Each Villain has their own board, representing their Villain's Realm. All cards played to your Board are considered to be in your Realm. Card Abilities only affect cards in the same Realm. No card in one Villain's Realm will ever affect a card in another Villain's Realm.
Cards from the Villain deck are only played to their corresponding Villain's Realm by the player using said Villain, while cards from the Fate deck are most often played to their corresponding Villain's Realm by the opposing players (some Villains, like Scar, have ways to play cards from their own Fate deck).
Each Villain Board is identified by a portrait of the Villain and a brief description of their objective, and 4 locations.
Clarifications[]
- All cards in play on either side of your Board are considered to be in your Realm.
- A card only affects other cards in the same Realm.
- No card in one Villain's realm will ever affect a card in another Villain's Realm.
- Villain Movers can't be moved to a locked location.
- If a Villain Mover is in a location that becomes locked, the Villain Mover can be moved out of that location in the next turn.
- Cards can't be played to locked locations unless the card explicitly states it can (like Peter Pan); this includes every type of card, and includes attaching Items to other cards in locked locations.
- Actions and card Abilities cannot interact with cards in locked locations: they cannot be moved, Vanquished, Activated, or otherwise be targeted.
- Extra piles, such as played Ingredients or Dr. Facilier's Fortune pile, are not considered part of a Realm.
Gallery of Realms[]
Game Mechanics [edit] |
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Materials: Villain deck • Fate deck • Board • Mover • Tokens • Villain Guide |
Keywords: Defeat • Discard • Draw • Find • Look at • Move • Reveal |
Card Properties: Ability • Cost • Strength • Type |
Card Archetypes: Archer • Brute • Invincible • Scavenger • Taunter • Trophy |