recursal/Fanatic-Fandom huggingface dataset:
Egomania

### Text

During their turn, if another player moves an Ally or Item, you may play Egomania. Move Rapunzel to Rapunzel's Tower.

**Egomania** is a Condition in Mother Gothel's Villain deck.

## Clarifications

* Moving another player's Ally or Item during a Fate action will trigger this.
* Moving a Hero with an Item attached (including another player's, during a Fate action) will trigger this.

## Strategy

The effect of this Condition is very powerful, potentially preventing lost Trust and allowing you to get the most out of Let Down Your Hair and I Love You Most, but the requirement is very dependent to what villains you're facing.

* Pete - will be moving Allies/Items all game long
* Cruella De Vil - will need to move Allies/Items in her late game, and possibly earlier
* Jafar/Lady Tremaine/Ratigan - need to move an Ally/Item to win, but not until late game
* Ursula - needs to move Items to defeat Heroes, and may need to move Items to win (late game)
* Horned King/Lotso/Madam Mim/Queen of Hearts/Yzma - may need to move Allies/Items late game if they are Fated a lot
* Captain Hook/Dr. Facilier/Oogie Boogie/Prince John/Scar - may need to move Allies to Vanquish, but might just play them where the Hero is in the first place
* Hades/Maleficent/Syndrome - will more likely be moving their uniquely-typed cards, which don't trigger this
* Gaston - only has two Effects that can move Items or Allies
* Evil Queen - can't move Items (unless they're on Heroes), and while her one Ally *can* move, it most likely won't

Look for Allies or Items that move on their own, such as Chariot, Creeper, Raven, and Sheriff of Nottingham. On a side note, Maximus moving a Royal Rider will trigger this.

 **Villain deck**
*5 Copies:* Royal Guard
*2 Copies:* Duplicity • **Egomania** • I Love You Most • Let Down Your Hair • Misdirection • Mother Knows Best • Now I'm the Bad Guy • Revenge • Royal Rider • What Once Was Mine
 **Fate deck**
*3 Copies:* Everyone Has a Dream
*2 Copies:* Aging • Floating Lights
*1 Copy:* Flynn Rider • Frying Pan • Hook Hand • Maximus • Pascal • Queen and King • Shorty • Ulf
*Tile:* Rapunzel
Doli

### Text

When Doli is played, you may move each Hero in the Horned King's Realm to any other location.

**Doli** is a Hero in Horned King's Fate deck.

## Strategy

Only good for blocking actions. Horned King usually has lots of Allies out, so you're not usually going to be able to move an important Hero to any sort of safety. Best used to double block an important location.

 **Villain deck**
*5 Copies:* Ancient Soldiers • Cauldron Born
 *3 Copies:* Horned King's Henchmen
 *2 Copies:* Gwythaints • Only Moments Away From Victory • Our Hour Has Arrived • Show Me the Black Cauldron • Visions • We Got You Now, Pig Keeper • We Have Made a Bargain
*1 Copy:* Captured! • Creeper • Guard Dog
 **Fate deck**
*2 Copies:* I Believe in You • Reunited
*1 Copy:* **Doli** • Dyrnwyn • Fair Folk • Fflewddur Fflam • Gurgi • Gurgi's Happy Day • Gurgi's Sacrifice • Hen Wen • Princess Eilonwy • Taran • The Witches of Morva
Ball Gown Drizella

**Ball Gown Drizella** is an Ally in Lady Tremaine's Villain deck. She functions identically to Ball Gown Anastasia. She is part of Lady Tremaine's win condition, as either sister needs to be in The Ballroom in her respective Ball Gown before Wedding Bells can be Activated.

## Strategy

It's okay to discard her if you're still looking for normal Drizella, otherwise get her into play ASAP. Don't discard both her and Ball Gown Anastasia, otherwise you'll need to play I Said "If". It's usually a good idea to try to get both Ball Gown sisters in play, so that if one gets hit by Sweet Nightingale, the other one is still ready to go.

 **Villain deck**
*4 Copies:* There's Still a Chance
*3 Copies:* I Said "If" • Trapped
 *2 Copies:* And One More Thing • I Never Go Back on My Word • Locked Up • Vicious Practical Jokes • You Little Thief!
 **Fate deck**
*3 Copies:* Bibbidi-Bobbidi-Boo • Sweet Nightingale
*2 Copies:* Glass Slipper
*1 Copy:* Ball Gown Cinderella • Bruno • Cinderella • Fairy Godmother • Gus • Jaq • The Prince
Battle of Wits

**Battle of Wits** is an Effect in Madam Mim's Villain deck.

## Clarifications

* Discarding cards with this counts for triggering Conditions that care about that, but it does not count as a Discard Cards action.

## Strategy

A decent card, though a lower priority if you have Transformations and/or I'll Make the Rules in hand already. Best played when the rest of your hand is your less useful Effects. Be careful against Dr. Facilier, Lotso, Scar, and Syndrome, who have Conditions that trigger off of discarding.

 **Villain deck**
*4 Copies:* I'm Not Cheating
*3 Copies:* A Sporting Chance • As Big as a House • **Battle of Wits** • I'll Make the Rules • Magnificent, Marvelous, Mad • Wizard's Duel
 **Fate deck**
*4 Copies:* Knowledge and Wisdom
 **Merlin Transformation deck**
 **Unique mechanics**
Transformation
Dreamless Sleep

**Dreamless Sleep** is a Curse in Maleficent's Villain deck.

## Strategy

The hardest Curse to get rid of, since Maleficent can easily avoid its discard condition by simply moving Allies into Dreamless Sleep's location, instead of playing them directly there. Only one Hero, Fauna, can discard this when played to its location. It also has the handy ongoing ability of decreasing the Strength of Heroes at its location, making Vanquishing easier, though keep in mind that allowing Heroes to be at a Curse's location makes that Curse vulnerable to Once Upon a Dream.

 **Villain deck**
*3 Copies:* Cackling Goon • Dragon Form • Forest of Thorns • Green Fire • Savage Goon • Sinister Goon • Vanish
*2 Copies:* **Dreamless Sleep** • Malice • Tyranny
 **Fate deck**
*3 Copies:* Guards • Sword of Truth
*2 Copies:* Once Upon a Dream
 **Unique mechanics**
Curse
Find

When instructed to **find** a card, you first check to see if the card is already in your Realm, then look through the relevant discard pile for it, then through the relevant deck for it (shuffling the deck afterwards if needed). The card is usually then played to a specific location; what is done with the card after it is found will be specified by the Ability that found it.

