Welcome back villains! First up, have you been checking our previous blogs about League of Infamy? If not, shame on you. But look, we’re forgiving folk here, so make sure you read our introductory blog, plus the analysis of a villain card and our quick chat about the role of the Keep Master. Today’s article is a big one because we’re talking Disorder!
As we’ve mentioned before, playing as a group of villains doesn’t always mean you have to play nice. After all, the assembled rapscallions have a history of arson, theft, murder, treason and anything else nasty you can think of. Although they’re working together on behalf of the League, ultimately they’ve all got their own agendas.
Each Villain is trying to earn ‘infamy’ – basically bragging rights when they’re down the tavern afterwards and want to show off about what a total bad ass they are. What’s more, they’re all trying to gather the most gold or the best equipment. As a result, there’s nothing wrong with being a little selfish when it comes to completing the mission.
As part of their drive to prove themselves the greatest, the Villains will not hesitate to undermine each other. This is represented by the Disorder deck, which the Villains will draw from at the end of each round.
Each Disorder card grants the Villain the ability to use a special Action – usually one which lets them act against their so-called compatriots for their own good. Disorder cards are one-use, and once they have been played they are discarded to a face-up discard pile next to the deck. If the deck runs out, shuffle the discard pile to create a new one.
To sweeten the deal, and encourage some healthy backstabbing, playing a Disorder card also gives the Villain an amount of Infamy, shown in the Infamy icon at the bottom of the card. This means you’ll always be looking for opportunities to stich up your ‘colleagues’ and gain that all-important infamy. The more you act against the interests of the group, the more Infamy you will earn.
What’s more, you can also use the Disorder cards to help you out in sticky situations. About to get attacked by some angry elves? Why not switch positions with a neighbouring Villain. Urgently need a health potion? Pinch one from another Villain. Even better, you’ll also earn infamy when you do this.
Buried throughout the Disorder deck are a number of Escalation cards. As soon as one of these is drawn it is placed face-up next to the Disorder deck, and the player who drew it draws another card to replace it.
Escalation cards either give the Keep Master an extra Alarm token every round, increase the number of Disorder cards that each Villain draws to at the end of a round, or both. As Escalation cards are drawn the Villains have more opportunities to score Infamy for their own personal gain, but this always comes at their team-mates’ expense. Also, the more Disorder cards are drawn, the more quickly the remaining Escalation cards will be revealed. Will the Villains push for personal glory, or resist their evil impulses for the good of the team? That’s for them to decide.