My Solo Villainous Rules: Components
My Solo Villainous Rules: Components
My Solo Villainous Rules: Components
Components
Your chosen Villainous character
Two D6 dice (may require up to 4)
Eight markers (4 each of 2 different colors) – only for Yzma
A tracker (0 to 60+)
A suitable pawn
This rules sheet
Setups
Set your Villainous character as the Villain Guide instructed.
Put a suitable pawn on space 10 on the tracker.
Set the D6 dice aside.
General Rules
TURN STRUCTURES:
1) Perform your turn.
When you perform a Fate action, roll a D6 die. Move the AI pawn back on the tracker (equal to the result
for easy; result -1 for medium; and result -2 for hard).
Conditions are triggered on your turn when you met them for free or using a Play a Card action (unless
noted for several of them that needs special rules, like Devious, Superiority, Trickery, Greed, etc.)
Note: Conditions can only be played on your turn (unless otherwise stated).
2) End your turn and draw until you have four cards in your hand (or five with Jafar’s Scarab Pendant).
3) Perform AI’s turn.
Roll a D6 die. Move the AI pawn on the tracker equal to the result.
If on your previous turn, you reach one of your Milestones, roll an additional D6 for each you
reached, and move the AI pawn on the tracker equal to the highest result.
Note: You can only reach each of your Milestones once during the game.
If any of the die faces is 2 or less (including if you roll additional dice), you get Fated.
Reveal the top 2 cards of your Fate deck. Choose the one that you think is the worst and most
punishing to be played on your Realm (some Villains like Yzma has special rules for AI’s Fate
action against her).
If you end your turn and you will met your Win Condition on your next turn (either if your Villainous
character has “Start Your Turn” Win Condition, or you have the right cards and situation to fulfill your
Win Condition), the AI will Fate you on a roll of 4 or less instead (still move the AI pawn according to
the result; if they get on space 60 or more first this turn, they win and you lose).
4) End AI’s turn and it goes back to your turn.
When the AI pawn reaches space 60 or more, you lose.
AI pawn cannot go below space 0, any more spaces that it would go beyond 0 is neglected.
JAFAR
MILESTONES:
1) Scarab Pendant is played and Cave of Wonders is unlocked.
2) Magic Lamp is played.
3) Genie is hypnotized and under your control.
CONDITIONS:
Deception has to be played using a Play a Card action for free (you have to still meet the Conditions).
When played, roll a D6 die. Move the AI pawn back on the tracker equal to half the result
(rounded down).
Manipulation has to be played using a Play a Card action for free (you have to still meet the
Conditions).
MALEFICENT
MILESTONES:
1) Your first Curse is played.
2) Have 3 or more Curses in your Realm.
3) Either Raven or Staff is played.
CONDITIONS:
Malice works differently where instead, during AI’s turn, if they roll any 6s, you may play Malice
and defeat a Hero with a Strength of 4 or less.
Tyranny has to be played using a Play a Card action for free (you have to still meet the Conditions).
Special Rules:
While Flora is in play, at the end of your turn, you only draw until you have three cards in your
hand.
On the AI’s turn, if on your previous turn you played Dragon Form, the AI will only Fate you if they
roll a 1.
PRINCE JOHN
MILESTONES:
1) Have 8 or more Power.
2) Have 15 or more Power.
3) Either Sheriff of Nottingham or King Richard’s Crown is played.
CONDITIONS:
Cowardice has to be played using a Play a Card action for free (you have to still meet the Conditions).
Greed works differently where instead, during AI’s turn, if they roll any 6s, you may play Greed
and gain 3 Power.
QUEEN OF HEARTS
MILESTONES:
1) Have 2 or more Card Guards and/or Wickets in your Realm.
2) Have 4 or more Card Guards and/or Wickets in your Realm.
3) Either King or Tweedle Dee & Tweedle Dum is played.
CONDITIONS:
Fury triggers as normal, immediately once you met the Conditions (draw one less card at the end of
your turn for each Fury you trigger).
Judgment has to be played using a Play a Card action for free (you have to still meet the Conditions).
URSULA
MILESTONES:
1) Trident is played.
