Disney Villainous Wiki

"I'm gonna knock you right into next week!"

Pete is one of three playable Villains in the Villainous expansion, Perfectly Wretched. He is from numerous short and feature films, but his locations are based on Steamboat Willie (1928), The Mail Pilot (1933), Two-Gun Mickey (1934), and Mickey's Service Station (1935), with further gameplay inspired by Hungry Hobos (1928), The Mad Dog (1932), and Get a Horse! (2013). He is illustrated in the game by Erik Hoepfner.

Pete has a special setup: he has five Goal Tokens, and he randomly places four of them in his Realm, one to each location. They are played face down, though Pete can look at them (and some Fate cards will reveal them to his opponents). Each one has a different Objective, and when a Goal is completed, it is removed from Pete's board. When he has completed all four selected Goals, Pete wins. The unused Goal remains face down, and is not public knowledge.


Pete's Goal Tokens.

Pete must complete four different randomly selected Goals, one for each location in his Realm.

The possible Goals are:

  • Power Play: Spend at least 6 Power in one turn while Pete is at this location.
  • Round Up: Start your turn with Allies totaling at least 10 Strength at this location.
  • Rule the Realm: Start your turn with more Allies than Heroes at each location.
  • Strike It Rich: Start your turn with at least three Items at this location.
  • Win Big: Gain at least 4 Power from playing Play a Game at this location.


  • Win Big must be completed through the use of a single copy of Play a Game; it is not completed if you reach a total of 4 Power through playing more than one copy.
  • Power Play and Win Big are completed and taken off the board as soon as they are met.
  • Round Up, Rule the Realm, and Strike It Rich do not have to be immediately completed and taken off the board when they are met, but it can be risky not to, as they can be unmet.


Pete's mover.

Pete's Realm contains the following locations, from left to right:

Pete's Realm.

Villain deck[]

Pete's Villain deck card back.

The following cards are in Pete's Villain deck:

These include 14 total Allies (Bandit; Cricket; Horse; Parrot), 4 total Conditions (Mischief; Outrage), 8 total Effects (Air Strike!; Play a Game; Sneaky Pete), and 4 Items (Bank Loot; Jalopy; Stolen Cargo; Steamboat Willie).

Card Gallery[]

7 Copies:


4 Copies:

Play a Game.png

3 Copies:

Horse.png Parrot.png Sneaky Pete.png

2 Copies:

Mischief.png Outrage.png

1 Copy:

Air Strike.png Bank Loot.png Cricket.png Jalopy.png Steamboat Willie.png Stolen Cargo.png

Fate deck[]

Pete's Fate deck card back.

The following cards are in Pete's Fate deck:

These include 7 total Effects (Hide; Knocked Silly; Outlawed; Tired) and 8 Heroes (Clarabelle Cow; Donald Duck; Goofy; Horace Horsecollar; Mickey Mouse; Minnie Mouse; Oswald the Lucky Rabbit; Pluto).

Card Gallery[]

2 Copies:

Hide.png Knocked Silly.png Outlawed.png

1 Copy:

Clarabelle Cow.png Donald Duck.png Goofy.png Horace Horsecollar.png Mickey Mouse.png Minnie Mouse.png Oswald the Lucky Rabbit.png Pluto.png Tired.png



HOW to WIN as PETE - Villainous Strategy Guide - Lord of the Board

Lord of the Board's strategy video.

Pete's Goals make him the most variable Villain in the game, with 120 possible combinations of Goals and locations, making each time you play him a little bit different, even more so than the usual luck of the draw. That said, there are some commonalities and benchmarks to his gameplay to keep in mind, and it is fully possible to play Pete strategically without memorizing 120 different plans of attack. Pete played well is a fearsome opponent, able to keep his board clear while quickly achieving his Goals, all the while dishing out enough Fate to keep the other player in check.

In general, as with any Villain, make sure you are Fating and discarding regularly. Regardless of your Goals, you will want to get Allies and Items into play, the former to rid yourself of pesky Heroes, the latter to make use of their extra actions. Use Horses to aid in this endeavor, and play Parrots strategically to pick back up cards that have been Knocked Silly or used to Play a Game.

