User Manual

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JOLLY ROGER
CAPTAIN HOOK
SKULL ROCK MERMAID LAGOON HANGMAN’S TREE
CAPTAIN HOOK’S
OBJECTIVE
Defeat Peter Pan
at the Jolly Roger.
21
3
SULTAN’S PALACE
JAFAR
STREETS OF AGRABAH OASIS CAVE OF WONDERS
JAFAR’S OBJECTIVE
Start your turn with the
Magic Lamp at Sultan’s
Palace and Genie under
your control.
12
1 3
FORBIDDEN MOUNTAINS
MALEFICENT
BRIAR ROSE’S COTTAGE THE FOREST KING STEFAN’S CASTLE
MALEFICENT’S
OBJECTIVE
Start your turn with a Curse
at each location.
21
3
1
THE JAIL
PRINCE JOHN
NOTTINGHAMFRIAR TUCK’S CHURCHSHERWOOD FOREST
PRINCE JOHN’S
OBJECTIVE
Start your turn with
at least 20 Power.
1
3
2
WHITE RABBIT’S HOUSE
QUEEN OF HEARTS
TULGEY WOODHEDGE MAZECOURTYARD
QUEEN OF HEARTS’
OBJECTIVE
Have a Wicket at each
location and successfully
take a shot.
3 2
1 1
URSULA’S LAIR
URSULA
ERIC’S SHIP THE SHORE THE PALACE
URSULA’S OBJECTIVE
Start your turn with the
Trident and the Crown
at Ursula’s Lair.
ACTION SYMBOLS
Gain Power
Discard Cards
Move a Hero
Play a Card
Vanquish
Move an
Item or Ally
Activate
Fate
ACTION SYMBOLS
Gain Power
Discard Cards
Move a Hero
Play a Card
Vanquish
Move an
Item or Ally
Activate
Fate
ACTION SYMBOLS
Gain Power
Discard Cards
Move a Hero
Play a Card
Vanquish
Move an
Item or Ally
Activate
Fate
ACTION SYMBOLS
Gain Power
Discard Cards
Move a Hero
Play a Card
Vanquish
Move an
Item or Ally
Activate
Fate
ACTION SYMBOLS
Gain Power
Discard Cards
Move a Hero
Play a Card
Vanquish
Move an
Item or Ally
Activate
Fate
ACTION SYMBOLS
Gain Power
Discard Cards
Move a Hero
Play a Card
Vanquish
Move an
Item or Ally
Activate
Fate
6 Reference Cards
Components
6 Boards
1 Cauldron80 Power Tokens
6 Villain Guides
3 Lock Tokens 1 Fate Token
6 Villain Movers
Captain
Hook
Jafar Maleficent Prince
John
Queen of
Hearts
Ursula
6 Villain Decks (30 cards in each deck)
6 Fate Decks (15 cards in each deck)
Captain
Hook
Jafar Maleficent
Prince
John
Queen of
Hearts
Ursula
1 1
2
3
JOLLY ROGER
CAPTAIN HOOK
SKULL ROCK MERMAID LAGOON
HANGMAN’S TREE
CAPTAIN HOOK’S
OBJECTIVE
Defeat Peter Pan
at the Jolly Roger.
CANNON
Item
This location gains:
2
Example: If Cannon has been played to Skull
Rock, you may perform the following five
actions when you are at Skull Rock.
Extra Actions
CANN ON
Item
This location gains:
2
HOOK ’S C ASE
Item
This location gains:
1
2
1
+
LOCATION CARD
Cannon, Hook’s Case, and Ingenious Device are
Items that add extra action symbols to your
Realm. After the Item has been played to a
location, you may perform the extra action in
addition to the other available actions there.
CAPTAIN HOOK
VILLAIN GUIDE
JAFAR
VILLAIN GUIDE
Jafar has some cards with Activated Abilities.
See the Instructions for details on how cards
with Activated Abilites are played and their
Abilities activated.
You will want to play
the Scarab Pendant
and the Magic Lamp
as soon as possible.
Scrying and Gazeem
are cards that can help
you find them.
Jafar is able to Hypnotize
Heroes. When you Hypnotize
a Hero, you defeat them and
move them to the bottom of
your Board. The Hypnotized
Hero is now under your control
and is treated as an Ally with
the same Strength. When a
Hypnotized Hero is used to defeat another Hero,
they are both discarded to the Fate discard pile.
