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CAPTAIN HOOK

Extra Actions 1 1 2
CAPTAIN HOOK
VILLAIN GUIDE

2 2
2
CAPTAIN HOOK’S
OBJECTIVE
3
Defeat Peter Pan
at the Jolly Roger. JOLLY ROGER SKULL ROCK MERMAID LAGOON HANGMAN’S TREE

ON
CANN 2
gains: HO OK’ S CAS E
cation
This lo
This location gains: IN GE NI OU
S DE VI CE

Item
1 This locatio
n gains:

CANNON
Item
This location gains:
Item

Item

Cannon, Hook’s Case, and Ingenious Device are Example: If Cannon has been played to Skull
Items that add extra action symbols to your Rock, you may perform the following five
Realm. After the Item has been played to a actions when you are at Skull Rock.
location, you may perform the extra action in
addition to the other available actions there. 1 +
LOCATION CARD
Captain Hook’s Objective Peter Pan
Defeat Peter Pan at the Jolly Roger. When Peter Pan is 0
revealed, he must
In order to achieve this objective, you must immediately be played PETER PAN
1
unlock the Hangman’s Tree location by to Hangman’s Tree, even When Peter Pan is revealed, you
MUST IMMEDIATELY PLAY HIM
playing the Never Land Map. Peter Pan must if Hangman’s Tree is still
to Hangman’s Tree, even if it is
locked. Any other Fate cards
ENT
be played, either by you or an opponent, to locked. If Peter Pan is one 8
revealed during this action
are discarded.
W O RT
HY OP
PON

Hangman’s Tree. You will then need to move


Hero
of the two cards drawn by wer.
Gain 2 Po your Fate
him to Mermaid Lagoon, then to Skull Rock, an opponent while performing a Fate action Reveal
cards fr
til yo u
om GIVE THEM
reveal a H
ero.
st.
A SCARE
deck un rd the re
and finally to the Jolly Roger, where you must targeting you, the opponent must play Peter Play th at H ero. Disca
Look at the top two cards
OBSES
defeat him to win the game. Pan and discard the other card. Effect of your Fate deck. Either
discard both cards or return
During
their
S IO N
them to the top in any de feats a H turn, if anothe
order. r
or more, ero with a Stre player
you may ngth of
Reveal 4
Effect cards fro play Obsessio
until yo n.
u reveal m your Fate de

Special Setup Never Land Map


discard a Hero. ck
the Her Ei th
o. Discar er play or
d the re
4 Conditio
st.
n
2
Place a Lock Token When you play the
on Hangman’s Tree, as
that location is locked
Never Land Map, unlock
Hangman’s Tree by
Controlling Your Fate
NEVER LAND MAP
at the beginning of When Never Land Map is played,
removing the Lock Token Unlike other Villains, Captain Hook can play
AID LAGOON HANGMAN’S TREE
the game. unlock Hangman’s Tree.
The next time you play an Item,
from the location. and discard cards from his own Fate deck using
you may discard Never Land Map
Worthy Opponent, Give Them a Scare, and
Important: Peter Pan
instead of paying the Item’s Cost.
Item Obsession. Using these cards will help you
may not be moved reveal Peter Pan and bring him into your Realm
from Hangman’s Tree as soon as possible.
until it is unlocked. ©Disney USe01
Dreamless Sleep Other Cards MALEFICENT
VILLAIN GUIDE
3 0 3

DREAMLESS SLEEP VA N IS H
RAVE N
Heroes at this turn,
of your next to At the start of your turn
location get -2 Strength. At the start ve may mo , you
does not ha ve Raven and per
Discard this Curse when an Ally Maleficent w loc ation. one availab form
a ne
is played to this location. move to le action at his new
location. Raven
cannot perform
Fate actions.
Curse Effect 1
Ally

Dreamless Sleep reduces the Strengths of all Vanish allows Maleficent to remain at a
Heroes at its location by 2. location, enabling her to take the same
actions two turns in a row.
Beware: If you play an Ally to its location,
Dreamless Sleep is discarded. Raven is a powerful Ally to play as early as
possible. At the start of each turn, you may
Note: You may move an Ally to a location with move Raven and perform one action that is
Dreamless Sleep without having to discard the available at his new location.
Curse. Also, you can play Dreamless Sleep to a
location that already has Allies without affecting Note: Raven may not take Fate actions.
the Allies or the Curse.
Maleficent’s Objective Forest of Thorns Green Fire
Start your turn with a Curse
at each location.
2 3

