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Harry Potter: A Year at Hogwarts

Harry Potter: A Year at Hogwarts Rulebook

Table of Contents

Table of Contents

  • Components
  • Base Game
    • 1. Goal of the Game
    • 2. Choosing the Length of the Game
    • 3. Choosing the Game Mode
    • 4. House Points
  • I. How to Play
    • 1. Preparing the Game
    • 2. Game Turn Order
    • 3. Player's Turn
      • 1. Start of the Turn
      • 2. Movement
      • Mandatory Stops
      • Voluntary Stops
      • Flying Powder
      • Portals
      • Buckbeak
    • 4. Effects of the Board Cells
    • 5. Completing Missions
  • III. Battles
    • 1. Battle with an Enemy
    • 2. Battle with Another Player
    • 3. Battle with a Death Eater
  • III. Quidditch Match
      • 1. Goal of the Game
      • 2. Preparing for the Match
      • 3. How to Play
  • Alternative Mode: The Return of Lord Voldemort
    • 1. Preparing the Game
    • 2. Goal of the Game
    • 3. Turn Order
    • 4. Final Battle
    • 5. Battles between Heroes and Death Eaters
    • 6. Other Rules

Components

  • 1 main board
  • 3 additional boards
  • 210 cards (action cards, battle cards, duel cards, event cards, book cards, potion cards, Quidditch cards and spell cards)
  • 30 mission cards
  • 30 object tokens
  • 6 Death Eater tokens
  • 20 flying powder tokens
  • 10 portal tokens
  • 60 victory point tokens (values 5, 20 and 100)
  • 70 life point tokens
  • 32 Quidditch tokens
  • 9 double-sided character sheets
  • 15 character figures
  • 8 figure stands, 5 dice, 1 storage bag and these rules

Base Game

1. Goal of the Game

Players take the roles of students of the Hogwarts houses (Gryffindor, Ravenclaw, Hufflepuff and Slytherin) and compete for the Hogwarts Cup. Players take turns rolling dice and exploring the corridors of Hogwarts and its surroundings.

Study your textbooks diligently and pass your exams, or test your agility and speed in a Quidditch match. Also, at every corner you will find surprises and missions, because only the one who has scored the most points at the end of the year wins the Hogwarts Cup!

Play as your favourite characters, compete with one another and follow Harry Potter's whole story from beginning to end. In the missions you will get to know Harry's adventures more closely. The first ten missions correspond to the events of the first three books and films. The next ten missions correspond to the events of the fourth and fifth books and their films. In the last ten missions you will learn the story of the final two books and three final films.

2. Choosing the Length of the Game

You can adapt the playing time to your wishes. Whether you want to play a quick game, enjoy a classic game or set off on a long adventure, simply choose one of the following options:

  • Quick game, 30 minutes. The game ends when a player has completed at least 1 Mission and scored more than 210 points.
  • Classic game, 45-60 minutes. The game ends when a player has completed at least 2 Missions and scored more than 260 points.
  • Long game, 60+ minutes. The game ends when a player has completed at least 3 Missions and scored more than 320 points.

3. Choosing the Game Mode

In "Harry Potter: A Year at Hogwarts" you can play at two difficulty levels: Underage Wizards or Qualified Wizards. To begin, we recommend playing in the Underage Wizards mode. Once you have become familiar with the game, you can compete as Qualified Wizards. As a Qualified Wizard, in addition to the conditions above, you must take part in at least one Quidditch match in order to win the game.

Usually each player scores points for themselves, but you can form a team, or split into teams of 2 or 3 players each. Then you play in team mode and must work together to complete missions and earn points for your house.

If you ever want to play alone, the solo mode is for you. You can compete as an Underage Wizard or as a Qualified Wizard. In this mode you win the game if you score the required number of house points without having first lost all of your life points.

Colour key: the rules that apply only to a particular mode are marked in colour in the printed rulebook: Underage Wizards (green), Qualified Wizards (orange), Team mode (purple) and Solo mode (blue). In the printed rulebook, a colour-marked rule that does not apply to your chosen mode may be skipped.

