“Oh, look. Another glorious Disney Villainous expansion. Makes me sick!”

This sentiment, delivered with a theatrical flourish, perfectly encapsulates the deliciously wicked spirit of the latest addition to Ravensburger’s highly acclaimed Disney Villainous board game series. For fans of the iconic Halloween film Hocus Pocus, the mention of the Sanderson Sisters elicits a passionate response, often involving enthusiastic squeals and the rhythmic chanting of "Itch-it-a-cop-it-a-Mel-a-ka-mys-ti-ca." These three infamous witches, brought to life in Disney’s beloved 1993 cinematic treat, have captivated audiences for decades, making their inclusion in the Villainous universe not just a welcome surprise, but an almost inevitable destiny. Just in time for the spooky season, Ravensburger has unveiled Disney Villainous: Come, We Fly!, an expansion dedicated entirely to Winifred, Sarah, and Mary Sanderson, promising to bring their unique brand of chaos and magic to tabletops worldwide.

This article delves into the intricacies of this new expansion, exploring its design, gameplay mechanics, thematic integration, and overall impact on the ever-growing Villainous franchise.

The Enduring Spell of Hocus Pocus: A Cultural Phenomenon

Before dissecting the game itself, it’s crucial to understand the cultural bedrock upon which Come, We Fly! is built: Hocus Pocus. Released in 1993, the film initially garnered mixed reviews and modest box office success. However, over the years, it has transcended its initial reception to become a quintessential Halloween classic, a generational touchstone for many. Its enduring popularity can be attributed to several factors:

Firstly, the captivating performances of its lead actresses are undeniable. Bette Midler as the formidable Winifred, Sarah Jessica Parker as the ditzy yet alluring Sarah, and Kathy Najimy as the endearing, vacuum-riding Mary, deliver a masterclass in comedic villainy. Their chemistry, physical comedy, and unforgettable musical numbers (most notably "I Put a Spell on You") have cemented their places in the pantheon of Disney villains.

Secondly, the film masterfully blends spooky elements with humor and heart. It’s scary enough to be thrilling for younger audiences, but never truly terrifying, making it a perfect family-friendly Halloween staple. The themes of sisterhood (albeit a dysfunctional one), the clash between ancient magic and modern skepticism, and the importance of courage resonate deeply.

Finally, its consistent presence in television programming during October, coupled with the advent of streaming services, has ensured Hocus Pocus remains fresh in the minds of successive generations. The recent release of Hocus Pocus 2 in 2022 further solidified its status, introducing the Sanderson Sisters to an even wider audience and proving their timeless appeal. It’s this deep well of fan affection and nostalgia that Ravensburger taps into with Come, We Fly!, making the expansion an instant draw for millions.

Disney Villainous: A Franchise Built on Malice

For those unfamiliar with the series, Disney Villainous is a critically acclaimed asymmetric board game where players embody iconic Disney villains, each with their own unique objective to achieve. Unlike traditional competitive games where all players share a common goal, Villainous challenges players to pursue their personal, nefarious aims, often at the expense of their opponents. The game’s core mechanics involve moving a unique villain mover across a personal player board (their "Realm"), playing Villain cards to advance their agenda, and strategically using a shared Fate deck to hinder opponents by drawing "Hero" cards that appear in their Realms.

Since its debut, Disney Villainous has expanded considerably, introducing villains from various Disney and Pixar films, from Maleficent and Captain Hook to Scar and Dr. Facilier. Each expansion not only adds new playable characters but often introduces novel mechanics and strategic considerations that keep the game fresh and engaging. The genius of Villainous lies in its ability to capture the essence of each character’s narrative and translate it into compelling gameplay, making players truly feel like they are embodying their chosen villain’s quest for dominion. Come, We Fly! continues this tradition, striving to immerse players in the Sanderson Sisters’ desperate pursuit of eternal youth.

Tabletop Gaming - Disney Villainous: Come, We Fly! Board Game Review

Bringing the Sisters to the Tabletop: Design and Artistry

One of the immediate and striking aspects of Disney Villainous: Come, We Fly! is Ravensburger’s ingenious approach to adapting the live-action Sanderson Sisters into the stylized, Disney-esque illustration format characteristic of the Villainous series. Given that Hocus Pocus is a live-action film, this was a significant design challenge. The result, however, is a triumph. The cards brilliantly capture the look, feel, and distinct personalities of Winifred (Bette Midler), Sarah (Sarah Jessica Parker), and Mary (Kathy Najimy), translating their cinematic presence into vibrant, playable artwork. Winifred, with her fiery red hair and commanding scowl, is particularly well-rendered, embodying her iconic screen persona with remarkable fidelity. This artistic consistency is a definite highlight, ensuring that the expansion feels like a natural extension of the Villainous universe while paying respectful homage to the film’s visual identity.