## Official rules

* If a card instructs you to find a specific Hero, take that Hero from wherever they are and then do what the card says.
* First, check to see if the Hero is already at a location in the Realm, and if so, remove them from that location.
* If the Hero is not already in the Realm, search the Fate discard pile for them.
* If they are not in the Fate discard pile, search the Fate deck, then re-shuffle the Fate deck.
* After finding them, follow the card instructions, either playing them to the location specified or putting them on top of the Fate deck.
* Any Items that were attached to the Hero are discarded, even if the Hero is played to the same location they were found at.

## List of cards that find a specific card

These are cards that call out a card by name and find it. Bell calls out Felicia by name, but does not use "find" in its verbiage, so you can't put her in your hand if she's already in play.

* Call for Help
* Down the Rabbit Hole
* Fairy Godmother
* Fidget
* Hermes
* Invitation from the King
* Magic Lamp
* Magic Mirror (Evil Queen)
* Magic Mirror (Gaston)
* Maid Marian
* Maurice
* Omnidroid v.X9
* Right-Hand Man
* Sandy Claws
* Take Me Instead
* Trident
* We Got You Now, Pig Keeper

## Pseudo-finders

These are cards that operate similarly to cards that find, but look for a card *type*, rather than a card by name, and thus do not use "find" in their verbiage.

* Black Magic
* You Idiots!

### Card Gallery

 ***Card Archetypes:*** Archer • Brute • Invincible • Scavenger • Taunter • Trophy
Caterpillar Merlin

**Caterpillar Merlin** is a Transformation in the Merlin Transformation deck.

## Strategy

See Transformation Strategy.

 **Villain deck**
*4 Copies:* I'm Not Cheating
*3 Copies:* A Sporting Chance • As Big as a House • Battle of Wits • I'll Make the Rules • Magnificent, Marvelous, Mad • Wizard's Duel
 **Fate deck**
*4 Copies:* Knowledge and Wisdom
 **Merlin Transformation deck**
 **Unique mechanics**
Transformation
I'm Not Cheating

### Text

Look at the top two cards of the Merlin Transformation deck. Return them to the top of the Merlin Transformation deck in any order.

**I'm Not Cheating** is an Effect in Madam Mim's Villain deck.

## Strategy

The least important card in Madam Mim's deck, though the most numerous. Play it if you've nothing else better in hand (such as waiting for Conditions to trigger), otherwise just discard it; its benefit is minimal at best, and often irrelevant.

 **Villain deck**
*4 Copies:* **I'm Not Cheating**
*3 Copies:* A Sporting Chance • As Big as a House • Battle of Wits • I'll Make the Rules • Magnificent, Marvelous, Mad • Wizard's Duel
 **Fate deck**
*4 Copies:* Knowledge and Wisdom
 **Merlin Transformation deck**
 **Unique mechanics**
Transformation
Forest of Thorns

**Forest of Thorns** is a Curse in Maleficent's Villain deck.

## Strategy

Forest of Thorns is the cheapest Curse, and thus the easiest to get on the board, but it's also the easiest to get rid of, with four Heroes in Maleficent's Fate deck with enough Strength to discard it on play. However, it does keep the weaker Heroes away, so try to play Forest of Thorns to locations where you consistently use the top row of actions.

 **Villain deck**
*3 Copies:* Cackling Goon • Dragon Form • **Forest of Thorns** • Green Fire • Savage Goon • Sinister Goon • Vanish
*2 Copies:* Dreamless Sleep • Malice • Tyranny
 **Fate deck**
*3 Copies:* Guards • Sword of Truth
*2 Copies:* Once Upon a Dream
 **Unique mechanics**
Curse
Grimsby

### Text

When Grimsby is played, you may move the Lock Token to either Ursula's Lair or The Palace.

**Grimsby** is a Hero in Ursula's Fate deck.

## Strategy

Be careful with Grimsby. He can either hinder Ursula, or help seal her win. Best case scenario is locking Ursula's Lair before King Triton can be moved into it, or before the Crown can be played there. Can also unlock Ursula's Lair for Ariel to steal the Crown or Trident out of it.

 **Villain deck**
*6 Copies:* Binding Contract
*3 Copies:* Change Form • Grow Giant • Opportunist • Whirlpool
*2 Copies:* Arrogance • Divination • Trickery
 **Fate deck**
*3 Copies:* Return to Form
*2 Copies:* Dinglehopper • Snarfblat
*1 Copy:* Ariel • Eric • Flounder • **Grimsby** • King Triton • Max • Scuttle • Sebastian
Beware the Groove

### Text

Choose a Hero from Yzma's Fate discard pile. Shuffle that Hero and up to two of Yzma's Fate decks together. Deal the cards as evenly as possible to replace the shuffled Fate decks.

**Beware the Groove** is an Effect in Yzma's Fate deck.

## Clarifications

* One of the two decks shuffled can be the one Beware the Groove came from, unless it was the last card in that deck.
* If this is Yzma's last Fate card, choose a Hero from Yzma's Fate discard pile (if one is in there), then shuffle Yzma's Fate discard pile (without this and the chosen Hero) into four new Fate decks, then shuffle the chosen Hero into one or more of them.

## Strategy

The best targets of this are Chaca and Tipo. If neither of those are options, try not to pick this.

 **Villain deck**
*3 Copies:* After Them! • Eavesdrop • Imperial Guards • Smash It with a Hammer
*2 Copies:* A Cruel Irony • Beauty Sleep • Fake Funeral • Ferocity • Finish the Job • Right-Hand Man • Superiority • The Path That Rocks
 **Fate deck**
*3 Copies:* **Beware the Groove**
*2 Copies:* Peasant • The Path of Righteousness • Wrong Lever
*1 Copy:* Bucky • Chaca • Chicha • Kuzco • On the Run • Pacha • Tipo
Hell Hall

**Hell Hall** is the rightmost location in Cruella De Vil's Realm.

## Actions

Hell Hall contains the following actions:

* Move an Item or Ally | Activate
* Play a Card | Gain 1 Power | Discard Cards

 **Villain deck**
*3 Copies:* • I Live for Furs
*2 Copies:* Cruel • Devilish • Fireplace Poker • Flashlight • Get the Job Done • Here, Puppies • Spotted • That Devil Woman • The Devil Take It • Whatever It Takes • You Idiots!
 **Fate deck**
*2 Copies:* Flew the Coop • Reckless Driving • Twilight Bark • We're Labradors
*1 Copy:* Anita and Roger • Captain • Colonel • Nanny • Perdita • Pongo • Sergeant Tibbs
Brute

**Brute** is an unofficial card archetype, being an Ally with Strength, but no additional Ability. They tend to have the highest Strength for their Cost of Allies in that Villain's deck. Hypothetically, a Hero could also be a brute, but no such Heroes have been released thus far.