Also, players may play the alternative mode "The Return of Lord Voldemort" (see the section on the alternative mode).

4. House Points

There are four ways to earn points for your house:

  1. Complete missions. At the start of the game each player receives 5 mission cards (or 3 mission cards if more than 6 players take part). You can earn from 40 to 300 points for completing a mission, depending on its difficulty level.
  2. Take exams. Go to one of the 6 classrooms with a matching book card to take an exam and receive from 5 to 20 points.
  3. Play action cards. These cards can lead either to gaining points or to losing points.
  4. Win Quidditch matches. Win matches to earn points and increase your chances of winning the Hogwarts Cup. Each won match brings you 40 points.

Mark your house's points with the special point tokens (values 5, 10, 20 and 200).

I. How to Play

1. Preparing the Game

  1. Choose the length and the mode of the game together (see page 3).
  2. Place all four boards on the table so that you can reach them easily. Place boards 1 and 2 to the left of the main board. Place the Quidditch board wherever it is convenient.
  3. Randomly place the object tokens face up on all cells marked with the star symbol: 18 object tokens go on the main board, 3 on board 1 and 9 on board 2.
  4. Only in Qualified Wizards mode or Team mode: place the 6 Death Eater tokens in any towers of the castle of your choice.
  5. Sort the cards into separate decks by type. Shuffle the cards in all decks except the battle cards, and place the decks face down next to the main board.
  6. Now choose your characters. You are students of Hogwarts, so each player chooses a corresponding character figure (insert it into a figure stand before the first game) and a character sheet.

The character sheet shows your character's qualities and special abilities. It also has space to store house points, object tokens and life points. During the game your character can become stronger by collecting cards and gaining extra life points in various locations on the board.

The printed character sheet (shown here for Harry Potter) is annotated as follows:

  • Resistance to attacks: if the result on an attack die is equal to or greater than this number, you lose 1 life point.
  • Number of attack dice: the number of dice you roll when you attack an opponent.
  • Special ability during movement: when you land on a spell cell, take 2 spell cards instead of 1.
  • Special ability during battle: your opponent's resistance to attacks is reduced by 1.
  • Cards taken at the start of the game: shown on the sheet (for Harry Potter: 4 spell cards, 2 potion cards and 2 book cards).
  • Life points: place your life points here. For example, Harry Potter starts with 7 life points. During the game any character may have up to 14 life points.
  • Object tokens: a place for the object tokens you find (you may hold no more than 6).
  • House points: a place to record your house's points.
  1. Then each of you takes:
    • 1 flying powder token (2 in Underage Wizards mode);
    • 1 portal token;
    • as many spell, potion and book cards as are shown on your character sheet;
    • as many life points (small round tokens with a heart) as are shown on your character sheet;
    • 5 mission cards (or 3 mission cards if more than 6 players take part). Do not show them to the other players!
  2. Now place your figures on the start cell at the entrance to Hogwarts.

2. Game Turn Order

The youngest of you begins the game. Play then passes clockwise. As soon as one player fulfils the conditions for the chosen length of game, finish the round. The game then ends. The participant who reached the goal wins the game and, with it, the Hogwarts Cup. If several players have done so, it is a tie.

3. Player's Turn

A player's turn consists of 5 steps. On your turn:

  1. Play 1 card (if you can and wish to).
  2. Roll the dice and move, collecting object tokens along the way (collecting tokens is optional).
  3. Battle another player or a Death Eater; or
  4. Apply the effect of the cell on which you stopped.
  5. Attempt a mission (if you can).

Note: do not forget to use your character's special ability during your turn.

1. Start of the Turn

Some potion and spell cards can be used at the start of your turn, for example "Gillyweed" or "Accio". When your turn begins, you may play one such card.

2. Movement

Take 2 dice and roll them. Then move your character's figure as many steps in any direction as the sum of the dice values. You may cross each cell only once. So if you want to turn back, you will have to wait for your next turn.

The main board represents the Marauder's Map, showing Hogwarts School. Board 1 represents a map of Diagon Alley, and board 2 depicts other memorable places from the books and films.

