Villainous Objective Explanations
Villainous Objective Explanations
The below can be read aloud to all players just before beginning to play the game (after explaining
the rules of the rule book and allowing them to read their own objective booklets). Most of this is
explained in the objectives booklets but it gives enough info to all players to understand what the
player is trying to do without spoiling the game.
Queen of Hearts
The Queen of Hearts is trying to win a game of playing card croquet! Within her deck are a number
of ‘Card Guard’ cards (can show an example) – these start as allies working for the Queen but she
can use power and other cards to turn them into wickets for the croquet game – they can be
identified as wickets as they will be turned sideways. For the Queen to win the game she needs at
least 1 wicket at each of the 4 locations (but can have multiples) and will need to use a ‘take the
shot’ card (there are a few of these in the Queen’s deck). For the shot to be successful and the
Queen to win the game she will draw 5 cards from the top of her deck and total the ‘cost’ of putting
those cards into play (but won’t put them into play) – if that cost is less than the strength of her
wickets in play the shot is successful.
Jafar
Jafar starts with a locked Location – the Cave of Wonders – this is unlocked by playing the ‘Scarab
Pendant’ card which is in Jafar’s Deck
For Jafar to win, he needs to start his turn with the magic lamp at the sultan’s palace and the genie
under his control (but the Genie can be at any location). Being a hero, the genie is in the fate ‘white’
deck. The magic lamp is in Jafar’s deck. The Genie can enter play at any time at any location but if
he is not in play when the lamp is played, the player of Jafar will hunt their fate deck for the Genie.
Note 1: The Lamp cannot be played until the Cave of Wonders is unlocked, therefore the Scarab
Pendant will need to be played first. When the lamp is played (which will be at the cave of wonders
– as that is where the lamp is found) the Genie will be played / moved to the Cave of Wonders too.
If the Genie was already under Jafar’s control at the time the lamp is played (this is possible), he is
no longer so and Jafar will need to do get him under control again.
Note 2: If the Genie was in the fate draw deck rather than the discard pile, the remainder of that
fate deck is then shuffled.
If these are both the case at the start of Jafar’s turn, he wins.
Prince John
Prince John has a very simple to understand objective – he has to have 20 power on his card at the
start of his turn – there are many ways for him to amass power, but equally there are many ways for
you to slow him down.
Ursula
Ursula starts with a locked location – The Palace: Unlike any other villain, the lock cannot be
removed – but it can be switched between Ursula’s lair and the Palace using cards in Ursula’s deck
and the Fate Deck – but the lock must always be at one of those locations.
Ursula has to start her turn with the crown and trident in Ursula’s lair, and importantly they have to
be on HER side of the board (other players – take particular note of this) – both of these items are
found in Ursula’s deck.
When the trident is played, Ursula decides which location it is played at. The trident belongs to King
Triton who is in Ursula’s fate deck. Regardless of where King Triton is when the trident is played,
King Triton will move to the same location as the trident and it will be attached to him. If he was in
the Fate draw pile, the remainder of that pile will be shuffled.
When King Triton is defeated the trident return’s to Ursula’s side of the board at that location.
Maleficent
Maleficent’s objective is quite straightforward, she needs to start her turn with a ‘Curse’ card at each
of the 4 locations on the board – the curses are all in Maleficent’s deck. Each curse card explains a
way to get rid of it.
Captain Hook
Captain Hook starts with a locked location - The Hangman’s Tree (Peter Pan’s Home) – Captain Hook
can unlock this location by playing the map which he can find in his deck.
To win, Captain Hook must lure Peter Pan to the Jolly Roger and defeat him. Peter Pan is in the Fate
Deck and as soon as he is revealed he is placed at Hangman’s Tree (even if it is still locked). An
obvious strategy to thwart Captain Hook’s plan may be to never use his fate deck, however he is the
only character (in the base game) who has cards in his deck that allow him to access his own fate
deck! (Note: he cannot use the fate space on the board to access his own fate deck).
Once Peter is revealed and Hangman’s Tree is unlocked, Captain Hook can then use actions or cards
to entice Peter to the Jolly Rodger and can then defeat him there to win.