Excepting Dr. Facilier's Spirits, which have Fortune Abilities, the only wording they have is: "*No additional Ability.*"

## List of brutes

* Bartholomew
* Horned King's Henchmen
* Imperial Guards
* Masked Spirits
* Palace Guard
* Pirate Brute
* Rhino Guards
* Savage Goon
* Security
* Shadow Spirits
* Swashbuckler
* The Mob

### Card Gallery

 ***Card Archetypes:*** Archer • **Brute** • Invincible • Scavenger • Taunter • Trophy
Banzai the Hyena

**Banzai the Hyena** is an Ally in Scar's Villain deck.

## Strategy

A great card that can net you a lot of Power over the game if he's stationed at your Hungry Hyena "killing zone".

 **Villain deck**
*6 Copies:* Hungry Hyena
*4 Copies:* Long Live the King
*3 Copies:* Be Prepared • Stick with Me • Whisper
*2 Copies:* Feeding Frenzy • Injustice • Pride • Stampede
 **Fate deck**
*3 Copies:* Hakuna Matata • Prophecy
*1 Copy:* Mufasa • Nala • Pumbaa • Rafiki • Rafiki's Stick • Sarabi • Simba • Timon • Zazu
Halloween Town

**Halloween Town** is the leftmost location in Oogie Boogie's Realm.

## Actions

Halloween Town contains the following actions:

* Play a Card | Gain 3 Power
* Discard Cards | Play a Card

 **Villain deck**
*6 Copies:* Impostor Sandy Claws
*4 Copies:* Bats
*3 Copies:* Loaded Dice • Making Christmastime
*2 Copies:* Spiders • Trick or Treat • What Did Santa Bring You? • What Have We Here?
 **Fate deck**
*4 Copies:* Citizens of Halloween Town
*2 Copies:* Distraction • Hello, Oogie!
*1 Copy:* Doctor Finkelstein • Jack Skellington • Sally • Sandy Claws • Set Things Right • The Mayor of Halloween Town • Zero
Grumpy

**Grumpy** is a Hero in Evil Queen's Fate deck.

## Strategy

Probably the weakest card in Evil Queen's Fate deck, as he's just a pile of Strength. He does increase Snow White's Strength by 1, as all Dwarfs do, but every other Dwarf brings something else to the table as well. Evil Queen will most likely ignore him.

 **Villain deck**
*5 Copies:* Take a Bite
*3 Copies:* I'll Fix Ya!
*2 Copies:* Black Magic • Black of Night • Jealousy • Magic Tomes • Mummy Dust • Old Hag's Cackle • Scream of Fright • Thunderbolt • Vanity
 **Fate deck**
*2 Copies:* Love's First Kiss • Pickaxe • Woodland Creatures
 **Unique mechanics**
Brew Poison • Ingredient
Airship

### Text

Activate: Pay 1 Power. Move Airship and one Ally or unattached Item at its location to any location.

**Airship** is an Item in Ratigan's Villain deck.

## Strategy

A very powerful Item. If timed right, this can let you play The Robot Queen and move it to Buckingham Palace in a single turn. Playing it early is risky, as it's very vulnerable to Basil and Sabotage, but if you have lots of other Items at The Secret Lair anyway, you can try to sneak it in for later.

 **Villain deck**
*5 Copies:* Gears
*3 Copies:* Capture • Ruffians
*2 Copies:* Devious • Extravagant • Greatest Criminal Mind • Marvelous Trap • Uniform
 **Fate deck**
*3 Copies:* Queen's Guards
*2 Copies:* Call for Help • Sabotage
*1 Copy:* Basil • Dawson • Flaversham • Makeshift Balloon • Mrs. Judson • Olivia • The Mouse Queen • Toby
Goofy

### Text

When Goofy is played, you may switch the locations of two adjacent Goal Tokens, or move one Goal Token to an adjacent location without a Goal Token.

**Goofy** is a Hero in Pete's Fate deck.

## Clarifications

* Goofy swaps two Goal Tokens that are adjacent to each other, not two Goal Tokens that are each adjacent to where Goofy is played.

## Strategy

Essentially the inverse of Clarabelle Cow, getting progressively better as the game wears on. Early, he's easily the worst of all options, as you have no idea what you might be shuffling around, though he does still squat on top actions like any Hero. But late in the game, when you know exactly which Goals are where, nudging Round Up or Strike It Rich to an empty location can be intensely painful for Pete, and can possibly cost him the game. If Pete's board is not yet full of Allies and/or Items, try to move Strike It Rich to an end location, or try to move Win Big or Power Play to Frontier Town or Service Station, which have no bottom row Play a Card actions.

 **Villain deck**
*7 Copies:* Bandit
*4 Copies:* Play a Game
*3 Copies:* Horse • Parrot • Sneaky Pete
*2 Copies:* Mischief • Outrage
 **Fate deck**
*2 Copies:* Hide • Knocked Silly • Outlawed
*1 Copy:* Clarabelle Cow • Donald Duck • **Goofy** • Horace Horsecollar • Mickey Mouse • Minnie Mouse • Oswald the Lucky Rabbit • Pluto • Tired
Bell

### Text

Activate: Take Felicia from your deck or discard pile and put her into your hand. Then shuffle your deck.

**Bell** is an Item in Ratigan's Villain deck.

## Strategy

Quite useful, though vulnerable to Basil and Sabotage. As long as this is in your Realm, you can threaten a win by defeating The Mouse Queen or Basil with your infinite supply of cats.

 **Villain deck**
*5 Copies:* Gears
*3 Copies:* Capture • Ruffians
*2 Copies:* Devious • Extravagant • Greatest Criminal Mind • Marvelous Trap • Uniform
 **Fate deck**
*3 Copies:* Queen's Guards
*2 Copies:* Call for Help • Sabotage
*1 Copy:* Basil • Dawson • Flaversham • Makeshift Balloon • Mrs. Judson • Olivia • The Mouse Queen • Toby
Flounder

**Flounder** is a Hero in Ursula's Fate deck.

## Strategy

Can be very annoying if Ursula hasn't found the Crown and/or Trident yet.