You cannot pass through the outer or inner walls of the castle. You may move to an adjacent cell if there are footprints leading to it or if it is separated from you by a double line.

(The printed rulebook shows an illustrated strip of the Marauder's Map with footprints and double lines to illustrate these rules.)

Note:

  • Each bridge on the main board counts as 1 cell.
  • You cannot enter the cell marked "Great Hall". The cells adjacent to it are part of the Great Hall.

You can move from one board to another on the following cells:

  • Gringotts Wizarding Bank: moving from board 1 to board 2 leads to Gringotts. This transition requires no movement.
  • Leaky Cauldron: moving from the main board to the Leaky Cauldron on board 1.
  • Honeydukes: moving from the main board to Honeydukes on board 2.
  • Ministry of Magic and Hall of Prophecy: a passage between the Ministry of Magic and the Hall of Prophecy on board 2. This requires no movement.

Secret passages. Some locations in the castle are connected by secret passages with locations in Hogsmeade on board 2. You may move to the other end of a secret passage without spending a single step, and continue your movement there. The small number on the symbol shows where the other end of the secret passage is. There are three secret passages:

  1. The passage behind the statue of the One-Eyed Witch, leading to Honeydukes.
  2. The passage under the Whomping Willow, leading to the Shrieking Shack.
  3. The passage in the Room of Requirement, leading to the Hog's Head.

Movement example:

  • To get from the Leaky Cauldron to Gringotts you need 4 steps of movement. To get from there to Borgin and Burkes or Ollivanders you need 4 more steps.
  • To get from Honeydukes to the Hog's Head you need 3 steps (follow the footprints).

Cells with object tokens (star symbol). When you move onto a cell with an object token, you may take the token and place it in the special area on your character sheet.

You may collect a maximum of 2 object tokens per turn and have a maximum of 6 object tokens on your character sheet. If you want to take an object token but already have 6 on your character sheet, you may exchange it for one of the tokens you already have.

Mandatory Stops

In most cases you must move as many steps as your dice show. However, if you enter a cell occupied by another player's figure, you must stop and battle that player (see "Battle with Another Player" on page 11). This also applies if you enter a cell with a Death Eater in Qualified Wizards mode or in Team mode (see "Battle with a Death Eater" on page 12). The remaining steps are cancelled. After the battle your turn ends. You must also end your movement if you enter a dead end, since you may not pass through the same cells twice in one turn.

Voluntary Stops

You may voluntarily stop your movement early in the following situations (the remaining steps are then cancelled):

  1. You may stop on a cell if you can complete a mission there.
  2. You may stop on any of the 18 towers of the castle.
  3. You may stop on any cell that has text on it, for example a classroom.

Flying Powder

If you have stopped in any tower of the castle, you may use a flying powder token to move to any location on board 2 (except the Little Hangleton graveyard). To do so, discard the flying powder token and move to any location on board 2. If there is an object token there, you may take it. If you have a mission card for that location, you may try to complete it. Return to the same tower at the end of your turn.

Portals

If you have stopped on the Quidditch board, you may use a portal token to move to the Little Hangleton graveyard on board 2. To do so, discard the portal token. If there is an object token in the graveyard, you may take it. If you have a mission card for that location, you may try to complete it. Return to the Quidditch board at the end of your turn.

Buckbeak

The special object token "Buckbeak" allows you, at the end of your movement, to move to any cell on board 1 or board 2 and then return back at the end of your turn.

After completing your movement, look at the cell you stopped on and carry out its effect.

4. Effects of the Board Cells

This section describes the effects of the board cells. You do not have to read it all now. It is enough to look at it during the game, when you first stop on such a cell.

Many cells are marked with a symbol. If you stop on such a cell, take a card from the corresponding deck. The symbols are:

  1. Event
  2. Duel
  3. Potion
  4. Book
  5. Spell
  6. Action

Event cards. When you stop on an event cell, you draw an event card from the corresponding deck. Read its text aloud, since it applies to all players. For example, you may receive flying powder or portal tokens. Other event cards send you to a specific location, from which all players begin their next turn. After the card's effect has been applied, it is placed under the corresponding deck.

