I like the Queen of Hearts. While all the other characters are trying to obtain magical items and rule the world, she’s just trying to play a simple game of croquet. Don’t let this fool you though. She is one of the more difficult villains to play as and has some really neat mechanics.
In this strategy guide, I will break down this iconic character and show you how to win as the Queen of Hearts.
The Queen of Hearts Strategy Guide
Let’s start with a quick rundown of the Queen of Hearts’ objective and how to reach her goal.
To win as the Queen of Hearts you must play and convert Card Guards into Wickets. Each location in her realm must have a wicket. Once every location has a wicket she needs to successfully play Take the Shot.
The Winning Villainous Cards
These are the two cards in the Queen of Hearts’ deck you will need to focus on finding in order to win the game:
- Card Guards
- Take the Shot
Before you can play Take the Shot you need to play and convert Card Guards into Wickets. In order to convert Card Guards into Wickets, you need to activate their ability which costs one power to use. Each location in the Queen of Heart’s realm must have a Wicket to play Take the Shot.
Take the Shot
So now that you have Wickets at each location in your realm you can play Take the Shot. When played, you draw the top five cards from your deck and if the total cost in power is less than the combined strength of all your Wickets, your shot succeeds and you win the game. If your shot fails then you discard those five cards and you will need to find another copy of that card.
This card is really about luck of the draw, but lucky for you there are three copies of this card in her deck so you will be able to try again if you failed the first time or two.
Shrinking and Enlarging Heroes
The Queen of Hearts has a unique mechanic that allows her to shrink and enlarge heroes in her realm.
There are two cards that allow you to shrink heroes, Fury and Makes You Smaller. When a hero is shrunk their card is turned diagonally so that only one action is blocked instead of two.
The great thing about having a shrunken hero at a location is that if another hero is played to the same location then they do not cover the second action.
Your opponents will have the opportunity to enlarge heroes in your realm. When a hero is enlarged your opponent turns the selected hero card sideways in either direction. This covers up a third action in an adjacent location.
So now that you know which cards you should be looking for let’s take a look at the Queen of Hearts’ deck and I will show you which strategies you should use.
The Queen of Hearts’ Cards
Note: Cards with a * next to them are the most important to winning as the Queen of Hearts.
Copies: 8 | Cost: 1/2 | Strength: 2/3
There are four different Card Guards with a strength of either two or three, but their abilities are all the same. Their abilities cost one power to activate which allows you to convert them into Wickets.
These are your main source of allies and your most valuable cards. I would avoid using them to defeat heroes and try to focus on converting them into wickets as soon as possible. If you do get fated and a hero is sent to your realm, then try shrinking heroes instead.
Copies: 1 | Cost: 2 | Strength: 2
The King reduces the cost to play Card Guards by one power. If you are able to get The King out early in the game then it will make it much easier to complete the Queen of Hearts’ goals.
Tweedle Dee and Tweedle Dum
Copies: 1 | Cost: 3 | Strength: 2
This is your strongest ally and the only one I would recommend to use if you need to vanquish heroes. This is because this card is not discarded when used to defeat heroes.
Although I suggest equipping Spears to Card Guards, it may be a good idea to have a nearly unstoppable hero defeating machine on your side.
Note: I am a firm believer that condition cards are a waste of your time, especially at the beginning of the game. So I recommend getting rid of these cards if you draw them. There are some exceptions, but my general rule is this, don’t keep a condition card for more than a turn or two max.
You can only play Fury if your opponent defeats a hero with a strength of four or more. When played, Fury allows you to shrink up to two heroes. This may save you the trouble of having to use Card Guards to defeat heroes.
You can only play Judgment if another player has three or more allies in their realm. When played, you gain three power. It’s a nice way to gain power, but I wouldn’t consider keeping it in your hand unless your opponent already has two allies and you know they are gearing up to play a third.