2) Crown is played.
3) A Binding Contract is played and attached to King Triton.
CONDITIONS:
Arrogance triggers as normal, immediately once you met the Conditions (draw one less card at the
end of your turn for each Arrogance you trigger).
Trickery triggers as normal, immediately once you met the Conditions (draw one less card at the
end of your turn for each Trickery you trigger).
When played, roll a D6 die. Move the AI pawn back on the tracker equal to half the result
(rounded down).
DR. FACILIER
MILESTONES:
1) Talisman is played.
2) Rule New Orleans is played.
3) Either Cane or Illusion Powder is played.
CONDITIONS:
Desperation and Terror triggers as normal, immediately once you met the Conditions. However you
have to pay 1 Power to play each of them (draw one less card at the end of your turn for each
Desperation and/or Terror you trigger).
EVIL QUEEN
MILESTONES:
1) Two unique Ingredients are played.
2) Your fourth unique Ingredient is played and Dwarfs’ Cottage is unlocked.
3) Snow White is played.
CONDITIONS:
Jealousy triggers as normal, immediately once you met the Conditions (draw one less card at the
end of your turn for each Jealousy you trigger).
Vanity has to be played using a Play a Card action for free (you have to still meet the Conditions).
Special Rules:
On the AI’s turn, if on your previous turn you played Mummy Dust or duplicate it, the AI will only
Fate you if they roll a 1.
HADES
MILESTONES:
1) Have one or more Titans at Mount Olympus.
2) Have three or more Titans in your Realm.
3) Either Chariot or Panic is played.
CONDITIONS:
Rage triggers as normal, immediately once you met the Conditions (draw one less card at the end
of your turn for each Rage you trigger).
Ruthless has to be played using a Play a Card action for free (you have to still meet the Conditions).
RATIGAN
MILESTONES:
1) The Robot Queen is played.
2) Have 3 or more Items in your Realm.
3) Either Felicia is played or Objective Tile is flipped to The Rat.
CONDITIONS:
Devious triggers as normal, you may play them immediately when the AI Fates you.
Extravagant triggers as normal, immediately once you met the Conditions. However you have to
pay 1 Power to play each of them (draw one less card at the end of your turn for each Extravagant
you trigger).
SCAR
MILESTONES:
1) Mufasa is played.
2) Mufasa is defeated.
3) Have 11 or more Strength in your Succession pile.
CONDITIONS:
Injustice triggers as normal, you may play them immediately when the AI Fates you.
Pride triggers as normal, immediately once you met the Conditions (draw one less card at the end
of your turn for each Pride you trigger).
YZMA
MILESTONES:
1) Kronk is played.
2) Kuzco is played.
3) Either Dagger is played or one or more Imperial Guards are at the same location as Kronk.
CONDITIONS:
Ferocity works differently where instead, during AI’s turn, if they roll any 6s, you may play Ferocity
and defeat a Hero with a Strength of 3 or less.
Superiority triggers as normal, you may play them immediately when the AI Fates you. You choose
which Fate deck the AI must look at (still roll a D6 and do the following, see below).
Special Rules:
SETUP:
1) Set the 8 markers (4 each of 2 different colors) aside next to the place that would be your Fate
discard pile.
2) Decide one color to be your color and the other to be the AI’s color.
Each time you play cards that would let you choose one of your Fate decks (After Them!; Eavesdrop;
Smash It With a Hammer; and Superiority), do the following:
1) Choose the deck you target as you normally would.
2) Roll a D6. The result would determine which Fate decks is actually targeted by the card you play
(the deck you chose on #1 has a 3 out of 6 chance to actually be targeted, while each of the
other deck has 1 out of 6 chance).
o Example: You choose the Fate deck above Pacha’s House. That means, on a 1 roll, The
Palace is targeted; on a 2, 3, or 4 roll, Pacha’s House is targeted; on a 5 roll, The Jungle
is targeted; and on a 6 roll, Mudka’s Meat Hut is targeted, etc.
3) If an empty deck would be targeted, reroll the die until an existing Fate deck is chosen.