Duel cards. When you stop on a duel cell, you draw a duel card from the deck. It shows the opponent you must fight. If you draw a duel card showing your own character, put it back under the corresponding pile and draw a new duel card. Then fight this opponent (see "Battle with an Opponent" on page 10).

Action cards. When you stop on an action cell, you draw an action card and apply its effect immediately. Most effects lead to gaining or losing points. The only exception is the cards that bring flying powder. After applying the card's effect, place it back under the action card deck.

Other cards. When you stop on a potion, book or spell cell, take a card from the corresponding deck into your hand. There is no limit on the number of cards in your hand.

Other special cells. Other cells on the board may have special effects:

  • Common rooms: take 1 action, book, potion or spell card, or offer another player to exchange an object token (the other player may refuse to exchange).
  • Classrooms: take 1 spell card when you stop in the Charms, Transfiguration or Defence Against the Dark Arts classroom. Take 2 potion cards when you stop in the Potions, Herbology or Care of Magical Creatures classroom.
  • You may also use book cards of the corresponding class to take an exam and earn points. If you stopped in a classroom and have book cards in your hand for the subject taught there, you may return them to the bottom of the book card stack to receive the points shown on those cards. One book may bring you from 5 to 20 points, and you may use several book cards at once.

Example: if you have Arsenius Jigger's book "Magical Draughts and Potions", take this book card to the Potions classroom to take an exam and receive the 10 points shown on the card.

Reminder: do not forget to take potion and spell cards when you stop in the classrooms.

Quidditch pitch. As soon as you land on this location, your movement ends (the remaining steps are cancelled). Challenge another player to a Quidditch match (see page 12). Or, instead, you may travel to the Little Hangleton graveyard by using a portal token (see "Portals" on page 7). In that case no match is held. At the end of your turn you return to the Quidditch pitch.

Life point cells. You receive as many life points as shown on the board. For example, a cell marked "+4 LP" gives you 4 life points.

Hagrid's Hut. Take 1 potion card and 1 spell card.

Other special cells on board 2:

  • Library: take 2 book cards.
  • Snape's Office: take 2 potion cards.
  • Dumbledore's Office: take 2 spell cards.
  • Ollivanders: take 2 spell cards.
  • Flourish and Blotts: take 2 book cards.
  • Quality Quidditch Supplies: take 1 Quidditch card.

5. Completing Missions

The game has 30 different mission cards. Completing missions is the surest way to win the Hogwarts Cup, since they bring the most points. Depending on its difficulty, a mission can bring you from 40 to 300 points.

Note: you never discard your mission cards. Whatever happens, they stay with you until you complete them.

At the start of the game each player receives 5 mission cards (or 3 mission cards if more than 6 players take part). Do not show these cards to the other players. To complete a mission, you must:

  1. Collect the object tokens shown on the mission card. You may find them inside Hogwarts and in its surroundings. Pass through a cell with an object token to pick it up.

    Qualified Wizards mode: you must also collect the spell and potion cards shown on the mission card. They will help you in the subsequent battle.

  2. Move, with the necessary object tokens and spell and potion cards, to the cell shown on the mission card.

  3. Now, after applying the effect of the cell (if any), you may attempt the mission: take the battle card shown on the mission card and conduct a battle (see page 10).

If you win the battle, you successfully complete the mission and earn the points shown on the mission card. Place the mission card in front of you, face down. If you lose the battle, the mission is not completed. In either case, return the object tokens shown on the mission card to board 2. You may place them on any cells with a star symbol, even if there are already tokens on them.

Qualified Wizards mode: after the battle you also return the spell and potion cards shown on the mission card to the bottom of their corresponding decks, whether or not you used them in the battle.

Team mode: to complete a mission, all team members must move to the location shown on the mission card. If you are already in the correct location, you may refrain from moving and wait for the others. After that, you do not repeat the location's effect (if it has one). The team must also have all the necessary object tokens and spell and potion cards, and must win the battle together in order to earn points.

