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Introduction to Villainous
I’ve found that sitting down with Villainous feels a bit like slipping into a Disney anthology of mischief—each player steps into the shoes of an iconic villain, from the chilling Maleficent to the cunning Captain Hook. The art on the board and cards has that classic hand-painted look that instantly draws you in, and there’s an immediate buzz in the air as everyone sizes up their strategies. You’re not just playing a game; you’re playing your favorite bad guy, plotting to see your twisted plan come to fruition.
What really hooks me is how each villain’s goals are completely different. While Jafar is scrambling to find the magic lamp amid bazaars and royal courts, Ursula is collecting tokens that represent the trinkets and treasures she needs to twist the sea’s balance in her favor. You spend your turn choosing actions—gain power, play a card, move your villain, or activate your special ability—and that little puzzle of “what’s best for me right now?” reminds me why asymmetrical designs can be so much fun.
Of course, no Disney villain story goes off without a hitch, so there’s the Fate deck to keep you honest. Other players can send heroes and hiccups your way, throwing a wrench in the works of your grand scheme. It creates this playful back-and-forth where you’re sabotaging one another just enough to keep everyone on their toes. I’ve laughed so many times when a well-laid plan is upended by a spectacularly timed twist—exactly like a cartoon caper gone awry.
If you’ve fallen for the base game, there are a handful of expansions that add new villains and challenges, weaving in characters like Hades and Prince John. Each pack feels like a fresh tale, slotting seamlessly into the main set and giving you even more ways to tinker with your strategy. Whether you’re revisiting the core six or mixing in a new face, Villainous always delivers that delightful “oh no, they did not just do that” moment that keeps everyone coming back for more.