Beyond the stunning artwork, the physical components of the expansion further enhance the thematic immersion. The unique Villain Mover, representing the three sisters, is beautifully sculpted, and the inclusion of the "Life Potion Recipe" presented on a series of five flip-open cards is nothing short of inspired. This mechanic ingeniously simulates the sisters’ desperate attempts to complete their spellbook, adding a tangible, narrative element to the gameplay. As players progress through their objectives, they physically flip the pages of this miniature spellbook, adding ingredient tokens to a cauldron. This tactile experience powerfully reinforces the thematic connection to the film, making players feel as though they are truly delving into the forbidden magic of the Sanderson Sisters.

A Devious Plot Unveiled: Gameplay Mechanics

Like all Villainous expansions, Come, We Fly! is not a standalone game; it requires either the base Disney Villainous game or another expansion to play. It introduces the Sanderson Sisters as a new, formidable villain, ready to be added to the mix in any game session.

The core objective for the Sanderson Sisters is to complete the Life Potion Recipe. This objective is broken down into five distinct steps, each represented on a separate card within their unique "spellbook." Players must complete each objective sequentially to advance, adding an ingredient token to their cauldron with every successful step. These objectives vary, ranging from straightforward tasks like spending a certain amount of Power to more complex challenges such as Vanquishing a Hero. This multi-step objective creates a dynamic and evolving goal, demanding adaptability and strategic foresight from the player controlling the sisters. The sensation of flipping through the spellbook, step by arduous step, is a masterstroke of thematic design, directly mirroring the witches’ frantic efforts in the film.

The Challenge Ahead: Obstacles and Strategy

While the thematic integration is lauded, the path to victory for the Sanderson Sisters is anything but simple. Villainous objectives are never designed to be a cakewalk, but the odds stacked against the sisters in Come, We Fly! appear particularly steep, often leading to frustrating bottlenecks in gameplay.

A significant hurdle frequently encountered is the third step of the Life Potion Recipe, which mandates Vanquishing a Hero. In many Villainous games, vanquishing Heroes is a standard, albeit strategic, part of gameplay. However, the Sanderson Sisters face unique impediments. Their Fate deck, which opponents use to thwart their progress, contains two particularly debilitating cards: "Salt" and "Hallowed Ground." These cards prevent the sisters from Vanquishing a Hero at a specific Location. If an aggressive opponent consistently plays these Fate cards, it can create a near-insurmountable blockade, effectively stalling the sisters’ progress for multiple turns.

Furthermore, the mechanism for discarding Items, which can be crucial for clearing a path to victory, is unusually restrictive. Players can only discard Items by playing one of three specific cards called "You Can’t Save Your Friends." Even then, this card’s effect is contingent on having Witches (which are the sister movers or ally cards) in two adjacent locations within the Realm. This confluence of conditions means that if players lack the precise cards at the opportune moment, or if their opponents successfully prevent the necessary Witch placement, they can find themselves bogged down, struggling to remove pesky Heroes and advance their recipe. This often results in a feeling of helplessness, as the sisters’ progress grinds to a halt due to circumstances largely beyond the player’s immediate control. This difficulty curve suggests that the expansion caters more towards experienced Villainous players who relish a significant strategic challenge and are adept at navigating complex, multi-layered objectives.

The Power of Three: Sisterly Synergy

Despite these formidable challenges, the expansion shines in its portrayal of the sisters’ collaborative power. A key mechanic that works exceptionally well is the sense of the witches working in unison. Each sister, when present in a location, boosts the Strength of other Witches in play by +1. This synergy encourages players to strategically deploy and move their sister movers and ally cards, building up powerful attacks.

Furthermore, cards like "Dance, Dance, Dance" allow players to perform multiple actions if several Witches are in play. This mechanic rewards strategic positioning and careful planning, enabling players to create a "clever engine" that maximizes the number of actions performed each turn. When things align, this collaborative dynamic can lead to incredibly satisfying turns where the sisters unleash a flurry of actions, rapidly advancing their objectives. This emphasis on inter-sister cooperation not only makes for compelling gameplay but also beautifully reflects the dysfunctional yet powerful bond shared by Winifred, Sarah, and Mary in the film.

Tabletop Gaming - Disney Villainous: Come, We Fly! Board Game Review

However, this intricate web of interdependent objectives and synergistic card play can be overwhelming for new players. The constant need to shift plans based on Fate cards, the presence of multiple Witches, and the precise conditions for certain actions demand a high level of strategic thinking and familiarity with the Villainous system. This reinforces the notion that Come, We Fly! is an expansion best suited for seasoned players seeking to test their mettle against one of the series’ most demanding villains.

Ravensburger’s Vision: Balancing Theme and Playability

Ravensburger’s design philosophy for Villainous has consistently focused on translating the essence of Disney’s iconic villains into unique, asymmetric gameplay experiences. With Come, We Fly!, they faced the dual challenge of not only capturing the beloved characters of Hocus Pocus but also ensuring their gameplay felt distinct and appropriately difficult.