By Order of the Queen
Copies: 2 | Cost: 2
I really like this card because this will allow you to take your opponents by surprise and take a big lead. This allows you to convert two of your Card Guards into Wickets. So technically if you had three Card Guards in your realm you could activate an ability on your turn to convert one Card Guards and then play this card to convert another two. Talk about an awesome combo!
Makes You Smaller
Copies: 2 | Cost: 2
Makes You Smaller allows you to either shrink a hero or turn an enlarged hero back to normal. Use this card when possible instead of vanquishing heroes.
Off With Your Head!
Copies: 3 | Cost: 3
This card allows you to defeat a hero with a strength of four or less. This will allow the Queen of Hearts to focus on converting your Card Guards to Wickets.
Take the Shot
Copies: 3 | Cost: 4
You have to successfully play this card in order to win the game. And this is not an easy thing to do. To play this card you first need to have played and converted Card Guards into Wickets and have one at each location. If you manage to play this card you then have to draw five cards from the top of your deck and if the total cost is less than the combined strength of your Wickets you win.
That is a lot of steps you need to take to win. And there is no guarantee that you will successfully Take the Shot. I would focus on playing the higher strength Card Guards and attaching spears to them to give you a better chance.
Very Merry Unbirthday
Copies: 2 | Cost: 0
This card gives you one power for each ally in your realm. This will give the Queen of Hearts plenty of power to play your Card Guards.
Copies: 3 | Cost: 1
Spears only cost one power and they increase an allies strength by one. These cards are great because at a low cost it will greatly increase the odds of successfully playing Take the Shot if you equip it to Card Guards.
Copies: 1 | Cost: 1
Stopwatch gives you one power for each wicket in your realm each time it is activated. The Queen of Hearts is an expensive villain to play as so be sure to take any power that you can get. It costs one power to activate and one power to play.
The Queen of Heart’s Card Stats
So now that you know the Queen of Heart’s cards, let’s see which type is most important to her.
As you can see from the chart, the Queen of Hearts mostly uses effect and ally cards. Almost half her deck is effect cards and the other half allies so this should tell you that these two card types are very important to her goal.
We can break down the Queen of Hearts’ cards even further and look at her abilities. This will give us greater insight into the best strategy and how to win.
The Queen of Heart’s Abilities Stats
Convert Card Guards
The Queen of Hearts has two copies of By the Order of the Queen which she can use in order to convert Card Guards into Wickets faster. There aren’t too many of these so I wouldn’t count on them to show up when you need them, but if you come across one of these cards then hold on to them.
The Queen of Hearts has three copies of Spear. This gives one additional strength to an ally it is attached to. Remember that the stronger your Wickets are then the easier it will be to successfully play Take the Shot. So make sure that you attach spears to your Card Guards.
Take the Shot
10% of the Queen of Hearts’ deck is Take the Shot cards. This is a late-game card so hopefully, you don’t draw one early on. If you do then it may be in your best interest to discard it since there are three of these in her deck.
Shrinking allows you to manipulate heroes in your realm. This will allow you to take back actions in your realm and makes less of a nuisance.
The Queen of Hearts has three copies of Off With Your Head in her deck. This allows you to defeat a hero with a strength of four or less in your realm. She also has one copy of Tweedle Dee and Tweedle Dum. This is an excellent ally card as it is not discarded when used to defeat a hero, so attach a few spears to them and your good to go.
Gain & Reduce the Cost of Power
The Queen of Hearts needs to play quite a few cards in order to become victorious and they are not cheap. 20% of her deck is about gaining power and reducing the cost to play Card Guards.
These are the most important cards in her deck and she needs to be able to play a lot of them. That is why over 25% of her deck is Card Guards.
The Queen of Hearts’ Player Board
The Queen of Hearts does not have any locked locations so she is free to roam her realm. Let’s break down which locations are the most useful to her.
The four actions at the Courtyard include:
- Move an Item or Ally
- Gain 2 Power
- Play a Card
Both Discard and Move an Item or Ally are in the top position so these are the ones that are at risk of being covered by a hero card.