Curses
Curse is a card type unique to Maleficent.
FOREST OF THORNS GREEN FIRE
Curses are played to locations, and each one
Heroes must have a
has an Ability that affects Heroes at that Strength of 4 or more to be Heroes cannot be
played to this location.
location. However, each Curse also has an played to this location.
Discard this Curse when a Hero Discard this Curse if Maleficent
action that will cause it to be discarded, so is played to this location. moves to this location.

you’ll need to strategize when and where to Curse Curse

play each Curse.

Multiple Curses may be played to the same Forest of Thorns makes it difficult for Green Fire is a very powerful Curse because
location, and a Curse may be moved using a opponents to play a Hero at its location Heroes cannot be played to its location.
Move an Item or Ally action. because a Hero must have a Strength of 4

The three Curses are Forest of Thorns, Green


or more to be played there. Beware: If Maleficent ever moves to its
location, Green Fire is discarded.
Fire, and Dreamless Sleep.
Beware: If a qualifying Hero is played to its
location, Forest of Thorns is discarded.

©Disney USe01
Special Fate Cards PRINCE JOHN
VILLAIN GUIDE
When Steal from the Rich is played, 4 Power is While Robin Hood is in
taken from Prince John and placed on any one Prince John’s Realm, every
Hero that is in his Realm. When a Hero that has time Prince John gains
Power on them is defeated, Prince John takes Power due to an action or
all of the Power back. card, he gains 1 less Power
than he would normally ROBIN HOOD

The same Hero may gain. It is usually a good The amount of Power that
be used to Steal from idea to defeat Robin Hood
Prince John gains from each card
or action is reduced by 1 Power.

the Rich multiple times, as soon as possible! 5 Hero


which can lead to a big
payoff when the Hero
When Little John is
is defeated!
STEAL FROM THE RICH played, 4 Power is taken
from Prince John and
Take 4 Power from Prince John
and put it on any one Hero. placed on Little John’s
When that Hero is defeated, the
Power is returned to Prince John. card. When Little John
Effect
is defeated, Prince John LITTLE JOHN

takes all of the Power When Little John is played, take


4 Power from Prince John and

back. Waiting for just the put it on Little John. When Little
John is defeated, the Power is
returned to Prince John.
right time to defeat Little 5 Hero
MAID MARIAN
John can help set up an
When Maid Marian is defeated,
find Robin Hood and play
him to the same location.
unexpected victory!
1 2 3
1
Hero
Prince John’s Objective The Jail It’s Good to Be the King!
Start your turn with at least 20 Power.
Prince John’s Realm has a location that can be
Prince John is all about greed, so he needs to used to his advantage. The Jail does not have 3 0
accumulate Power. However, as tempting as it any action symbols that can be covered by 1
might be to save all the Power you can, you will Heroes, making Heroes at that location less
need to spend some Power in order to win. disruptive. Prince John has Imprison cards
which allow him to move Heroes to The Jail in
Several Heroes can hinder Prince John’s ability order to make actions available elsewhere. RA NT SH ER IFF OF NO
TTI NG HA M
BEAUTIFUL, LO
WA R VELY TAXES
to gain Power. It is a good idea to play Allies, your turn, you
At the ro start of
even before any Heroes have been played. By r e a c
e a He ve Sheriff of Nottingham.
h tim maoynmo . s at his
Powe locati If there are any Heroe Gain 1 Power for each
doing so, you will be prepared to Vanquish a Note: When at Gain 2 yed to this
is pla new location, gai
n 1 Pow er.ro
He in your Realm
.

Hero that is affecting your progress. The Jail, Heroes’ Item


3 Ally
2 1 Abilities are still
Effect

in effect.
Although Heroes can be disruptive to his plans,
Prince John has several tricks up his sleeve.
Cards such as Warrant, Sheriff of Nottingham,
3 and Beautiful, Lovely Taxes allow him to profit
OOD FOREST FRIAR TUCK’S CHURCH NOTTINGHAM THE JAIL
from having Heroes in his Realm. Sometimes it
pays to keep your enemies close!