Iago may be used to move the Magic Lamp
toward Sultan’s Palace. Snake Staff can help
you get a Hypnotize card when you are ready
to put Genie under your control. Giant
Hourglass weakens Heroes to make them
easier to Hypnotize or defeat.
Effect
HYPNOTIZE
Defeat a Hero and move them
to the bottom of your Board.
That Hero is under your control and
treated as an Ally with the same
Strength. Ignore their Ability.
The Cost to play Hypnotize is
equal to the Hero’s Strength.
?
GAZEEM
When Gazeem is discarded from
your Realm, you may search
your discard pile for an Item and
put it into your hand.
Ally
2
2
Effect
SCRYIN G
Choose either Item or Ally.
Reveal cards from your deck
until you reveal a card of that
type. Put that card into your
hand. Discard the rest.
1
IAGO
Move Iago and an Item at his
location to an adjacent
unlocked location.
Ally
: Pay 1 Power
1
1
SNAKE STAFF
Item
Search your discard pile
for Hypnotize and put it
into your hand.
: Pay 1 Power
2
Item
GIAN T HO URGLA SS
Heroes at this location
get -2 Strength until the
end of your turn.
1
Get What You Need
Under Your Control
Activated Abilities
MALEFICENT
VILLAIN GUIDE
Vanish allows Maleficent to remain at a
location, enabling her to take the same
actions two turns in a row.
Raven is a powerful Ally to play as early as
possible. At the start of each turn, you may
move Raven and perform one action that is
available at his new location.
Note: Raven may not take Fate actions.
Other CardsDreamless Sleep
Curse
DREAMLESS SLEEP
Heroes at this
location get -2 Strength.
Discard this Curse when an Ally
is played to this location.
3
Dreamless Sleep reduces the Strengths of all
Heroes at its location by 2.
Beware: If you play an Ally to its location,
Dreamless Sleep is discarded.
Note: You may move an Ally to a location with
Dreamless Sleep without having to discard the
Curse. Also, you can play Dreamless Sleep to a
location that already has Allies without affecting
the Allies or the Curse.
VANIS H
At the start of your next turn,
Maleficent does not have to
move to a new location.
Effect
0
RAVEN
At the start of your turn, you
may move Raven and perform
one available action at his new
location. Raven cannot perform
Fate actions.
1
Ally
3
PRINCE JOHN
VILLAIN GUIDE
While Robin Hood is in
Prince John’s Realm, every
time Prince John gains
Power due to an action or
card, he gains 1 less Power
than he would normally
gain. It is usually a good
idea to defeat Robin Hood
as soon as possible!
When Little John is
played, 4 Power is taken
from Prince John and
placed on Little John’s
card. When Little John
is defeated, Prince John
takes all of the Power
back. Waiting for just the
right time to defeat Little
John can help set up an
unexpected victory!
Hero
LITTLE JOHN
When Little John is played, take
4 Power from Prince John and
put it on Little John. When Little
John is defeated, the Power is
returned to Prince John.
5
Hero
ROBIN HOOD
The amount of Power that
Prince John gains from each card
or action is reduced by 1 Power.
5
Special Fate Cards
When Steal from the Rich is played, 4 Power is
taken from Prince John and placed on any one
Hero that is in his Realm. When a Hero that has
Power on them is defeated, Prince John takes
all of the Power back.
The same Hero may be
used to Steal from the
Rich multiple times,
which can lead to a big
payoff when the Hero
is defeated!
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3
1
THE JAIL
PRINCE JOHN
NOTTINGHAMFRIAR TUCK’S CHURCHSHERWOOD FOREST
PRINCE JOHN’S
OBJECTIVE
Start your turn with
at least 20 Power.
Hero
MAID MARIAN
When Maid Marian is defeated,
find Robin Hood and play
him to the same location.
3
Effect
STEAL FROM THE RICH
Take 4 Power from Prince John
and put it on any one Hero.
When that Hero is defeated, the
Power is returned to Prince John.
Makes You Smaller and
Fury allow Queen of
Hearts to Shrink Heroes.
When a Hero is Shrunk,
rotate the Hero 45
degrees so that only one
action symbol is covered
by the corner of the card,
leaving the other action
available.
If there are multiple
Heroes at a location
with a Shrunken Hero,
the Shrunken Hero
is the only Hero that
covers up an action
symbol. The other
Heroes do not cover
any actions until the
Shrunken Hero is
moved or defeated.