Example of completing Mission 6 ("Destroy the First Horcrux: Tom Riddle's Diary"):

  1. Collect the object tokens Basilisk Fang and Tom Riddle's Diary.
  2. As a Qualified Wizard, you also need two attack spell cards and the potion card "Polyjuice Potion".
  3. Move to the Chamber of Secrets.
  4. Take battle card 6 and win the battle against Tom Riddle.
  5. Receive the points if you won the battle.

The mission card reads: "6 - Destroy the First Horcrux: Tom Riddle's Diary. Move to the Chamber of Secrets. Tom Riddle's diary spreads chaos within the walls of Hogwarts. Take battle card: Tom Riddle (9 life points). Underage Wizard: find the following tokens: Basilisk Fang and the Diary. Qualified Wizard or Team mode: find the tokens above, 2 attack spells and the Polyjuice Potion card. Reward: 200 points."

6. End of the Player's Turn

Your turn ends after you have applied the effect of the location and made any attempt to complete a mission. If you used flying powder, a portal or the Buckbeak effect, return to the previous location and be sure to return all the cards and tokens you used to their places. If you have the object token "Time-Turner", you may use it to take another turn immediately.

Example of a player's turn:

You start as Harry Potter on the start cell at the entrance to Hogwarts. You roll two fives on the dice and may move 10 cells. First you move to the cell with two hands. From there you can go straight into the castle or left into Diagon Alley. You choose to go into the castle and pass through the cell with the Hogwarts crest to the Clock Tower. Here, as in any tower of the castle, you could stop and travel to board 2 using a flying powder token. But you decide to continue moving. On the way to the Hufflepuff common room you do not apply the effects of the cells you cross, but you do pick up an object token. When you reach the Hufflepuff common room, you decide to go one more cell up and, finally, end your movement after 10 steps on the board.

By the effect of the cell you could take 1 spell card. But thanks to Harry's special ability on his character sheet, you may take 2 spell cards. Then the next player's turn begins.

7. Object Tokens

Among the 30 object tokens there are 6 special object tokens, which you may use during a battle or during your turn. A used special object token is placed on one of the three locations marked with the star symbol in Diagon Alley.

  • Elder Wand: +1 attack die until the end of the battle.
  • Resurrection Stone: +6 life points during the battle.
  • Gryffindor's Sword: +1 attack die until the end of the battle.
  • Invisibility Cloak: escape from the battle, moving 5 cells.
  • Time-Turner: take one more turn after the current one.
  • Buckbeak: move to any cell on board 1 or board 2; at the end of your turn, return back.

Reminder: the items you use to complete missions are then placed on board 2, not in Diagon Alley.

III. Battles

The printed rulebook heads this section "III." (the contents page lists it as "II.").

In this game you will meet various opponents whom you must defeat in battle. You will fight familiar characters, battle while completing missions, and enter duels with Death Eaters. These battles follow the same rules and differ only in their rewards and consequences.

You enter a battle when:

  1. You move onto a cell with another player's figure.
  2. You move onto a cell with a Death Eater token.
  3. You attempt to complete a mission.
  4. You draw a duel card.
  5. Certain event cards are played.

1. Battle with an Enemy

The following rules apply when you draw a duel card or an event card, or attempt to complete a mission.

  1. Look at the enemy card. If there is an effect that takes effect immediately, apply it.
  2. Then you may use a defensive potion or spell card.
  3. After that you either use an attack potion or spell card, or roll the attack dice.

Potion cards and spell cards: these two types of cards are very similar. At the start of the game each player receives as many potion and spell cards as shown on the character sheet. During the game you may receive more cards, mainly when you stop on a potion or spell cell. Each card shows when and how it may be used.

Attack with dice: take as many dice as shown on your character sheet and roll them. Your opponent loses 1 life point for each die whose result is equal to or greater than the opponent's resistance to attacks.

Most of your potion and spell cards can be used during a battle. Some can be used for defence (they reflect attacks or return life points to you), and some can be used for attack. After you have used such a card, place it back under the corresponding deck.