©Disney USe01
Get What You Need Activated Abilities JAFAR
VILLAIN GUIDE
You will want to play 2 Jafar has some cards with Activated Abilities.
the Scarab Pendant See the Instructions for details on how cards
and the Magic Lamp 1
with Activated Abilites are played and their
as soon as possible. G A ZE
EM
Abilities activated.
Scrying and Gazeem When
Gazeem
is
G your Realm, yo discarded from
SC RY INyo
are cards that can help
ur disca u
rd pile may search
er Item or
pu t it. into for an Item an
Ally
your ha d
2
Choose eith 2 your deck
s from
nd. 1
you find them.
Reveal card a card of that
al Al
until you reve card into your ly
t
type. Put tha rest.
hand. Dis card the
1
Effect

Under Your Control


SNAKE STAFF
G IA N
T HO
IA G O UR GLA
: Pay 1 Power SS
er
1 Pow
: Pay Search your discard pile

?
Jafar is able to Hypnotize n Ite m
and a adjacent
a is Hypnotize and put it He
t hfor ro es a
into your hand. get -2 Str t this loca
Iago e ti
n
Move tion to a cation. end o ngth unti on
Heroes. When you Hypnotize loca cked lo
u n lo
lly
Item f you
Ite .
l
r turn the
A m
a Hero, you defeat them and 1

move them to the bottom of


HYPNOTIZE
your Board. The Hypnotized
Defeat a Hero and move them
Iago may be used to move the Magic Lamp
toward Sultan’s Palace. Snake Staff can help
to the bottom of your Board.

Hero is now under your control


That Hero is under your control and
treated as an Ally with the same
Strength. Ignore their Ability.

and is treated as an Ally with


The Cost to play Hypnotize is
equal to the Hero’s Strength.
Effect
you get a Hypnotize card when you are ready
the same Strength. When a to put Genie under your control. Giant
Hypnotized Hero is used to defeat another Hero, Hourglass weakens Heroes to make them
they are both discarded to the Fate discard pile. easier to Hypnotize or defeat.
Jafar’s Objective Scarab Pendant Magic Lamp
Start your turn with the Magic Lamp at
Sultan’s Palace and Genie under your control. After the Cave of
4
3
Wonders has been
unlocked, you may play
To achieve Jafar’s Objective, you must unlock
the Magic Lamp to that
the Cave of Wonders with the Scarab Pendant.
location. When you play
Then the Magic Lamp must be played to the MAGIC LAMP
the Magic Lamp,
Cave of Wonders, which also brings Genie to Magic Lamp may only be played
SCARAB PENDANT to the Cave of Wonders.
immediately find Genie
the same location. You must Hypnotize Genie, When Magic Lamp is played,
When Scarab Pendant is played, find Genie and play him to the and play him to the Cave
which puts Genie under Jafar’s control, and unlock the Cave of Wonders. Cave of Wonders.
Item of Wonders.
move the Magic Lamp to Sultan’s Palace. When you draw cards at the
end of each turn, draw
one extra card.

Important: To win, the Magic Lamp must be Item

on your side of the Board.


Note: If Genie is under
GENIE

JAFAR Genie gets +2 Strength

Special Setup
if Magic Lamp is at
his location.

Playing the Scarab Pendant is the first step to Jafar’s control 1when 6 Hero
2

2 achieving victory. When you play the Scarab the Magic Lamp is
Place a Lock Token Pendant, unlock the Cave of Wonders by played, he is no longer
on the Cave of removing the Lock Token from the location.
JAFAR’S OBJECTIVE

Start your turn with the


Magic Lamp at Sultan’s under Jafar’s control.
3

Wonders, as that SULTAN’S PALACE STREETS OF AGRABAH OASIS CAVE OF WONDERS


Palace and Genie under
your control.

location is locked at Additionally, while the Scarab Pendant is in


4

OASIS CAVE OF WONDERS the beginning of your Realm, you may draw an extra card at
the game. the end of each turn. 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.