## Previous versions

 **Villain deck**
*6 Copies:* Binding Contract
*3 Copies:* Change Form • Grow Giant • Opportunist • Whirlpool
*2 Copies:* Arrogance • Divination • Trickery
 **Fate deck**
*3 Copies:* Return to Form
*2 Copies:* Dinglehopper • Snarfblat
*1 Copy:* Ariel • Eric • **Flounder** • Grimsby • King Triton • Max • Scuttle • Sebastian
Hedge Maze

**Hedge Maze** is the center-left location in Queen of Hearts' Realm.

## Actions

Hedge Maze contains the following actions:

* Play a Card | Activate
* Gain 3 Power | Play a Card

## Identical locations

The following locations in other Realms have the same actions in the same rows:

* The Mine
* Oasis

 **Villain deck**
*8 Copies:* Card Guard
*3 Copies:* Off With Your Head! • Spear • Take the Shot
*2 Copies:* By Order of the Queen • Fury • Judgment • Makes You Smaller • Very Merry Unbirthday
 **Fate deck**
*2 Copies:* I'm Late! I'm Late! • Makes You Larger • Mome Raths
*1 Copy:* Alice • Caterpillar • Cheshire Cat • Dodo • Dormouse • Down the Rabbit Hole • Mad Hatter • March Hare • White Rabbit
Bank Loot

**Bank Loot** is an Item in Pete's Villain deck.

## Strategy

Essential for Strike It Rich, useful for Power Play (if it's at Podunk Landing or the Jalopy's location), and otherwise just nice to have around if you've nothing better to play. Can also be used to stack your deck for Play a Game via Sneaky Pete or Mischief.

 **Villain deck**
*7 Copies:* Bandit
*4 Copies:* Play a Game
*3 Copies:* Horse • Parrot • Sneaky Pete
*2 Copies:* Mischief • Outrage
 **Fate deck**
*2 Copies:* Hide • Knocked Silly • Outlawed
*1 Copy:* Clarabelle Cow • Donald Duck • Goofy • Horace Horsecollar • Mickey Mouse • Minnie Mouse • Oswald the Lucky Rabbit • Pluto • Tired
Jetsam

**Jetsam** is an Ally in Ursula's Villain deck. He functions identically to Flotsam.

## Clarifications

* This cannot be Activated if it's at a locked location.

## Strategy

Can be very useful to defeat Contracted Heroes, so long as your Activate action is accessible. Remember to use your Move an Item or Ally action.

 **Villain deck**
*6 Copies:* Binding Contract
*3 Copies:* Change Form • Grow Giant • Opportunist • Whirlpool
*2 Copies:* Arrogance • Divination • Trickery
 **Fate deck**
*3 Copies:* Return to Form
*2 Copies:* Dinglehopper • Snarfblat
*1 Copy:* Ariel • Eric • Flounder • Grimsby • King Triton • Max • Scuttle • Sebastian
Flaversham's Toy Shop

**Flaversham's Toy Shop** is the center-left location in Ratigan's Realm. Fidget finds and plays Flaversham here when he is played.

## Actions

Flaversham's Toy Shop contains the following actions:

* Play a Card | Discard Cards
* Gain 3 Power | Play a Card

## Identical locations

The following locations in other Realms have the same actions in the same rows:

* The Gardens
* The Forest (Maleficent)
* Podunk Landing
* Elephant Graveyard
* The Shore
* The Jungle

 **Villain deck**
*5 Copies:* Gears
*3 Copies:* Capture • Ruffians
*2 Copies:* Devious • Extravagant • Greatest Criminal Mind • Marvelous Trap • Uniform
 **Fate deck**
*3 Copies:* Queen's Guards
*2 Copies:* Call for Help • Sabotage
*1 Copy:* Basil • Dawson • Flaversham • Makeshift Balloon • Mrs. Judson • Olivia • The Mouse Queen • Toby
Hide

**Hide** is an Effect in Pete's Fate deck.

## Strategy

A decent Fate pick. Clearly only useful if there's actually a Bandit around to discard, this should be a high priority when trying to deny Round Up or Rule the Realm, or when trying to protect Mickey Mouse.

 **Villain deck**
*7 Copies:* Bandit
*4 Copies:* Play a Game
*3 Copies:* Horse • Parrot • Sneaky Pete
*2 Copies:* Mischief • Outrage
 **Fate deck**
*2 Copies:* **Hide** • Knocked Silly • Outlawed
*1 Copy:* Clarabelle Cow • Donald Duck • Goofy • Horace Horsecollar • Mickey Mouse • Minnie Mouse • Oswald the Lucky Rabbit • Pluto • Tired
Disney Villainous Wiki

## Welcome to the Disney Villainous Wiki!

Welcome! We’re a collaborative community website about the strategic card/board game Disney Villainous that anyone, including you, can edit. Click the edit button at the top of any page to get started!

Some cards have changed between printings. This wiki uses the most up-to-date printings, which for each set are:

* The Worst Takes It All: USe03 (box)/USe02 (cards)
* Wicked to the Core: USe01
* Evil Comes Prepared: USe01
* Perfectly Wretched: USe01
* Despicable Plots: USe01
* Bigger and Badder: USe01
* Filled With Fright: USe01

## What is Disney Villainous?

Disney Villainous is a strategic tabletop game where you take the role of a classic Disney Villain. Your goal is to fulfill the evil scheme your Villain was trying to accomplish in the movie they are from - whoever completes this first, wins!

## Game Overview

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.

 **Wicked to the Core**
 **Evil Comes Prepared**
 **Perfectly Wretched**
 **Despicable Plots**
 **Bigger and Badder**
 **Filled With Fright**
 **Sugar and Spite**
King Candy • Shere Khan

For villains created by the fan community, see the Disney Villainous Homebrew wiki.

