs), which opponents play to the top of your Board. Any card at a location on your Board is in your Villain's Realm; a card's Ability is ongoing while it remains in your Realm. There is no limit to the number of cards at a location.
- Ally (Villain deck only): your henchmen, helpers, and pets. Pay its Cost and place it below any unlocked location. Use Allies to Vanquish Heroes; each has a Strength (which other cards may modify) and usually an Ability.
- Hero (Fate deck only): do-gooders trying to stop you. Played via the Fate action, covering the top of any unlocked location in an opponent's Realm—hindering them by covering actions until the Hero is moved or defeated. If multiple Heroes are at a location and the covering one is defeated, move another down to cover the symbols.
- Item (both decks): has an Ability affecting other cards or actions. Villain-deck Items are played below a location (or attached to an Ally if the card says so); Fate-deck Items are attached to a Hero. If the Ally/Hero an Item is attached to is moved or discarded, its Items go with it.
- Effect (both decks): a one-time event. Pay its Cost (if any), do what it says, then discard it face up.
- Condition (played during an opponent's turn): not played via a Play a Card action. If its requirement is met during an opponent's turn, you may immediately play it, resolve it, and discard it (don't draw a new card until the end of your own turn).
Some Villains have additional card types unique to them, explained in their Villain Guides.
Activated Abilities
Some Items and Allies have Activated Abilities (not always in effect), shown by an Activate symbol. The card is played to a location normally; each time you want to use its Ability, perform the Activate action and pay the Activation Cost, if any. Using an Ally's Activated Ability does not discard it (there's no limit to the number of activations); but if you Vanquish with such an Ally, discard it as normal.
Ending the Game
As soon as a player fulfills their Villain's Objective, the game ends and that player wins. (Some Objectives are only fulfilled at the start of the turn, as stated on the Villain's Board.)
Reference
- Realm: All cards on either side of your Board are in your Realm. A card only affects cards in the same Realm—no card ever affects another Villain's Realm.
- Locked Locations: Denoted by a Lock Token. A Villain cannot move to a locked location, and cards cannot be played to, moved to, or moved from it; but a card already at a location that later becomes locked keeps its Ability.
- "Playing" vs. "Moving" Cards: Playing adds a card to a Realm (from hand or a deck); moving relocates a card already in the Realm. An Ability triggered "when played" is not triggered by moving, and vice versa.
- "Revealing" vs. "Looking at" Cards: Revealing turns cards face up for all players; looking at lets you view them privately. Shuffle the discard pile to form a new deck if needed.
- "Finding" a Hero: Take the specified Hero from wherever they are (a location, then the Fate discard pile, then the Fate deck—reshuffling it afterward) and play them.
Frequently Asked Questions
- A card conflicts with the Instructions? The card takes precedence.
- A revealed Fate card can't be played? It's discarded without effect; if both revealed cards can't be played, discard both.
- Uncovering an action during your turn? You may immediately perform it; an action covered before you perform it may not be performed.
- Multiple Heroes at a location? You may choose which to defeat.
- Strength references always include all card Abilities in effect (e.g. a printed 5 with a −1 from another card counts as 4).
- A Hero reduced to Strength 0 must still be defeated via a Vanquish action or card Ability—but with a Vanquish action, no Allies need be discarded (you can defeat it even with no Allies present).
- Using an Activated Ability does not discard the card; there's no limit to activations (pay the cost each time).
- Fate cards are always played to and moved across the top of the Board unless a card specifically instructs otherwise.