©Disney USe01 Item


Shrinking Heroes Enlarging Heroes QUEEN OF HEARTS
Makes You Smaller and When an opponent plays VILLAIN GUIDE
Fury allow Queen of
2
Makes You Larger, they
Hearts to Shrink Heroes. choose a Hero in your
When a Hero is Shrunk, MA KE S YO
U SM AL LE
R Realm and Enlarge it. The
rotate the Hero 45 ink a Hero
or turn an
Either Shr ro back to norma
l.
Hero card is rotated 90
MAKES YOU LARGER
degrees so that only one degrees so that it covers
He
Enlarged

Effect
FU RY

action symbol is covered During


the
player de ir turn, if anoth
fea
Strength ts a Hero wit
er
Either Enlarge a Hero or turn a
Shrunken Hero back to normal.
one action symbol at an
by the corner of the card, adjacent location in addition
of ha
may pla 4 or more, yo
y Fury. u
to two Shrink
Heroes. up

leaving the other action Conditio


n Effect
to the two action symbols
available. at the Hero’s location. Your
opponent chooses which
If there are multiple action to cover.
ROTATE Heroes at a location
45°
with a Shrunken Hero,
ROTATE
the Shrunken Hero

Guard is increased by 1 Power.


90°

The Cost to Activate a Card


is the only Hero that

WHITE RABBIT
MARCH HARE

covers up an action

Hero
March Hare gets +2
R
TE

QUEEN OFif Mad


Strength HEARTS
Hatter is in

symbol. The other


AT

Queen of Hearts’ Realm.


lm in
rts Ha +2
H

ea is
ea h s

.
’ R re
D

H rc get
A

3
Heroes do not cover
of Ma er
M

Hero
en if att

1
ue th H
Q eng ad
St M

any actions until the


o
er
r

1 Shrunken Hero is
3

moved or defeated.
Queen of Hearts’ Objective Card Guards / Wickets Note: A Wicket is still considered to be an
Ally. Their Strength is affected by any Abilities
Have a Wicket at each location Card Guards are played like other Allies, and on cards that are in your Realm. In addition,
and successfully take a shot. may be used to defeat Heroes. However, if Spears may be added to Wickets to increase
you activate a Card Guard’s Activated Ability, their Strength, thereby increasing your chances
it is converted into a Wicket and is no longer of successfully taking a shot.
Activated Abilities considered a Card Guard. Rotate the card 90

Queen of Hearts has some cards with Activated


degrees to indicate that it is a Wicket.
Take the Shot
Abilities. See the Instructions for details on how 2 If there is at least one
ROTATE 4
cards with Activated Abilities are played and 90° Wicket at each location
their Abilities activated. in your Realm, you may
play Take the Shot to
CARD GUARD: SPADE
attempt to win the game.

2
Wicket or back to a Card Guard.

CARD GUARD: SPADE


Convert this Card Guard to a
TAKE THE SHOT
: Pay 1 Power
2
Reveal the top five cards
If there is a Wicket at each location,
Convert this Card Guard to a reveal the top five cards of your deck.

Ally

: Pay 1 Power
Wicket or back to a Card Guard. If the total Cost is less than the total
1 3 Ally of your Villain deck and
Strength of all your Wickets, you
make the shot and win the game. If
not, discard the five revealed cards.

Effect add up the total Cost of


CARD G
those cards. If the total
UA R D : SPA D
E Cost of the revealed cards is lower than the
STOP WATC H : Pay 1 Po
we r
Wickets may not be used to defeat Heroes. total Strength of all of the Wickets in your
Convert
th
Wicket or is Card Guard
back to to
a Card Gu a
However, you may convert a Wicket back to a Realm, then you make the shot and win the
3
Gain 1 Power for each Ally
ard.
Card Guard by activating its Ability again. game! If you do not make the shot, discard
Wicket in your Realm.

Item the five revealed cards and try again later.


©Disney USe01
Binding Contracts URSULA
Example: When you VILLAIN GUIDE
move this Hero to
2 The Shore, they are
2 2
2 KING TRITON defeated.
The Cost to play a Binding
Contract or Effect that targets
2 King Triton is increased
by 1 Power.