For other games using the Villainous gameplay engine, see the Marvel Villainous wiki or the Star Wars Villainous wiki.
Knowledge and Wisdom

**Knowledge and Wisdom** is an Effect in Madam Mim's Fate deck.

## Strategy

Given that this makes up half of Madam Mim's Fate deck, you often won't have a choice in playing this. If it's paired with a unique Effect, the other option will usually be the way to go. However, this card is not useless; moving Merlins out of Dueling Ground is the only way to cover her top row actions, and also prevents the "machine gun" strategy of defeating every Merlin in one go - since new Merlins are played to Dueling Ground, if a Merlin is defeated elsewhere, there's no chain reaction. In general, The Woods is probably the best spot to put a Merlin, making that Fate location less desirable, and also putting him farthest away from Dueling Ground, but if Madam Mim is currently there, Madam Mim's Cottage and The Swamp are also acceptable.

The one issue with this card is you're *forced* to move a Merlin. Late-game, when you've got the last Merlin in a spot where she can't immediately kill him, pulling this can unfortunately help her, and is a risk to be considered.

 **Villain deck**
*4 Copies:* I'm Not Cheating
*3 Copies:* A Sporting Chance • As Big as a House • Battle of Wits • I'll Make the Rules • Magnificent, Marvelous, Mad • Wizard's Duel
 **Fate deck**
*4 Copies:* **Knowledge and Wisdom**
 **Merlin Transformation deck**
 **Unique mechanics**
Transformation
Item

**Item** is a card type. It appears in both Villain and Fate decks, and is denoted with a blue font. Some Items can be played to the bottom of a Villain's board, in a particular location, while others must be attached to an Ally or Hero.

## Official Rules

* 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.

## Clarifications

* Unless its Ability specifically forbids it, an Item that does not attach to an Ally or Hero can always be played, even if its on-play Ability cannot be fully resolved.
* Attached Items cannot be moved by the Move an Item or Ally action.
* Multiple items can be attached to a single Ally or Hero, even duplicate items.
* If an Ally or Hero is in the Realm with attached Items when a card instructs you to find it, that Ally/Hero is removed from their current location, all attached Items are discarded, and they are then played to the specified location.

 **Unique Types**
Cheat • Curse • Guardian • Ingredient • Omnidroid • Prince • Prisoner • Relic • Remote • Titan • Transformation
Drizella

### Text

Discard Drizella from your Realm to play Ball Gown Drizella. Drizella may not be played if Ball Gown Drizella is in play.

**Drizella** is an Ally in Lady Tremaine's Villain deck. She, and her Ball Gown form, function identically to Anastasia and her own Ball Gown form. She is part of Lady Tremaine's win condition, as she (or her sister) must be in The Ballroom in her Ball Gown before Wedding Bells can be Activated.

## Strategy

Play her as soon as you can, even if Anastasia is already in play; the only reason not to is if you also have Lucifer and are trying to avoid a three-Ally Condition, like Manipulation. Get her into her Ball Gown as soon as you can, then into The Ballroom. If she's moved away, move her back with all haste.

 **Villain deck**
*4 Copies:* There's Still a Chance
*3 Copies:* I Said "If" • Trapped
 *2 Copies:* And One More Thing • I Never Go Back on My Word • Locked Up • Vicious Practical Jokes • You Little Thief!
 **Fate deck**
*3 Copies:* Bibbidi-Bobbidi-Boo • Sweet Nightingale
*2 Copies:* Glass Slipper
*1 Copy:* Ball Gown Cinderella • Bruno • Cinderella • Fairy Godmother • Gus • Jaq • The Prince
Guards (Maleficent)

### Text

When performing a Vanquish action to defeat Guards, at least two Allies must be used.

*Not to be confused with Guards (Syndrome).*
**Guards** is a Hero in Maleficent's Fate deck.

## Strategy

The strength of Guards is that they require multiple Allies to get rid of, which can make them rather annoying. However, they are vulnerable to Dragon Form, and cannot remove established Curses. Other Heroes should be prioritized over Guards if possible.

## Previous versions

 **Villain deck**
*3 Copies:* Cackling Goon • Dragon Form • Forest of Thorns • Green Fire • Savage Goon • Sinister Goon • Vanish
*2 Copies:* Dreamless Sleep • Malice • Tyranny
 **Fate deck**
*3 Copies:* **Guards** • Sword of Truth
*2 Copies:* Once Upon a Dream
 **Unique mechanics**
Curse
Judgment

### Text

During their turn, if another player has three or more Allies in their Realm, you may play Judgment. Gain 3 Power.

**Judgment** is a Condition in Queen of Hearts' Villain deck.

## Strategy

The effect of this card is very useful, to help pay for your Wickets and Take the Shot, but the ability for the Condition to trigger is very sensitive to which Villain you're facing as an opponent:

* Captain Hook/Gaston/Madam Mim/Scar: Very likely to have multiple Allies out to defeat Heroes
* Horned King/Pete: Must have at least *four* Allies out in order to win
* Jafar: Can have Heroes as Allies due to Hypnotize, in addition to his conventional Allies, so more likely to trigger this later in the game
* Dr. Facilier/Maleficent/Mother Gothel/Oogie Boogie/Prince John/Syndrome: Has many Allies in their deck
* Hades/Lotso/Ratigan/Yzma: Has at least four Allies, but usually won't have many in play
* Lady Tremaine: Can have up to three Allies in play, but can refrain from playing all of them
* Cruella De Vil/Ursula: only has *two* Allies in her Villain deck
* Evil Queen: only has *one* Ally in her Villain deck

Against Captain Hook, Pete, or Scar, Judgment is a solid card to hold on to, and will most likely trigger. Jafar, Dr. Facilier, Maleficent, Mother Gothel, and Prince John are a bit more hit or miss, but can still often trigger. Never keep Judgment if you're only playing against Cruella De Vil, Ursula, or Evil Queen.

 **Villain deck**
*8 Copies:* Card Guard
*3 Copies:* Off With Your Head! • Spear • Take the Shot
*2 Copies:* By Order of the Queen • Fury • **Judgment** • Makes You Smaller • Very Merry Unbirthday
 **Fate deck**
*2 Copies:* I'm Late! I'm Late! • Makes You Larger • Mome Raths
*1 Copy:* Alice • Caterpillar • Cheshire Cat • Dodo • Dormouse • Down the Rabbit Hole • Mad Hatter • March Hare • White Rabbit
Devious

### Text

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.

**Devious** is a Condition in Ratigan's Villain deck.

## Clarifications

* This must be played before the Fate cards are revealed.

