User Manual
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Effect
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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.
Ally
SINISTER GOON
Sinister Goon gets
+1 Strength if there are any
Curses at his location.
3
2
FOREST OF THORNS
Heroes must have a
Strength of 4 or more to be
played to this location.
Discard this Curse when a Hero
is played to this location.
Curse
2
Hero
AURORA
When Aurora is played, reveal
the top card of Maleficent’s Fate
deck. If it is a Hero, play it.
Otherwise, return it to
the top of the deck.
4
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
Item
SWORD OF TRUTH
Attach Sword of Truth to a Hero
with no other Items attached to
them. That Hero gets +2 Strength.
The Cost to play a Curse
to this location is increased
by 2 Power.
+
2
Hero
FAUNA
When Fauna is played, discard
a Curse from her location.
2
Item
Ally
Item
WISH
Attach Wish to a Hero.
That Hero gets +2 Strength.
+
2
Item
MAGIC LAMP
Magic Lamp may only be played
to the Cave of Wonders.
When Magic Lamp is played,
find Genie and play him to the
Cave of Wonders.
4
Villain Cards
You play Villain cards to the
bottom of your Board.
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.
Locations
Each Realm has four
locations you may
move your Villain to.
Each player takes the role of a different Disney Villain. Each Villain has a different Objective
they are trying to achieve. Each turn, players move their Villain Mover to a location on their
Board and perform actions that are available there. As soon as a player has fulfilled their Villain’s Objective, the game ends and
that player wins. Read the Objective on your Board out loud so that all players know your Objective.
Game Overview
Fate Deck
Your opponents draw and
play from this deck to
hinder your progress.
Villain Deck
You draw and play
from this deck to reach
your Objective.
Each player has their own Board, representing their Villain’s Realm. All cards played to your
Board are considered to be in your Realm. Card Abilities only affect cards in the same Realm.
No card in one Villain’s Realm will ever affect a card in another Villain’s Realm.
Your Realm
Actions
Each location has
actions you may
perform when you
move to that location.
Mid-Game Example
ACTION SYMBOLS
Gain Power
Discard Cards
Move a Hero
Play a Card
Vanquish
Move an
Item or Ally
Activate
Fate
CAPTAIN HOOK must have Peter
Pan revealed from his Fate deck, unlock
Hangman’s Tree, move Peter Pan to the
Jolly Roger, and defeat him there.
JAFAR must unlock the Cave of
Wonders, play the Magic Lamp,
hypnotize Genie, and move the Magic
Lamp to Sultan’s Palace.*
MALEFICENT must play Curses
and move them as needed so she has
at least one Curse at each location in
her Realm.*
PRINCE JOHN must collect Power
so he has at least 20 Power.*
QUEEN OF HEARTS must play
and convert Card Guards into Wickets,
move them as needed so she has at
least one Wicket at each location in
her Realm, and play Take the Shot.
URSULA must play the Trident and
the Crown, move them as needed so
she has them at her Lair, and defeat
King Triton.*
*These Villains can only win at the start of their turn.
VILLAIN OBJECTIVES
©Disney USe01
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!
2
1
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.
Prince John’s Realm has a location that can be
used to his advantage. The Jail does not have
any action symbols that can be covered by
Heroes, making Heroes at that location less
disruptive. Prince John has Imprison cards
which allow him to move Heroes to The Jail in
order to make actions available elsewhere.
2
1
3
1
THE JAIL
PRINCE JOHN
NOTTINGHAMFRIAR TUCK’S CHURCHSHERWOOD FOREST
PRINCE JOHN’S
OBJECTIVE
Start your turn with
at least 20 Power.
The Jail
Prince John is all about greed, so he needs to
accumulate Power in order to win. However, as
tempting as it might be to save all the Power
you can, you will need to spend some Power in
order to win.
Several Heroes can hinder Prince John’s ability
to gain Power. It is a good idea to play Allies,
even before any Heroes have been played. By
doing so, you will be prepared to Vanquish a
Hero that is affecting your progress.
It’s Good to Be the King!
WARRA NT
Gain 2 Power each time a Hero
is played to this location.
Item
1
SHERIF F OF N OTTING HAM
At the start of your turn, you
may move Sheriff of Nottingham.
If there are any Heroes at his
new location, gain 1 Power.
Ally
3
3
BEAUTIFUL, LOVELY TAXES
Gain 1 Power for each
Hero in your Realm.
Effect
0
Although Heroes can be disruptive to his plans,
Prince John has several tricks up his sleeve.
Cards such as Warrant, Sheriff of Nottingham,
and Beautiful, Lovely Taxes allow him to profit
from having Heroes in his Realm. Sometimes it
pays to keep your enemies close!
©Disney USe01
Prince John’s Objective
Start your turn with at least 20 Power.
Note:
When at The
Jail, Heroes’ Abilities
are still active.
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!
2
1
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.
Reference Card
One side of the Reference Card lists how each
Villain reaches their Objective. This will help
you determine if an opponent is approaching
victory. The other side identifies the actions.
Villain Guide
The Villain Guide includes
details on your Objective and
other information specific to
your Villain. This will come in
handy during the game.
Activated Abilities
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.
Condition cards are unusual because you play them during an opponent’s turn. They are not played by performing a
Play a Card action. If you have a Condition in your hand and the requirement on the card is met during an opponent’s turn,
you may immediately play the card, do what it says, and then discard it face up to your discard pile.
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.
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 unlocked location
in your Realm, unless the card says to attach it to an Ally.
If an Item says to attach it to an Ally, you must place the Item
under an Ally in your Realm. If there are no Allies in your Realm to attach the Item to, you may not
play that Item. If an Ally with an Item attached is moved or discarded, all attached Items are moved or
discarded with them.
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. If there are no Heroes you can attach the Item to, you may not play that Item. If a Hero
with an Item attached is moved or discarded, all attached Items are moved or discarded with them.
Some Items and Allies have Activated Abilities, which are card Abilities that must be
activated to be used. Cards with an Activated Ability include an Activate symbol to
indicate that their Ability is not always in effect. A card with an Activated Ability is
played to a location as normal. Each time you wish to use the card’s Ability, you must
perform the Activate action and pay the Activation Cost, if any.
If an Ally that has an Activated Ability is used to Vanquish a Hero, discard it as normal.
Example: If an Item says
it must be attached to an
Ally, play it underneath
the Ally of your choice.
Discard Pile
Example: Pay 1 Power
to play this card, then
discard it face up.
IAGO
Move Iago and an Item at his
location to an adjacent
unlocked location.
Ally
: Pay 1 Power
1
1
Activate
Symbol
Activation
Cost