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Disney Villainous: Bigger and Badder
40m - 60m
2 - 3 Players
Hand management games are games with cards in them that reward players for playing the cards in certain sequences or groups. The optimal sequence/grouping may vary, depending on board position, cards held and cards played by opponents. Managing your hand means gaining the most value out of available cards under given circumstances. Cards often have multiple uses in the game, further obfuscating an "optimal" sequence.
Hand Management
Maneuvers that directly attack an opposing player's strength, level, life points or do something else to impede their progress.
Take That
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Fantasy
Movies / TV / Radio theme
39.00
€
30 day low:
Out of stock
Search for:
Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
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mnaragon15
Awesome card game, especially when you mix everything in. Many options and fun combinations to be had.
barth153
The weakest in the series so far in terms of the villains offered. Game play is fine but the more I play the franchise the more it seems to drag. Progression can be very slow and is often undone by fate cards. I can't imagine ever wanting to play with more than 3 players. The new weaken ability is interesting but mostly more of the same and for completionists.
Alaena
This is my lowest rated Disney Villainous. I like that the expansions add new twists and once you learn the "language" from the base rules you can "read" the expansions. Except that there are still questions. And no clarifications. The company puts a lot of emphasis on keeping that small rulebook but would it kill them to have more detailed clarifications in the big rulebook? Geez louise. Kills the fun. Whenever we bring out Villainous there's ALWAYS a rules question. No bueno. Syndrome: play and discard cards as much as possible to find the remote and Major Modifications. To upgrade to Omnidroid v. 9, vanquish a hero using Omnidroid 8. You do not need a Major Modification. Then play a Major Modification and "upgrade immediately to Omnidroid v. 9" for free by placing the tile in any location. Find Syndrome's Remote and put it in your hand (regardless if it is in your realm already??) Fate cards can make you discard 3 cards, reveal your hand, and discard items from your realm. To upgrade to Omnidroid v. 10, vanquish a hero with v. 9. Then play 3 Major Modifications. After the 3rd is played you can discard them for free to put Omnidroid v. 10 into play at Downtown Metroville: A) If the Remote is not in play, Omnidroid v. 10 is placed at the top. (Villain Guide "Omnidroid v10") B) If the Remote is in play, place Omnidroid v. 10 opposite of the remote (ie. If there are heroes in play they have the remote so they *control* Omnidroid v. 10 but if Syndrome has the remote then he *controls* the Omnidroid and can destroy it to fake being a hero). To win, the Remote needs to be on the bottom of the realm so the player can use the Activate action on the Remote, which defeats Omnidroid 10 - flip the tile to its destroyed side. Other win conditions: no heroes in the realm. Whenever a hero with the Remote is vanquished, the Remote returns to the bottom of the realm and the Omnidroid moves back to the top. Jack Jack is the only hero that never gets the remote.