## Strategy

Very easy to trigger, as you will inevitably be Fated. Sometimes this prevents a better option from being revealed, but there's a 50% chance the top card of your Fate deck is the better one. The main benefit to this card is slowing down the milling of your Fate deck. For instance, if Basil, The Mouse Queen, Makeshift Balloon, and both Calls for Help are all either in play or in the discard, Devious can protect your primary win condition by stalling your Fate reshuffle, as only one card gets revealed, rather than two.

 **Villain deck**
*5 Copies:* Gears
*3 Copies:* Capture • Ruffians
*2 Copies:* **Devious** • Extravagant • Greatest Criminal Mind • Marvelous Trap • Uniform
 **Fate deck**
*3 Copies:* Queen's Guards
*2 Copies:* Call for Help • Sabotage
*1 Copy:* Basil • Dawson • Flaversham • Makeshift Balloon • Mrs. Judson • Olivia • The Mouse Queen • Toby
Get Out!

**Get Out!** is an Effect in Gaston's Villain deck.

## Clarifications

* This can be played even if fewer than 3 Obstacles remain; doing so would win you the game.

## Strategy

Playing this card will typically win you the game, which is why no opponent wants to allow Gaston to have 5 Power with only 3 Obstacles remaining. If you draw into it early, go ahead and play it if you have the Power, otherwise hang on to it - never discard this card! Prioritize other Obstacle removal first. If you can get into a rhythm of Activating Monsieur D'Arque and gaining Power at The Woods, you can put a lot of pressure on your opponent just by holding on to Get Out!, so do so if possible. A neat trick is, if you're down to one or two Obstacles, but don't have the Power to play this, is to go to Beast's Castle, Swoon first, then play this for the win.

 **Villain deck**
*4 Copies:* Wolves
*3 Copies:* Beautiful as Me • Swoon
*2 Copies:* Belle Is Mine • Come Into the Light • Five Dozen Eggs • Hunter's Instinct • Intimidating • Take Me Instead • Time to Follow Me!
 **Fate deck**
*2 Copies:* Be Our Guest
*1 Copy:* Beast • Belle • Cogsworth • It Is You • I've Never Seen So Many Books • Lumiere • Magic Mirror • Massaging My Feet • Maurice • Maurice's Invention • Mrs. Potts and Chip • Saving My Life • The Rose
Dinglehopper

### Text

When Dinglehopper is played, attach it to a Hero. Each time Ursula moves to this location, she loses 1 Power.

**Dinglehopper** is an Item in Ursula's Fate deck.

## Clarifications

* Dinglehopper cannot be attached to a Hero at a locked location.

## Strategy

This card is mainly used to punish Ursula for ignoring Heroes. Play it on a Hero sitting in a location she likes to visit often.

## Previous versions

 **Villain deck**
*6 Copies:* Binding Contract
*3 Copies:* Change Form • Grow Giant • Opportunist • Whirlpool
*2 Copies:* Arrogance • Divination • Trickery
 **Fate deck**
*3 Copies:* Return to Form
*2 Copies:* **Dinglehopper** • Snarfblat
*1 Copy:* Ariel • Eric • Flounder • Grimsby • King Triton • Max • Scuttle • Sebastian
Curse

**Curse** is a card type. It is unique to Maleficent, and only appears in her Villain deck; it is denoted with a purple font. Curses are played to the bottom of Maleficent's board, in a particular location. Each Curse gives an effect to that location while it's there, and also has a condition under which it is discarded. If Maleficent starts her turn with a Curse at each of her locations, she wins the game. The three Curses are Forest of Thorns, Green Fire, and Dreamless Sleep.

## Official Rules

* Curse is a card type unique to Maleficent.
* Curses are played to locations, and each one has an Ability that affects Heroes at that location.
* However, each Curse also has an action that will cause it to be discarded, so you’ll need to be strategic on when and where to play each Curse.
* Multiple Curses may be played to the same location, and a Curse may be moved using a Move an Item or Ally action.

## Clarifications

* Curses can be played to any location in the Realm, not just the one where Maleficent is standing.

## Cards that refer to Curses

The following cards have Abilities that refer to Curses (other than themselves):

* Merryweather
* Once Upon a Dream
* Sinister Goon
* Staff
* Sword of Truth

 **Villain deck**
*3 Copies:* Cackling Goon • Dragon Form • Forest of Thorns • Green Fire • Savage Goon • Sinister Goon • Vanish
*2 Copies:* Dreamless Sleep • Malice • Tyranny
 **Fate deck**
*3 Copies:* Guards • Sword of Truth
*2 Copies:* Once Upon a Dream
 **Unique mechanics**
**Curse**

 **Unique Types**
Cheat • **Curse** • Guardian • Ingredient • Omnidroid • Prince • Prisoner • Relic • Remote • Titan • Transformation
Dungeons

**Dungeons** is the center-right location in Horned King's Realm.

## Actions

Dungeons contains the following actions:

* Play a Card | Move an Item or Ally
* Fate | Gain 2 Power

 **Villain deck**
*5 Copies:* Ancient Soldiers • Cauldron Born
 *3 Copies:* Horned King's Henchmen
 *2 Copies:* Gwythaints • Only Moments Away From Victory • Our Hour Has Arrived • Show Me the Black Cauldron • Visions • We Got You Now, Pig Keeper • We Have Made a Bargain
*1 Copy:* Captured! • Creeper • Guard Dog
 **Fate deck**
*2 Copies:* I Believe in You • Reunited
*1 Copy:* Doli • Dyrnwyn • Fair Folk • Fflewddur Fflam • Gurgi • Gurgi's Happy Day • Gurgi's Sacrifice • Hen Wen • Princess Eilonwy • Taran • The Witches of Morva
Green Fire

**Green Fire** is a Curse in Maleficent's Villain deck.

## Strategy

Keeping all Heroes out of a location is quite powerful, making it very hard for Maleficent's Fate deck to get rid of this Curse. However, Maleficent can no longer visit that location without losing it. Try to play Green Fire to locations you don't visit often, move them around to your location, and make good use of Vanish and Raven to still have access to that location's actions.

 **Villain deck**
*3 Copies:* Cackling Goon • Dragon Form • Forest of Thorns • **Green Fire** • Savage Goon • Sinister Goon • Vanish
*2 Copies:* Dreamless Sleep • Malice • Tyranny
 **Fate deck**
*3 Copies:* Guards • Sword of Truth
*2 Copies:* Once Upon a Dream
 **Unique mechanics**
Curse
Ability

A card's **Ability** is what it does, whether that be when it's played, moved, defeated, Activated, or triggered by some other event. The Ability is the text on the card, appearing on its bottom half. Cards with no Ability have the text "*No additional Ability*".