Some cards can be used at the start of your turn (see page 5). Cards are also needed to complete some missions (except in Underage Wizards mode).

Note: if you use a spell card, speak the spell aloud. It is especially atmospheric!

Some potion and spell cards allow you to choose a card from a deck. Such cards are quite rare, so use them wisely. In Qualified Wizards mode they are very useful!

With each attack, pay attention to the special abilities shown on your character sheet, on the battle card or on the opponent's character sheet.

You may play a limited number of potion and spell cards per battle (whether it is a duel, a battle with another player or a Death Eater, or a battle against a battle card). The number depends on the mode you have chosen:

  • Underage Wizards mode: 5 potion or spell cards per battle.
  • Qualified Wizards mode: 3 potion or spell cards per battle.
  • Team mode: 2 potion or spell cards per player per battle.

Note: potions and spells are often stronger than attack dice and can lead to victory more quickly. However, some opponents are not affected by potions or spells. If you fight such an opponent, you may use neither the attack nor the defence cards of that type.

  1. After that, the opponent uses its special ability and a new round begins, starting from step 2.

Note: you may use the special object tokens Elder Wand, Gryffindor's Sword, Resurrection Stone and Invisibility Cloak at any moment of a battle. If you use them, do not forget to return them to board 1 at the end of the battle.

You win as soon as your opponent loses all of its life points. You lose as soon as you lose all of your life points.

Note: when you deprive an opponent of all of its life points, you do not win immediately. If, according to the text of its card, its special ability triggers after your attack, it will use it against you one last time, and as a result you lose life points. If you do not have enough life points after this, you lose the battle (even if your opponent has 0 life points).

As soon as you lose:

  • You must immediately move to the Leaky Cauldron and place all your potion and spell cards back under their corresponding decks.
  • You may keep your object tokens, flying powder tokens and portal tokens.
  • Take 6 life points, and continue the game from this cell when your next turn comes. Always prepare well for battle!

Solo mode: as soon as you lose all of your life points, the game ends. Unfortunately, you have lost.

Duel

  • If you win a duel, you take 1 book card, 1 potion card and 1 spell card as your reward.
  • During a duel you lose as soon as only 1 life point remains to you. In that case you must choose 3 cards from your hand and place them back under the corresponding decks (or all of them, if you have fewer than 3).
  • If you have only 1 life point, do not take duel cards. The fallen are not attacked!

Battle within a mission

  • If you win, you successfully complete the mission and receive house points.

Note: some effects allow you to escape from a battle. If you escape from a battle while completing a mission, you must still discard all the objects and cards shown on the mission card. The mission is not considered completed.

Team mode or event card: if you are fighting one opponent together, you must multiply its life points by the number of players on the team (if there are four of you, Tom Riddle will have 36 life points instead of 9). You attack in turn. The attacker suffers the effects of the opponent's special ability before or after its attack (depending on the conditions on the battle card). Each player may use a maximum of 2 potion or spell cards during the battle.

After the battle, place the duel card or battle card and all the potion and spell cards played back under the corresponding decks.

Example: a battle within completing a mission

You attempt Mission 6 and move to the Chamber of Secrets with all the necessary object tokens and cards. You reveal the corresponding battle card, "Tom Riddle". He has 9 life points and an attack resistance of 5. (The card also states that Tom Riddle is immune to spells.)

You are playing as Luna Lovegood, and at the moment you have 6 life points. As soon as you reveal the "Tom Riddle" card at the start of the battle, you lose 2 life points because of the first part of his special ability. You still have 4 life points.

With each attack you have a choice: use attack dice or a potion or spell card. You first choose attack dice. Your character sheet says you may roll 4 attack dice. You roll and get 2, 2, 4 and 6. Any die showing at least 5 counts as a hit. Thus Tom Riddle loses 1 life point (for the die showing 6), and still has 8 life points.

The second part of Tom's special ability says that you lose 3 life points after each of your attacks, whether you attacked with dice or with a potion or spell card. You have only 1 life point left, so before your next attack you play the potion card "Madam Pomfrey's Restorative Draught" to regain 5 life points. Using a defensive potion or spell does not activate your opponent's special ability, so Tom Riddle does not attack. You now have 6 life points again, and you attack with dice once more: 3, 5, 5 and 6. Tom Riddle loses 3 life points and has 5 left. Because of his special ability, your life points drop to 3.