QUEEN OF HEARTS
VILLAIN GUIDE
When an opponent plays
Makes You Larger, they
choose a Hero in your
Realm and Enlarge it. The
Hero card is rotated 90
degrees so that it covers
one action symbol at an
adjacent location in addition
to the two action symbols
at the Hero’s location. Your
opponent chooses which
action to cover.
2
1
3
WHITE RABBIT’S HOUSE
QUEEN OF HEARTS
TULGEY WOODHEDGE MAZECOURTYARD
QUEEN OF HEARTS’
OBJECTIVE
Have a Wicket at each
location and successfully
take a shot.
Hero
MARCH HARE
March Hare gets +2
Strength if Mad Hatter is in
Queen of Hearts’ Realm.
3
Hero
MAD H ATTER
Mad Hatter gets +2
Strength if March Hare is in
Queen of Hearts’ Realm.
3
MAKES YOU LARGER
Either Enlarge a Hero or turn a
Shrunken Hero back to normal.
Effect
FURY
During their turn, if another
player defeats a Hero with a
Strength of 4 or more, you
may play Fury. Shrink up
to two Heroes.
Condition
MAKES YOU SMAL LER
Either Shrink a Hero or turn an
Enlarged Hero back to normal.
Effect
2
2
1
3
WHITE RABBIT’S HOUSE
QUEEN OF HEARTS
TULGEY WOODHEDGE MAZECOURTYARD
QUEEN OF HEARTS’
OBJECTIVE
Have a Wicket at each
location and successfully
take a shot.
WHITE RABBIT
The Cost to Activate a Card
Guard is increased by 1 Power.
Hero
2
ROTATE
90°
ROTATE
45°
Shrinking Heroes Enlarging Heroes
URSULA
VILLAIN GUIDE
Ursula is unique in that she does not have a
Vanquish action in her Realm. Instead, Ursula
defeats Heroes by using Binding Contracts.
When you play a Binding Contract, attach it to
a Hero. (Binding Contracts are one of the rare
instances where an Item from the Villain deck
can be attached to a Hero.)
Each Binding Contract is tied to a location in
Ursula’s Realm. A Hero with a Binding Contract
attached to them is defeated when they are
moved to the location specified on the card.
Discard the Hero to your Fate discard pile and
discard the Binding Contract to your Villain
discard pile.
Item
BIND ING CONTR ACT
Attach Binding Contract to a
Hero who is not at The Palace.
That Hero is defeated when they
are moved to The Palace.
2
Item
BIND ING CONTR ACT
Attach Binding Contract to a
Hero who is not at Eric’s Ship.
That Hero is defeated when they
are moved to Eric’s Ship.
2
Item
BIND ING CONTR ACT
Attach Binding Contract to a
Hero who is not at Ursula’s Lair.
That Hero is defeated when they
are moved to Ursula’s Lair.
2
Item
BIND ING CONTR ACT
Attach Binding Contract to a
Hero who is not at The Shore.
That Hero is defeated when they
are moved to The Shore.
2
Binding Contracts
3
2
1
1
URSULA’S LAIR
URSULA
ERIC’S SHIP THE SHORE
THE PALACE
URSULA’S OBJECTIVE
Start your turn with the
Trident and the Crown
at Ursula’s Lair.
Example: When you
move this Hero to
The Shore, they are
defeated.
Item
BINDING CONTRACT
Attach Binding Contract to a
Hero who is not at The Shore.
That Hero is defeated when they
are moved to The Shore.
2
Hero
KING TRITON
The Cost to play a Binding
Contract or Effect that targets
King Triton is increased
by 1 Power.
6
Frequently Asked Questions
What if a card conflicts with the Instructions?
If the Ability on a card violates a rule in the Instructions, the card takes precedence.
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 may not 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 without effect. Fate favored your opponent this time!
If I defeat a Hero during my turn and action symbols are uncovered at my Villains location, may I perform those
actions on this turn?
Yes. If an action symbol at your location is uncovered during your turn, you may immediately perform the action.
Likewise, if an action symbol is covered before you perform that action on your turn, you may not perform the action.
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 will allow me to defeat a Hero with a Strength of 4 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 Heros (or Allys) Strength, always consider all other card Abilities that are in effect in the Realm.
F
or 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 Heros Strength is considered to be 4 for all purposes.
If a Heros 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 Heros 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
y
ou use an Activate action and pay the card’s Activation Cost, if any, each 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
y
ou to move a Fate card to the bottom of the Board.