 ***Card Archetypes:*** Archer • Brute • Invincible • Scavenger • Taunter • Trophy
And One More Thing

### Text

During their turn, if another player takes a Discard action, you may play And One More Thing. Discard any number of cards and draw back up to four cards.

**And One More Thing** is a Condition in Lady Tremaine's Villain deck.

## Strategy

An incredible Condition, as every Villain needs to discard. It is unlikely that this will sit in your hand for more than a turn or two. Play it whenever it is triggered, as there is zero reason to wait for a better opportunity, even if you don't want to discard any of your other cards in hand currently.

 **Villain deck**
*4 Copies:* There's Still a Chance
*3 Copies:* I Said "If" • Trapped
 *2 Copies:* **And One More Thing** • I Never Go Back on My Word • Locked Up • Vicious Practical Jokes • You Little Thief!
 **Fate deck**
*3 Copies:* Bibbidi-Bobbidi-Boo • Sweet Nightingale
*2 Copies:* Glass Slipper
*1 Copy:* Ball Gown Cinderella • Bruno • Cinderella • Fairy Godmother • Gus • Jaq • The Prince
Gurgi

### Text

When Gurgi is defeated in a Vanquish action, shuffle him back into the Horned King's Fate deck.

**Gurgi** is a Hero in Horned King's Fate deck.

## Clarifications

* Gurgi is not shuffled into the Fate deck if defeated via We Got You Now, Pig Keeper.
* If the Fate deck is empty when Gurgi is Vanquished, the Fate discard pile is reshuffled entirely, with Gurgi in it.

## Strategy

Only play Gurgi if the other option is either unplayable, or if it would be helpful to Horned King (Fflewddur Fflam or a Reunited playing him too early, for instance). Horned King will just Vanquish him immediately and keep his Fate deck diluted. If you desperately need to cover Morva, Gurgi will do, but there is usually a better option.

 **Villain deck**
*5 Copies:* Ancient Soldiers • Cauldron Born
 *3 Copies:* Horned King's Henchmen
 *2 Copies:* Gwythaints • Only Moments Away From Victory • Our Hour Has Arrived • Show Me the Black Cauldron • Visions • We Got You Now, Pig Keeper • We Have Made a Bargain
*1 Copy:* Captured! • Creeper • Guard Dog
 **Fate deck**
*2 Copies:* I Believe in You • Reunited
*1 Copy:* Doli • Dyrnwyn • Fair Folk • Fflewddur Fflam • **Gurgi** • Gurgi's Happy Day • Gurgi's Sacrifice • Hen Wen • Princess Eilonwy • Taran • The Witches of Morva
Fauna

**Fauna** is a Hero in Maleficent's Fate deck.

## Clarifications

* If both copies of Dreamless Sleep are at the same location, Fauna only discards one of them if she is played there.

## Strategy

The only Hero that can discard Dreamless Sleep when played. She's a great pick if that Curse is out, a dud if it isn't.

## Previous versions

 **Villain deck**
*3 Copies:* Cackling Goon • Dragon Form • Forest of Thorns • Green Fire • Savage Goon • Sinister Goon • Vanish
*2 Copies:* Dreamless Sleep • Malice • Tyranny
 **Fate deck**
*3 Copies:* Guards • Sword of Truth
*2 Copies:* Once Upon a Dream
 **Unique mechanics**
Curse
Cutlass

**Cutlass** is an Item in Captain Hook's Villain deck.

## Strategy

A simple, cheap Strength-adding Item. Play this if you have Allies to attach it to, or discard it if you're still looking for the Never Land Map.

## Previous versions

 **Villain deck**
*3 Copies:* Boarding Party • Give Them a Scare • Swashbuckler • Worthy Opponent
*2 Copies:* Aye, Aye, Sir! • Cannon • Cunning • **Cutlass** • Hook's Case • Obsession • Pirate Brute
 **Fate deck**
*3 Copies:* Pixie Dust
*2 Copies:* Lost Boys • Splitting Headache • Taunt
*1 Copy:* John • Michael • Peter Pan • Tick Tock • Tinker Bell • Wendy
Forbidden Mountains

**Forbidden Mountains** is the leftmost location in Maleficent's Realm.

## Actions

Forbidden Mountains contains the following actions:

* Move an Item or Ally | Play a Card
* Gain 1 Power | Fate

 **Villain deck**
*3 Copies:* Cackling Goon • Dragon Form • Forest of Thorns • Green Fire • Savage Goon • Sinister Goon • Vanish
*2 Copies:* Dreamless Sleep • Malice • Tyranny
 **Fate deck**
*3 Copies:* Guards • Sword of Truth
*2 Copies:* Once Upon a Dream
 **Unique mechanics**
Curse
Fox Mim

**Fox Mim** is a Transformation in Madam Mim's Villain deck.

## Strategy

See Transformation Strategy.

 **Villain deck**
*4 Copies:* I'm Not Cheating
*3 Copies:* A Sporting Chance • As Big as a House • Battle of Wits • I'll Make the Rules • Magnificent, Marvelous, Mad • Wizard's Duel
 **Fate deck**
*4 Copies:* Knowledge and Wisdom
 **Merlin Transformation deck**
 **Unique mechanics**
Transformation
Hangman's Tree

**Hangman's Tree** is the rightmost location in Captain Hook's Realm. It starts the game locked; it is unlocked when Never Land Map is played. Peter Pan can only be played here, even if it is still locked.

Later printings have renamed this location to **Lost Boys' Hideout**.

## Actions

Hangman's Tree contains the following actions:

* Fate | Gain 2 Power
* Move a Hero | Play a Card

 **Villain deck**
*3 Copies:* Boarding Party • Give Them a Scare • Swashbuckler • Worthy Opponent
*2 Copies:* Aye, Aye, Sir! • Cannon • Cunning • Cutlass • Hook's Case • Obsession • Pirate Brute
 **Fate deck**
*3 Copies:* Pixie Dust
*2 Copies:* Lost Boys • Splitting Headache • Taunt
*1 Copy:* John • Michael • Peter Pan • Tick Tock • Tinker Bell • Wendy
Frozone

### Text

If Syndrome's Remote is in Syndrome's Realm when Frozone is played, attach it to Frozone. Allies cannot be moved away from Frozone's location.

