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- Mr. Dark
- Villain Objective: Start your turn with control of The Great Protoon and have an Electoon Cage in each location.
- Locations:
- Candy Chateau
- Picture City
- Band Land
- Dream Forest
- (Icons to be decided for each)
- Villain Deck:
- Allies:
- Antitoon x3
- Cost: 1
- Strength: 1
- No additional Abilities.
- Livingstone x2
- Cost: 3
- Strength: 2
- Once per turn, Livingstone can move to an area with Electoons in it.
- Hunter x2
- Cost: 3
- Strength: 2
- Once per turn, you may pay 3 Power to perform a Vanquish action using Hunter.
- Moskito
- Cost: 3
- Strength: 3
- Gains 3 Strength while in Dream Forest. Heroes in Dream Forest cannot be moved if Moskito is also in Dream Forest.
- Mr. Sax
- Cost: 4
- Strength: 4
- Gains 3 Strength while in Band Land. Heroes in Band Land cannot be moved if Mr. Sax is also in Band Land.
- Space Mama
- Cost: 5
- Strength: 5
- Gains 3 Strength while in Picture City. Heroes in Picture City cannot be moved if Space Mama is also in Picture City.
- Bad Rayman
- Cost: 5
- Strength: ?
- Bad Rayman can only be played to a location that Rayman is in. If Rayman moves from that area, Bad Rayman moves with him. Bad Rayman's Strength is total to Rayman's Strength, but can be increased past it with effects. If Rayman is Defeated, even if Bad Rayman was not involved, Bad Rayman must be discarded. CANNOT BE USED WITH AMALGAMATION
- Amalgamation
- Cost: ?
- Strength: ?
- Play this card, then draw the first two allies from your discard pile. Place them under Amalgamation, enough that their Strength can still be seen, then pay the combined cost of both cards. This card has the abilities of both allies, and their combined Strength. Bad Rayman cannot be used with this card.
- Items:
- The Great Protoon
- Cost: 5
- At the start of your turn, gain 3 Power. Mr. Dark must have control of The Great Protoon in order to win.
- Electoon Cage x4
- Cost: 4
- If an Ally is discarded from Electoon Cage's location, discard Electoon Cage and play Electoons to that location.
- Contract
- Cost: 7
- Can only be played if Rayman is in your Realm. Attach this card to Rayman when played. If Rayman is not in Dream Forest, return him to Dream Forest. Otherwise, ignore that effect. Choose the top three Ally cards in your discard pile (excluding Amalgamation or Bad Rayman), and play them to three different locations, with +2 Strength until they are discarded. While this card is attached to Rayman, he cannot enter Candy Chateau, but you also cannot win the game. This card is discarded after the three played Allies are defeated, or when Rayman is discarded.
- Effects:
- Fire Trap x2
- Cost: 4
- Choose a Hero. It cannot be moved next turn, and loses 2 Strength.
- Hostile Characters x2
- Cost: 0
- Search your deck for the first two Ally cards. Pay their cost, then play them to two different locations. Then, shuffle your deck.
- Rope Spot x2
- Cost: 3
- Choose a Fate effect that affects an Ally or Hero card and nullify it. This effect lasts until Electoons enters the Realm.
- You're Doomed... x2
- Cost: 5
- Grant all Allies in one location 2 Strength.
- Conditions:
- Superior Magic x2
- When an opponent plays an Effect card that costs 3 or more power, play this card to Find an Item or Effect card from your deck. You may then either add it to your hand, or pay its cost, then play it.
- Prying Eye x2
- Play when an opponent discards 2 or more cards during a turn. Draw 2 cards from your deck, and keep them in your hand without discarding anything. Once your next turn is over, if your hand is still over 4, discard the cards you drew.
- Fate Deck:
- Heroes:
- Rayman
- Strength: 4
- Rayman must be played to Dream Forest. When Rayman is played or moved, if there is an Ally with Strength equal to or less than Rayman's at his location, discard that Ally, and Rayman gets +1 Strength and moves one location towards Candy Chataeu. if the total Strength of all Allies at that location is less than or equal to Rayman's, discard those Allies. If, at any time, Rayman is at Candy Chataeu and the Great Protoon is in Mr. Dark's Realm, discard the Great Protoon and move Rayman to Dream Forest.
- Betilla the Fairy
- Strength: 3
- Grants Heroes in adjacent locations +2 Strength.
- The Magician
- Strength: 2
- Grants Heroes in the same location as him +3 Strength.
- Bzzit
- Strength: 3
- When played, Bzzit may be attached to a different Hero. That Hero will gain Bzzit's total power, factoring in other effects, and Bzzit will move with them when they are moved. Bzzit is discarded when the Hero he is attached to is discarded. If played on his own, Bzzit has no additional abilities.
- Joe
- Strength: 2
- Grants all Heroes in your Realm +1 Strength.
- Electoons x4
- Strength: 0
- If an Electoon is drawn from the Fate Deck it must be IMMEDIATELY played, and the other drawn card discarded. Two Electoons cannot be in the same area, even if other effects would allow it. Electoons are not affected by any effects unless specified. When an Ally card is played to a location with Electoons in it, discard Electoons and Find an Electoon Cage, and play it free of cost. If an Electoon is played to an area with an Ally already in it, then a Vanquish must be performed to perform the same action. Your Ally cards are not discarded after a Vanquish with Electoons is performed. If The Great Protoon is in your control when Electoons is played from the Fate deck, shuffle it back into your deck.
- Items:
- Plums x2
- When played, attach to an Ally card, and reduce that Ally's Strength by 2. Discard when that Ally is discarded.
- Checkpoint Standee
- If a Hero is to be discarded, you may play them to the location this item is in instead. Discard after effect has been used once. Cannot be played to Candy Chateau.
- Golden Fist
- Attach to a Hero card when played. That Hero gains 3 Strength
- Effects:
- Electoon Medal
- Immediately free Electoons in a location of your choice.
- Rayman to the Rescue!
- Find and play Rayman.
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