Villainous

Villainous

Oh god. Disney IP at work. This can’t possibly be good.

Right?

Villainous is a game where up to six players take on the roles of some of Disney’s most nefarious villains: Maleficent, Jafar, Captain Hook, The Queen of Hearts, Ursula, or Prince John (animal version). Each player has a board with four sections full of actions they can take on their turns, a deck of cards, and a second deck of Fate cards to throw them off track, but that’s largely where the similarities between the characters end.

In keeping with the small but growing trend towards asymmetrical gaming, Villainous offers a different win condition for each character, a different deck of cards with different items and abilities, different Fate cards (which reflect that character’s nemeses—Captain Hook has all the children from Peter Pan, for example)—and different sets of actions on each of their four board sections. In fact, not all characters have access to all four sections on their boards at the start of the game, or at any point—Ursula constantly has one end of the board or the other locked off.

Each turn, the player takes their very well-made pawn and moves it to a board section other than the one they were just on (think Scythe). They then perform all the actions on that section. This can be partially thwarted by their enemies; one action is to play a Fate card off someone else’s deck, which can be used to cover the top two actions on one section of that player’s board. These heroes can’t be defeated unless the player puts minions on, or moves them to, the same space with power equal to or greater than the hero’s. Items can be attached to minions to make them stronger, but the same goes for the heroes. It’s a take-that mechanic without the rage inducement; rarely does a player not have any board options without all of the actions on it available unless they’re winning handily and everyone is coming after them, in which case, hey, be a better villain.

For a deck-based game, the balance between when people reach their win conditions is pretty remarkable. This isn’t to say that everyone gets there at about the same time, but rather that everyone has a win condition other players can see coming. Whoever’s closest to winning can get slowed down, but not to a degree that effectively stops them from being able to win unless they get dogpiled hard (which is itself just a strategy that hands the game to someone else). It could have been successful with any theme; the game is strong.

But beyond that, Villainous has more flavor than atomic wings. All the minions, heroes, items, abilities, and everything else associated with each villain is spot on. The game even allows for some seriously messed up situations; for example, Jafar can hypnotize Aladdin and make him kill Jasmine. If you don’t think that’s great—not the domestic violence aspect, but the sheer evil in the act of making it happen and the fact you can get so dark—this game might not appeal to you as much as others.

It’s a really good game, though. Play it. You want to be bad. You do. You doooooo.

(4.2 / 5)
Tea Dragon Society

Tea Dragon Society

For some time, Renegade Games has been held up as an example of a company that consistently puts out quality products. I’m starting to wonder if it’s more a matter of them very consistently putting out products, and some of them are quality.

 

The art on the box is exactly like the art in the game: flipping adorable. If you want a game you can hug because it’s so KAWAII, this is definitely your thing.

 

For everyone else, it’s Fisher-Price: My First Deckbuilder. Everyone gets a character and a starter deck (differences are aesthetic only). You don’t have a hand of cards; all cards are face up in your ‘hold’. However, you draw cards and add them to your hold, which is functionally the same as adding them to your hand in a more normal card game. It’s like the entire point is to keep the information open so you can teach kids how to play, as if you couldn’t figure out playing with hands on the table if the kid’s problem was struggling with what to do without advice.

 

Cards can have up to four parts to them. Growth is effectively mana, the resource you use to buy cards. You can find growth in the upper left (that’s what she said…?). The cost of a card is in the upper right. If there’s an effect, that’s in the lower middle. Points are at the bottom/middle. And some icons are also in the bottom middle, while others are on the pictures, which is confusing but not a huge deal.

 

Your entire turn is drawing a card and, if you want to, buying a card. This at least has the effect of keeping the game moving. Your hand is sitting in front of you (that’s probably what she said), and you don’t throw it out every turn, so you already know how much growth you’re working with (she definitely said that) minus the card you draw next. The market and memory cards are all sitting there for you to peruse, so you’re considering your next play on other people’s turns, which don’t take long, and the game stays fairly active.

 

Market cards get added to your deck by using sufficient growth (do you think she said that? I do) and putting it in your discard pile. Memory cards also get added to your deck, but tend to be worth more points, have different effects, and are related to specific seasons—the game is played in four rounds, representing the seasons, and once one memory card is left you move on to the next season. When one memory card remains in winter, the game’s over. Count up your points.

 

It’s… fine. There’s not much here for adults to enjoy in terms of rich strategy. Anyone who comprehends deck builders will talk more about how cute the artwork is than the game. Bump it up in priority if you have kids in the mid-single digits to whom you’d like to teach very basic game ideas. Other than that, this isn’t going to entertain most people for too many playthroughs.

 

(3.1 / 5)

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