**Frozone** is a Hero in Syndrome's Fate deck.

## Strategy

Like all Heroes, he pushes Syndrome back from his win condition, but he's mediocre in Strength, and his Ability is rather niche.

 **Villain deck**
*4 Copies:* Major Modifications
*3 Copies:* 15 Years Later • Guards • Not a Sidekick • Velocipod Patrol
*2 Copies:* Bio Probe • Containment Unit • Identification Please • Security • Who's Super Now? • Zero-Point Energy
*1 Copy:* Mirage • Syndrome's Remote
 **Fate deck**
*2 Copies:* Force Field • No Capes! • Teamwork
 **Unique mechanics**
Omnidroid
Card properties

Each card in a Villain deck or Fate deck has several **properties** associated with it.

## List of Card properties

* **Cost:** The Power required to play this card. Appears in the upper left corner as a Power symbol with a number on it. Only Villain cards (other than Conditions) have a Cost.
* **Art:** An image associated with the card. Appears across the top half of the card. All cards have art.
* **Name:** What the card is called. Appears immediately under the card's art. All cards have a name.
* **Ability:** What the card does. Appears on the bottom half of the card. An Ability can happen when the card is played, activated, moved, or when some other trigger occurs, or an Ability can be ongoing. Almost all cards have Abilities; those that do not have "*No additional Ability*" as their card text.
* **Strength:** A number used in Vanquish actions, representing how "strong" the card is. Appears in the lower left corner. Generally, only Allies and Heroes have a Strength, but certain Villain-specific card types have a Strength as well.
* **Type:** How the card is classified. Appears on the bottom of the card as colored text. With one exception, all cards have a single type.

 ***Card Archetypes:*** Archer • Brute • Invincible • Scavenger • Taunter • Trophy
Be Prepared

### Text

Discard the top three cards of your deck. You may choose one Effect or up to two Allies from your discard pile and put them into your hand.

**Be Prepared** is an Effect in Scar's Villain deck.

## Clarifications

* Be Prepared cannot put itself into your hand, as it does not go into the discard pile until after it finishes resolving.
* If there are 1 or 2 cards left in your deck, discard those, then reshuffle your discard pile back into your deck (including those newly discarded cards), then continue discarding the 2 or 1 (respectively) cards you have left to discard. You can only pick from those last cards.

## Strategy

A great card - simultaneously a powerful milling tool to get through your deck faster, and a great way to get back your Hungry Hyenas and Stampedes after Vanquishing. Can also get back Long Live the King or Whisper in a pinch. Remember that it can't pick itself up, though it can pick up a different copy of Be Prepared.

 **Villain deck**
*6 Copies:* Hungry Hyena
*4 Copies:* Long Live the King
*3 Copies:* **Be Prepared** • Stick with Me • Whisper
*2 Copies:* Feeding Frenzy • Injustice • Pride • Stampede
 **Fate deck**
*3 Copies:* Hakuna Matata • Prophecy
*1 Copy:* Mufasa • Nala • Pumbaa • Rafiki • Rafiki's Stick • Sarabi • Simba • Timon • Zazu
Knife

### Text

When Knife is played, attach it to an Ally. That Ally gets +2 Strength. When that Ally is used to defeat Rapunzel, gain 1 Trust.

**Knife** is an Item in Mother Gothel's Villain deck.

## Strategy

A good card. The safest use is to play it while at Rapunzel's Tower, then immediately Vanquish her, but pre-playing it into an I Love You Most can be very nice, though vulnerable to Aging. A Royal Guard holding this can defeat any Hero, while a Royal Rider holding it can defeat any Hero with the Frying Pan, though the preferred target is Rapunzel, as only her defeat results in Trust gained, so prioritize just playing another Ally to deal with other Heroes. Patchy or Sideburns holding this is superfluous unless it gains Trust. A decent target for What Once Was Mine.

 **Villain deck**
*5 Copies:* Royal Guard
*2 Copies:* Duplicity • Egomania • I Love You Most • Let Down Your Hair • Misdirection • Mother Knows Best • Now I'm the Bad Guy • Revenge • Royal Rider • What Once Was Mine
 **Fate deck**
*3 Copies:* Everyone Has a Dream
*2 Copies:* Aging • Floating Lights
*1 Copy:* Flynn Rider • Frying Pan • Hook Hand • Maximus • Pascal • Queen and King • Shorty • Ulf
*Tile:* Rapunzel
Dodo

**Dodo** is a Hero in Queen of Hearts' Fate deck.

## Strategy

Arguably the best card in Queen of Hearts' Fate deck, as long as she has a location without a Wicket. Pair with Alice for maximum effectiveness, so Queen of Hearts can't just move Wickets into his location.

 **Villain deck**
*8 Copies:* Card Guard
*3 Copies:* Off With Your Head! • Spear • Take the Shot
*2 Copies:* By Order of the Queen • Fury • Judgment • Makes You Smaller • Very Merry Unbirthday
 **Fate deck**
*2 Copies:* I'm Late! I'm Late! • Makes You Larger • Mome Raths
*1 Copy:* Alice • Caterpillar • Cheshire Cat • **Dodo** • Dormouse • Down the Rabbit Hole • Mad Hatter • March Hare • White Rabbit
Bandit

**Bandit** is an Ally in Pete's Villain deck.

## Clarifications

* If playing multiple Bandits through the Bandit Ability, you must still pay the Cost of each Bandit individually. For example, if you play 3 Bandits, you must pay 6 Power.

## Strategy

A very useful card. Thanks to their ability, they can be used to complete Power Play even if it's at a spot with only one Play a Card action. Later, they can help with Rule the Realm or Round Up, or with defeating Mickey Mouse. These are also the easiest way to clear out Frontier Town or Service Station if you have Power Play or Win Big at either location.

 **Villain deck**
*7 Copies:* **Bandit**
*4 Copies:* Play a Game
*3 Copies:* Horse • Parrot • Sneaky Pete
*2 Copies:* Mischief • Outrage
 **Fate deck**
*2 Copies:* Hide • Knocked Silly • Outlawed
*1 Copy:* Clarabelle Cow • Donald Duck • Goofy • Horace Horsecollar • Mickey Mouse • Minnie Mouse • Oswald the Lucky Rabbit • Pluto • Tired