This location is useful for a few reasons.
One, it is the only location on her board that lets you move allies and items. So if you choose to beef up Tweedle Dee and Tweedle Dum with spears then this will be the location you will need to move him across your realm. Unfortunately, your opponents may catch on to how valuable this location is if you go this route.
Two is this location gives you a decent amount of power which the Queen of Hearts needs a lot of. Which leads to the next location on her board.
The four actions at the Hedge Maze include:
- Play a Card
- Gain 3 Power
- Play a Card
Both Play a Card and Activate are in the top position so these are the ones that are at risk of being covered by a hero card.
This is the most useful location for you. This is because it allows you to do everything that you need to do to win. You can gain plenty of power here and with two play a card actions you can play Card Guards fast to your realm. Finally, you can activate a Card Guard and convert it to a Wicket. That makes one heck of a combo right?
The four actions at the Tulgey Wood include:
- Play a Card
Both Fate and Play a Card are in the top position so these are the ones that are at risk of being covered by a hero card.
This location is probably the least valuable to you. This location is the only one that allows you to vanquish a hero, but you can’t gain any power here. There is also no action to activate your Card Guards’ ability.
So unless you need to vanquish a hero or discard your hand then you should move on to other locations.
White Rabbit’s House
The four actions at the White Rabbit’s House are:
- Play a Card
- Gain 1 Power
Both Play a Card and Gain 1 Power are in the top position so these are the ones that are at risk of being covered by a hero card.
This location does a little bit of everything. Although not as good as the Courtyard or Hedge Maze, it will still come in handy to activate your Card Guards’ ability.
So move between the Courtyard and Hedge Maze as much as you can before your opponents figure your strategy out and start sending in heroes.
How to Win as the Queen of Hearts
So now that you know how to play as the Queen of Hearts and how her mechanics work, let’s take a look at these tips to win as the Queen of Hearts in Disney Villainous.
Use Your Power Wisely
The Queen of Hearts needs to play quite a few cards to win the game. By the time you add up all the Card Guards, converting them into Wickets, and playing Take the Shot you are looking at twelve power alone. Not to mention any item cards or other effects you are likely to play. So use cards like the Stopwatch and Very Merry Unbirthday to help gain power.
Don’t Convert Wickets to Card Guards
This ties into my previous tip of saving power. If you start converting all your Wickets back into Card Guards then you will have to repay the power to convert them into Wickets later. Save yourself the trouble and use Tweedle Dee and Tweedle Dum or shrink heroes instead.
Use Spears to Strengthen Your Allies
Spears can work in one of two ways. The first is to use Spears to increase Tweedle Dee and Tweedle Dum’s strength. Remember Tweedle Dee and Tweedle Dum are not discarded when they are used to defeat a hero. So they are the only ally you need to vanquish heroes.
The other option is to use Spears in order to strengthen your Wickets. This will give you a better chance at successfully playing Take the Shot.
How to Beat the Queen of Hearts
The Queen of Hearts has a lot of tricks up her sleeve. Being able to shrink your heroes gives her an edge, but don’t worry I got you covered. Here are a few tips to help stop the Queen of Hearts from winning.
Where Should You Play Heroes?
You will want to play heroes to the Hedge Maze because you will be able to cover up both the play a card and activation actions. This will keep her from pulling off any combinations at this location.
If the Queen of Hearts is using Tweedle Dee and Tweedle Dum then playing a hero to the Courtyard will limit their movement.
The Queen of Hearts’ Fate Cards
Note: Cards with a * next to them are the most important to stop the Queen of Hearts.
Copies: 1 | Strength: 5
Alice has a strength of five, making it hard for the Queen of Hearts to defeat her. Her ability forbids the Queen of Hearts from moving items or allies. If the queen is using Tweedle Dee and Tweedle Dum then play Alice to another location. This will put a stop to Tweedle Dee and Tweedle Dum and the Queen of Hearts will have to use Card Guards to defeat Alice.