The Goal you will almost always want to complete first is Win Big. The longer the game goes on, the more of your expensive cards will be in play on your board, and the more likely it is that Oswald the Lucky Rabbit will come out to play, or Knocked Silly will wreck your plans, or some other Hero will come cover up a necessary top-row Play a Card action. Get this Goal out of the way as fast as you can, as there's nothing worse than having Win Big as your last Goal, with Oswald on the board and Air Strike! the only card costing more than 2 Power left in your deck. Make use of Sneaky Pete and Mischief to stack your deck in your favor, then use Parrot to retrieve anything useful that was discarded. Once this Goal is completed (or if you don't have it at all), Play a Game can seem like a dead card, but it can still be worth it to play if you've nothing better to do on a turn, or you're saving up for Power Play.

Speaking of Power Play, this Goal will also likely be completed early, though it's not nearly as necessary. There is some merit to saving this for last to keep your opponent guessing, but the easiest way to complete this is through a double Item play, or a triple Bandit play, and the longer the game goes on, the fewer of those you'll have in your deck to use. You might think to use Air Strike! for this, but if you're using it on Mickey Mouse (its most likely target), that won't do you any good. It's usually best to check this one off quickly, though with not nearly as much pressure as with Win Big. Use the Jalopy to help complete Power Play, whether by giving an extra Play a Card action, or giving even just one, if a Hero is squatting at Frontier Town or Service Station.

Round Up and Rule the Realm take similar tactics, both requiring a high volume of Allies, either in a vertical or horizontal spread. Bandits will be the easiest way to complete either, the former due to the ease with which multiples can be played, the latter due to their higher Strength value. If you have both Goals, it's usually best to focus on fulfilling one, then moving your Allies into position for the other - Horses and Steamboat Willie are very useful for this. For Rule the Realm specifically, Cricket can be quite helpful at defending it, hopping around to make sure an incoming Hero stays outnumbered. Also for Rule the Realm, don't defeat a Hero while trying to complete it unless you can do so with a single Ally, though Mickey Mouse is of course the glaring exception to this.

Finally, Strike It Rich will likely be your hardest Goal, and you will often breathe a sigh of relief when you don't have to fulfill it. Be thankful when it's placed in Service Station or The Airport, as it will take fewer moves to get your Items into position. Generally, you'll want to prioritize Steamboat Willie to snowball with the extra Move an Item or Ally actions, followed by Jalopy to play other Items and Horses more quickly - and you will definitely want to save a Horse or three to fulfill this Goal more quickly.

For all of the "start your turn" Goals, it's generally a good idea to slot everything into place when your opponent can't Fate you to ruin things, so make sure you're Fating regularly and covering their top Fate location.

Once you've completed your last Goal, you win the game! Keep in mind that the Goals are your goal - don't get distracted by keeping your top row fully clear of Heroes, unless those Heroes are actively hindering your Goal progress. Make use of Outrage to get rid of smaller Heroes without losing tempo. Be aware of when Outrage and Mischief trigger, and pay attention to what your opponent is doing so you can make use of them. And while Minnie Mouse can be scary, Pete needs to play aggressively, completing his Goals quickly, so don't be tentative when considering when to play Allies or Items - remember that you can often retrieve lost cards with Parrot.

To counter Pete, you have to be aware of which Goals he has, where they are, and how they are fulfilled. This will require some deduction on your part, but the "start your turn" Goals are at least usually fairly obvious, and an unsuccessful Play a Game (perhaps with a frustrated sigh from the Pete player) can alert you to Win Big's location. Don't rely on Mickey Mouse to solve your problems, and don't let up on the Fate just because he's preventing Goal completion - Pete can still play Items and Allies and set things up for his "start your turn" Goals while the mouse is around! If you're unsure of a Goal, Clarabelle Cow and Outlawed can help you there. Keep an eye out for Goofy, Horace Horsecollar, and Minnie Mouse, who are your most reliable ways of sabotating Goals.

Pete [edit]

Frontier TownService StationThe AirportPodunk Landing

Villain deck
7 Copies: Bandit
4 Copies: Play a Game
3 Copies: HorseParrotSneaky Pete
2 Copies: MischiefOutrage
1 Copy: Air Strike!Bank LootCricketJalopySteamboat WillieStolen Cargo

Fate deck
2 Copies: HideKnocked SillyOutlawed
1 Copy: Clarabelle CowDonald DuckGoofyHorace HorsecollarMickey MouseMinnie MouseOswald the Lucky RabbitPlutoTired

Villains [edit]

The Worst Takes It All
Captain HookJafarMaleficentPrince JohnQueen of HeartsUrsula

Wicked to the Core
Dr. FacilierEvil QueenHades

Evil Comes Prepared

Perfectly Wretched
Cruella De VilMother GothelPete

Despicable Plots
GastonHorned KingLady Tremaine

Bigger and Badder
LotsoMadam MimSyndrome