Disney Villainous: The Worst Takes it All
Official Description:
In Disney Villainous: The Worst Takes it All, each player takes on the role of one of six iconic Disney villains: Maleficent, Ursula, Jafar, Prince John, Queen of Hearts, or Captain Hook. Each villain has their own unique objectives and abilities, and players must work to achieve their villain’s goal before their opponents do. The game is asymmetrical, meaning each villain plays differently, with their own deck, player board, and strategy.
Players navigate their villain’s realm, taking actions such as playing cards, activating abilities, and thwarting their opponents by using Fate cards, which introduce heroes and obstacles from the Disney universe. The interplay between villains and the use of Fate cards creates a dynamic and interactive experience, as players must balance advancing their own objectives while hindering others.
Victory is achieved by being the first to complete your villain’s unique objective. Disney Villainous: The Worst Takes it All combines strategic planning, resource management, and player interaction, all set within the rich and familiar worlds of classic Disney films.
Each villain in Disney Villainous: The Worst Takes it All operates with a distinct deck and objective, making the tactical landscape a rotating puzzle of asymmetric goals and interference. The Fate system is the engine that keeps the table from devolving into isolated races; it forces players to monitor and disrupt each other’s progress, preventing the game from feeling like six solo puzzles. This constant push-pull, paired with the visual punch of the card art, is what keeps the box in heavy rotation—veteran groups appreciate the way each session feels like a new contest of timing and opportunism, not just a retread of familiar moves.
From a logistics standpoint, the game is a relief compared to sprawling, component-heavy titles. Each villain’s kit is self-contained, so as long as the decks and tokens are pre-sorted, setup and teardown are fast—no sprawling boards or fiddly trays. With a two-hour playtime, it’s a main event, not a filler, but it doesn’t overstay its welcome. The modular design means you can swap in new villains or reset for a rematch with minimal downtime, which is a boon for hosts juggling multiple tables or tight schedules.
Teaching Villainous is a procedural affair: expect a focused 20-minute rules rundown, mostly spent clarifying how each villain’s win condition works and how the Fate deck interaction keeps everyone engaged. Once the first round is underway, the parallel play structure means you can step away to troubleshoot elsewhere—players rarely need arbitration mid-game. The interaction is indirect but ever-present, so the room stays lively without tipping into chaos. Four players is the sweet spot; it keeps the tension high and the pace brisk, avoiding the drag that can hit at higher counts.
MY score
8
Our Total Plays
22
Last PLayed
26 Oct 25
🚀 High Velocity
Player Count
2-6
Playtime
120 mins