6 BINDING CONTRACT
Hero

URSULA Attach Binding Contract to a


Hero who is not at The Shore.
That Hero is defeated when they
B IN D IN BI 1
are moved to The Shore.
1
BINDING CONTRACTG C O N T RNADCI N G
T CO Item
RACT NT
CONT RAC
B IN D IN G Attach Bi
nd
Atta T
ero who to aing Co
Attach BindingHContract H nt ch Bind
ac t toisanot
That
atHEric’s is noTt hat erora
Ship. wct
hotois aing Con
Hero
C on tr who er atUr su
Herola’s Lanir.ot trac
Bin dingThat Pais ce.
ladefeated o is defe
when theyat a t to
h Heroe ar ed is t Th
Attac t at Th ey e moved to are w hen thdefe
ated e Shore
a
ho is no arewmoved hen th to Eric’s Ship. Ursula’m oved ey
Hero w is defeated lace. s La ir. to Th when .
ero e Pa e Sh th
That H oved to Th Ite ore. ey URSULA’S OBJECTIVE 3 2
are m Item m Item
Item
Start your turn with the
Trident and the Crown
at Ursula’s Lair. URSULA’S LAIR ERIC’S SHIP THE SHORE THE PALACE

Ursula is unique in that she does not have a Each Binding Contract is tied to a location in
Vanquish action in her Realm. Instead, Ursula Ursula’s Realm. A Hero with a Binding Contract
defeats Heroes by using Binding Contracts. attached to them is defeated when they are
moved to the location specified on the card.
When you play a Binding Contract, attach it to
a Hero. (Binding Contracts are one of the rare Discard the Hero to your Fate discard pile and
instances where an Item from the Villain deck discard the Binding Contract to your Villain
can be attached to a Hero.) discard pile.
Ursula’s Objective Changing Form The Trident
Start your turn with the Trident and Ursula’s Realm has a locked When you play the Trident,
the Crown at Ursula’s Lair. 1
location, but it functions immediately find King
4

URSULA
differently than in other Triton and play him to the
1 1
Villains’ Realms. The Lock same location. Then move
CHANGE FORM
Token is never removed the Trident to the other side TRIDENT
URSULA’S OBJECTIVE 3 2
Move the Lock Token to either
Ursula’s Lair or The Palace. from Ursula’s Realm. of the Board and attach it When Trident is played, find
King Triton and play him to this
to King Triton.
Start your turn with the
Trident and the Crown
URSULA’S LAIR ERIC’S SHIP THE SHORE THE PALACE
at Ursula’s Lair.
location. Attach Trident to him.
Effect When King Triton is defeated,
4
Each time you play Change Trident is returned to Ursula at
the same location.

Important: To win, Form, the Lock Token is moved between The Item

Palace and Ursula’s Lair, unlocking one location


4 TRIDENT

the Trident and the


When Trident is played, find
King Triton and play him to this
location. Attach Trident to him.
4

and locking the other.


When King Triton is defeated,
Trident is returned to Ursula at

Crown must be on
the same location.
Item
CROWN KING TRITON

Look at the top two cards of your Fate


deck. Either discard both cards or
return them to the top in any order.

Item
your side of the Board. The Cost to play a Binding
Contract or Effect that targets
King Triton is increased
TRIDENT
by 1 Power.

6 When Trident is played, find


URSULA KingHero
Triton and play him to this
location. Attach Trident to him.
When King Triton is defeated,
Trident is returned to Ursula at
1 1

Special Setup
URSULA the same location.
Item

1 1

Place a Lock Token URSULA’S OBJECTIVE 3 2


3 2
on The Palace, as that
URSULA’S OBJECTIVE
Start your turn with the
Start your turn with the Trident and the Crown
Trident and the Crown at Ursula’s Lair. URSULA’S LAIR ERIC’S SHIP THE SHORE THE PALACE
at Ursula’s Lair. URSULA’S LAIR ERIC’S SHIP THE SHORE THE PALACE

location is locked at
2 the beginning of
the game. Both locations have useful actions, so choosing When King Triton is defeated, the Trident
E SHORE THE PALACE
when to play Change Form is very important. is returned to your side of the Board at the
location King Triton was defeated.
©Disney USe01

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