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Disney Fantasy for Kids

Editor Rating:  4.5
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Disney Fantasy Ratings

  • Category
    Member
    Editor
  • Dining
    4.4
    3.5
  • Public Rooms
    4.7
    4.5
  • Cabins
    4.6
    5.0
  • Entertainment
    4.6
    5.0
  • Spa & Fitness
    4.3
    4.0
  • Family & Children
    4.3
    5.0
  • Shore Excursions
    4.1
    4.0
  • Enrichment
    4.3
    2.5
  • Service
    4.7
    4.5
  • Value-for-Money
    4.2
    4.0
Editor Rating
4.5
Member Rating
Why Choose Disney Fantasy?
  • Pro: Phenomenal kids clubs, unbelievable entertainment and plenty of adults-only spaces
  • Con: Disney's price point is higher than that of other cruise lines
  • Bottom Line: Kids will love it, but so will adults

Disney Fantasy for Families

Editor Rating
Families
5.0

Disney Cruise Line's kids clubs are the big family draw on Fantasy. The Oceaneer Club and Lab (ages 3 to 12) are connected, so kids can move freely between the two. The passageway from the Club to the Lab includes a pair of specialized areas where little ones can conduct supervised science experiments or do art projects.

Note: Children as young as 8 years old can sign themselves in and out of the youth facilities with parental permission.

Older kids are not forgotten on Fantasy, courtesy of two state-of-the-art clubs. Tweens (ages 11 to 13) find refuge in Edge, located in the forward fake funnel on Deck 13. Meanwhile, Vibe, hidden on Deck 5, is the hangout for 14- to 17-year-olds.

All late-night activities are free of charge; there is no in-cabin babysitting available.

For the tiniest tots, there is the It's a Small World Nursery on Deck 5 midship, reserved for those from 3 months to 3 years. The price is $9 per hour for the first child, $8 for the second; hours vary, though it's generally available the majority of the day and well into the night. Parents who want to check in on their children can peer through a one-way window into the nursery's play area. Reservations must be made in advance on a first-come, first-served basis.

Kids

Highlights in the Oceaneer Club -- open only to those 10 and younger except during special open-house hours on each sailing -- include Andy's Room, featuring oversized "Toy Story" characters like Slinky Dog and Rex the dinosaur; Pixie Hollow is home to Tinker Bell, her friends and a bunch of fairy costumes that will have little girls swooning. The two biggest hits, though, are the Star Wars Command Post and the Marvel Super Hero Academy, both added to the ship during its 2017 renovation.

The command post features three flight training simulators that allow players to choose a destination to which they'll fly their aircrafts while following instructions from command. They're scored based on how well they follow the directions. Meanwhile, a hollow table module lets kids work together to virtually design TIE fighters, AT-AT walkers and other Star Wars vehicles by reviewing specs, changing colors and more. Pepper in some iPad-based video games and visits from the lovable BB8 as he tries to recruit would-be Jedis to join The Resistance, and the kids won't want to leave.

In the Marvel Super Hero Academy, which is modeled after Dr. Strange's Sanctum Sanctorum, kids will find courses -- Intro to the Multiverse, Conjuring Portals, Navigating the Quantum Realm, Projecting Your Astral Form and Defense Against the Dark Dimension, to name a few -- taught by Dr. Strange, Thor and others. Kids receive their own academy ID badges and can collect stickers for every course they complete. Little touches -- like a display case of artifacts and a light-up Book of Vishanti -- make the space feel authentic, and an entire wall of iPads will keep children busy when "classes" aren't in session.

The Oceaneer Lab has a maritime theme and includes the Animator's Studio, where kids can find their inner artist and bring their creations to life.

Both the Club and Lab have interactive Magic PlayFloors; each of these electronic wonders is 20 by 20 feet and is used for games and storytelling sessions.

Daytime activities might include science experiments, scavenger hunts and Magic PlayFloor time. Nighttime activities, which are free for all kids, could be pajama parties and pirate-themed events.

Teens

Edge, for tweens, includes an 18-foot-wide video wall, lighted dance floor, video karaoke and computers on which the young'uns can leave one another messages and photos. All the way forward on Deck 5 (it's truly difficult to find -- just the way the teens like it), Vibe is a 9,000-square-foot club that caters to ages 14 to 17 and has an outdoor component. Expect modular furnishings, a media room, a fountain bar and a dance space, plus a sun deck with wading pools and games like Ping-Pong and foosball. Daytime activities might include hangout time, video game competitions, and arts and crafts. At night, teens can look forward to dance parties and animation tutorials.


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