The choice to make the Sanderson Sisters’ objective a multi-step recipe, presented as a flip-book, is a testament to Ravensburger’s commitment to thematic immersion. It’s a highly thematic and visually appealing mechanism that sets them apart from other villains. However, the balance between thematic accuracy and playability is a delicate one. While the struggle to complete the Life Potion mirrors the sisters’ desperate race against time in the film, the potential for repetitive stalemates due to specific Fate cards and restrictive item-discarding rules can detract from the fun.

It’s plausible that the designers aimed for a villain that would feel truly formidable and require significant strategic mastery, appealing to the segment of the Villainous player base that craves a complex challenge. This design choice, while potentially frustrating for some, aligns with the idea of a villain whose power is immense but whose downfall is often rooted in their own hubris and the cunning of their adversaries. The game effectively communicates the sisters’ power through their synergistic abilities, while also highlighting their vulnerabilities through the challenging objective structure.

Implications for the Villainous Universe and Beyond

The release of Disney Villainous: Come, We Fly! carries several implications for the franchise and the wider board game market.

Firstly, it demonstrates Ravensburger’s willingness to expand beyond traditional animated Disney characters into the live-action realm. This opens up a plethora of possibilities for future expansions, potentially incorporating villains from other live-action films or even Disney+ series, further diversifying the Villainous roster.

Secondly, it solidifies the Villainous series’ appeal to a broader audience, specifically tapping into the fervent fanbase of Hocus Pocus. For many, the sheer joy of seeing the Sanderson Sisters brought to life in this format will be enough to warrant a purchase, regardless of their familiarity with the Villainous system. This cross-pollination between media franchises is a smart strategy for expanding market reach.

Finally, the discussion around the expansion’s difficulty highlights an ongoing conversation within the board gaming community about game balance. While some players revel in high-challenge scenarios, others prefer a more accessible experience. Come, We Fly! clearly caters to the former, positioning itself as an expansion for those seeking a brain-bending strategic puzzle. This could help segment the Villainous audience, allowing players to choose villains that match their desired level of complexity.

For those looking to expand their Halloween-themed Villainous collection, the Sanderson Sisters would indeed sit nicely alongside Oogie Boogie from Disney Villainous: Filled with Fright. Both expansions capture the spirit of the season with their spooky themes and iconic villains, making them ideal additions for autumnal game nights.

Tabletop Gaming - Disney Villainous: Come, We Fly! Board Game Review

Conclusion: To Fly or Not to Fly?

Disney Villainous: Come, We Fly! is an expansion brimming with thematic charm and artistic excellence. The faithful rendition of the Sanderson Sisters from their live-action origins into the Villainous art style is a triumph, and the unique "Life Potion Recipe" spellbook mechanic is a brilliant stroke of design. The expansion truly captures the essence of Hocus Pocus, allowing players to immerse themselves in the world of Winifred, Sarah, and Mary.

However, the game’s demanding objective structure and the potent Fate cards that can easily stall progress make it a challenging, and at times, frustrating experience. While the synergistic mechanics of the sisters working together offer satisfying strategic depth, the steep learning curve and the potential for prolonged stalemates mean this expansion is not for the faint of heart or the uninitiated.

Ultimately, the recommendation for Disney Villainous: Come, We Fly! remains nuanced: "Maybe." If you are a devoted Hocus Pocus enthusiast, the sheer joy of seeing the Sanderson Sisters brought to life in the Villainous universe might be enough to justify the purchase, allowing you to overlook its gameplay intricacies. However, if you are primarily seeking a smooth, easily achievable villainous victory, be warned that the path to eternal youth for the Sanderson Sisters is paved with significant strategic hurdles and requires a precise combination of cards at exactly the right time. For seasoned Villainous players looking for an extra challenge and a deeply thematic experience, the flight with the Sanderson Sisters could prove to be a gloriously wicked adventure.

Review by Rob Burman


Play it?

Maybe

If you’re a huge fan of Hocus Pocus then seeing the Sanderson Sisters brought to life in the Villainous universe will be enough to pick this up. However, be warned that achieving their various objectives can be a frustrating experience if you don’t have the right cards at exactly the right time.


Try This if you Liked

DISNEY VILLAINOUS: FILLED WITH FRIGHT

If you want to pick up another Halloween-themed expansion to add to your collection, then the Sanderson Sisters will sit nicely alongside Oogie Boogie.


About Disney Villainous: Come, We Fly!

Category: Family games & Party games
Designer: Mike Mulvihill
Publisher: Ravensburger
Time to Play: 20-60m
Players: 2-4 Players
Age: 10+
RRP: £20


What’s in the Box?

  • Game board
  • Villain Mover
  • 30 Villain cards
  • 15 Fate cards
  • 5 Recipe cards
  • Tile
  • 16 tokens
  • Villain Guide
  • Reference card