Each time you gain information of all the cards in a Fate deck by any means (playing After Them!
and Eavesdrop or on AI’s turn when you look at one of your Fate decks), put one of your chosen
color markers on top of that Fate deck to remind you that you have seen the contain of that deck.
When the AI Fates you (you kinda have to roleplay this part), do the following:
1) Choose one of your Fate decks that might contain the worst card to be played on you (possibly
the one that the AI has seen during their previous Fate action against you – marked by their
color marker above the Fate decks, that would be explained later – or possibly the location
other than Kronk’s location).
2) Look at all the cards in the chosen Fate deck and play one you think is the worst to be played
on you.
3) Shuffle the remaining cards on the deck.
4) Put one of your and the AI’s color marker on that deck.
CRUELLA DE VIL
MILESTONES:
1) Have 33 or more captured Puppy Tokens.
2) Have 66 or more captured Puppy Tokens.
3) Either Horace or Jasper is played.
CONDITIONS:
Cruel triggers as normal, immediately once you met the Conditions (draw one less card at the end
of your turn for each Cruel you trigger).
Devilish works differently where instead, during AI’s turn, if they roll any 6s, you may play Devilish
and defeat a Hero with a Strength of 3 or less.
MOTHER GOTHEL
MILESTONES:
1) Have 4 or more Trust.
2) Have 7 or more Trust.
3) Hair Brush is played.
CONDITIONS:
Duplicity works differently where instead, during AI’s turn, if they roll any 6s, you may play Devilish
and defeat a Hero with a Strength of 3 or less.
Egomania triggers as normal, immediately once you met the Conditions. However you have to pay
1 Power to play each of them (draw one less card at the end of your turn for each Egomania you
trigger).
PETE
MILESTONES:
1) Your first Goal is completed.
2) Your second Goal is completed.
3) Your third Goal is completed.
CONDITIONS:
Mischief triggers as normal, immediately once you met the Conditions (draw one less card at the
end of your turn for each Mischief you trigger).
Outrage triggers as normal, immediately once you met the Conditions. However you have to pay 1
Power to play each of them (draw one less card at the end of your turn for each Outrage you trigger).
Special Rules:
When you end your turn and fulfill one of your “Start your turn with...” Goals condition (Round Up,
Rule the Realm, and Strike It Rich), during the AI’s next turn, they will Fate you on a roll of 3 or
less instead.
When a Fate card’s abilities force you to reveal a Goal, instead you must discard and/or lose any
combination of 2 cards from your hand and/or Power.
GASTON
MILESTONES:
1) Two or more Obstacles are removed.
2) Four or more Obstacles are removed.
3) Six or more Obstacles are removed.
CONDITIONS:
Beautiful as Me triggers as normal, immediately once you met the Conditions (draw one less card
at the end of your turn for each Beautiful as Me you trigger).
HORNED KING
MILESTONES:
1) The Black Cauldron is claimed.
2) The Black Cauldron is flipped to The Power of The Black Cauldron.
3) Have 2 or more Cauldron Borns in your Realm.
CONDITIONS:
Only Moments Away From Victory works differently where instead, during AI’s turn, if they roll any
6s, you may play Only Moments Away From Victory and play an Item from your hand for free.
LADY TREMAINE
MILESTONES:
1) Invitation From the King is played and The Ballroom is unlocked.
2) Either Ball Gown Anastasia or Ball Gown Drizella is played.
3) Wedding Bells is played.
CONDITIONS:
And One More Thing triggers as normal, immediately once you met the Conditions. However you
have to pay 1 Power to play each of them.
Locked Up works differently where instead, during AI’s turn, if they roll any 6s, you may play Locked
Up and you may put a Trapped Token on any Hero in your Realm.
Vicious Practical Jokes triggers as normal, you may play them immediately when the AI Fates you.
You choose which Fate card is less punishing for you to be played.
Special Rules:
When you end your turn and fulfill one of your “Start your turn with...” Goals condition (Round Up,
Rule the Realm, and Strike It Rich), during the AI’s next turn, they will Fate you on a roll of 3 or
less instead.
When a Fate card’s abilities force you to reveal a Goal, instead you must discard and/or lose any
combination of 2 cards from your hand and/or Power.