
- BGG rank
- BGG #1,676
- BGG rating
- 7.4
Disney Villainous: Despicable Plots
- 2–3 players
- 40–60 min
- Complexity 2.2/5
- 2021

Rules assistance for Disney Villainous: Come, We Fly!
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

What would you like to know?
Answers come from the official rulebook, with the page to check.
Disney Villainous: Come, We Fly! is an expansion for Disney Villainous: Bigger and Badder released in 2026 for 2–5 players, 50 minutes per game, and ages 10 and up. It was designed by Michael Mulvihill and its main mechanics are Variable Player Powers, Hand Management, and Take That.
Disney Villainous: Come, We Fly! brings the Sanderson Sisters from Disney's Hocus Pocus to the game as a playable Villain. On a turn, the active player moves their character to a different location on their player board, takes one or more of the actions visible on that space (often by playing cards from their hand), then refills their hand to four cards. Cards are allies, items, effects, and conditions. You need to use your cards to fulfill your unique win condition. One of the actions allows you to choose another player, draw two cards from that player's fate deck, then play one of them on that player's board, covering two of the four action spaces on one of that player's locations. The fate deck contains heroes, items, and effects from that villain's movie, and these cards allow other players to mess with that particular villain. Note that this is a single character expansion and must be combined with a Disney Villainous standalone game.
Disney Villainous: Come, We Fly! supports 2–5 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for Disney Villainous: Come, We Fly! is 50 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Disney Villainous: Come, We Fly! for ages 10 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Disney Villainous: Come, We Fly! belongs to these categories: Card Game, Fantasy, and Movies / TV / Radio theme. Its main mechanics are Variable Player Powers, Hand Management, and Take That. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Disney Villainous: Come, We Fly! are: Michael Mulvihill. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Disney Villainous: Come, We Fly! as an expansion for Disney Villainous: Bigger and Badder. Expansions add new content, rules or scenarios to the base game and usually cannot be played on their own, so you need Disney Villainous: Bigger and Badder to use it. Check that your edition of Disney Villainous: Bigger and Badder is compatible, as some expansions were revised between editions.