Copies: 1 | Strength: 2
Caterpillar makes it so that each Ally at his location loses a strength of one. Unfortunately he himself only has a strength of two so he is not much of a fighter. But his ability comes in handy late game because it will make it harder for the Queen of Hearts to successfully Take the Shot.
Cheshire Cat *
Copies: 1 | Strength: 5
Cheshire Cat has a strength of five and one really powerful ability. When played the Queen of Hearts must convert two of her Wickets back into Card Guards. When Cheshire Cat is defeated she may convert up to two back into Wickets.
Since most of the Queen of Hearts’ allies are Card Guards she will likely have to use them to defeat Cheshire Cat setting her back a few turns.
Even if she is using Tweedle Dee and Tweedle Dum they will need to have spears attached to have enough strength to defeat Cheshire Cat.
If she chooses to ignore Cheshire Cat then she will have to pay the cost in power to convert her Card Guards back into Wickets.
Copies: 1 | Strength: 3
Dodo only has a strength of three, but his ability makes him a pain in the neck for the Queen of Hearts. His ability forbids the queen from converting Card Guards into Wickets.
If you get Dodo out early you can force her to have to deal with him before getting started on her goal.
Copies: 1 | Strength: 1
Dormouse is a fairly useless card. With a strength of only one he is easily defeated, but if you have no other choice then play it. His ability does allow him to be unshrinkable so the only way for the Queen of Hearts to regain those blocked actions is to defeat him.
Down the Rabbit Hole
If Alice is already in play then you may use this card to discard an ally from her location. If Alice is not in play then you can use this card to find her and play her to the Queen of Hearts’ realm.
This card will come in hand if Alice is ever defeated because you can simply use this card to bring her back and really frustrate the Queen of Hearts.
I’m Late! I’m Late!
I’m Late! I’m Late! allows you to play a hero with a strength of three or less from the discard pile. If the Queen of Hearts is gearing up to take a shot then use this card to get Caterpillar in her realm. If she still needs to convert her Card Guards into Wickets then use this card to find Dodo or White Rabbit.
Mad Hatter and March Hare
Copies: 1 Each | Strength: 3 / 3
These two heroes both have a strength of three, but if both are in the Queen of Hearts’ realm they both gain an additional two strength. This will make it extremely difficult for the queen to deal with it.
Makes You Larger *
Makes You Larger allows you to pick a hero and turn that card sideways. This allows that hero to occupy two locations and block a third action. So this means that Caterpillar can decrease two of the Queen of Hearts’ Card Guards. Adding Makes You Larger to the mix really decreases the Queen of Hearts’ odds at winning.
Mome Raths allows you to move an ally to any location. So you could use this card to move Card Guards to Dodo’s location, stopping them from being converted to Wickets.
White Rabbit *
Copies: 1 | Strength: 2
White Rabbit ha a strength of two and his ability increases the cost to convert Card Guards into Wickets by one. Power is essential to the Queen of Hearts’ strategy so having her pay extra power will slow her down quite a bit.
Conclusion – Villainous Strategy for Queen of Hearts
The Queen of Hearts is fun to play as, but since her goal does have a little bit of luck involved she can be difficult to win as. In a nutshell, the Queen of Hearts’ strategy is this:
Card Guards are Your Friend
Card Guards are your most important cards. You will want to play them quickly and convert them to Wickets asap. Try to avoid using them to defeat heroes as well.
Try to gain a lot of power early on by moving between the Courtyard and Hedge Maze. This will give you all the power needed to play and convert Card Guards.
Use your shrinking mechanic to your advantage and shrink heroes instead of defeating them when possible.
Arm Tweedle Dee and Tweedle Dum
Attach Tweedle Dee and Tweedle Dum with spears and they will become an absolute beast.
Or if you would like to know my thoughts on the game as a whole check out our Disney Villainous Review.
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