Now you attack with the potion card "Strengthening Solution". As a result Tom Riddle loses his last 5 life points. Although he has no life points left, he uses his special ability for the last time, and as a result you lose 3 life points. Now you have no life points left either. Despite having deprived Tom Riddle of all his life points, you lose the battle, because you have no life points left yourself. You have not completed your mission and you have lost. You return to the Leaky Cauldron, place all your potion and spell cards back under their decks, and take back 6 life points. You may keep your object tokens (except those needed for this mission), flying powder tokens and portal tokens.

Now imagine that at the start of the battle you had 9 life points. As soon as you reveal the "Tom Riddle" card at the start of the battle, you lose 2 life points, so you have 7. You do not hesitate, and first use the potion card "Strengthening Solution" to make Tom lose 5 life points. He now has 4. Because of his special ability you lose 3 life points after the attack, leaving you with 4. You play the potion "Ageing Potion", and Tom loses his last 4 life points. Although he has no life points left, he uses his special ability for the last time, dropping your life points to 1. You win the battle. You complete the mission and receive the 200 points shown on your mission card.

2. Battle with Another Player

If you move onto a cell with another player's figure, you must stop your movement and battle that player. If several players' figures are on the same cell at once, you may choose whom to fight.

Depending on the mode you have chosen, the battle proceeds differently.

Important: after a battle, the players may not attack each other for two rounds of the game. If your paths cross again, you ignore each other and continue your movement.

Underage Wizards mode

Important: if at least one of the players has only 1 or 2 life points, no battle takes place.

If you play in Underage Wizards mode, the battle follows simplified rules. Both players roll one die. The player who rolls the lower value loses 1 life point. If both players roll the same value, roll the dice again. The player who first deprives the opponent of 2 life points wins the battle and takes either 1 object token, 1 portal token or 1 flying powder token, or 1 card from the loser's hand (without looking at its face).

In Underage Wizards mode you may not use potion or spell cards during a battle.

Qualified Wizards mode

In Qualified Wizards mode you attack each other in turn (as in a battle with an enemy). The player who moved onto the cell last begins the battle. The player who first reduces the opponent's health to 1 life point or fewer wins the battle and takes either 2 object tokens, 1 portal token or 1 flying powder token, or 2 random cards from the loser. If the loser has lost all of their life points, they are defeated (and return to the Leaky Cauldron).

Each of you may use a maximum of 1 potion card and 1 spell card per battle.

Team mode

You may not battle a member of your own team. If the figure of a player from another team is on your path, the same rules apply as in Qualified Wizards mode.

Example of a battle with another player (Underage Wizards mode)

It is Harry Potter's turn. He rolls 4 and 5 on the dice, so he may move 9 cells. But on his path is the figure of Draco Malfoy. His movement ends here, and the two players fight each other. Harry begins the battle and rolls a 4. Draco rolls a 3 and therefore loses 1 life point. Harry rolls again; this time he rolls a 1. Draco rolls a 3, so Harry loses 1 life point. Both players roll again. Harry gets a 5 and Draco a 4. Draco loses 1 life point again and loses the battle. Harry takes the object token "Gryffindor's Sword" from Draco's character sheet as his reward. Harry's turn ends here.

3. Battle with a Death Eater

If you move onto a cell with a Death Eater token in Qualified Wizards mode or in Team mode, a battle begins. The player to your right takes on the role of the Death Eater. They take a random Death Eater character sheet and the potion and spell cards indicated on its card. You begin the battle, which proceeds in the same way as a battle with another player.

Note: the Death Eaters can be found on the reverse side of the Hogwarts student character sheets. Either take one of the unused sheets, or remove the tokens from one of your sheets and turn it over temporarily.

Solo mode: if you play alone as a Qualified Wizard, you may not attack Death Eaters.

You win as soon as the Death Eater loses all of its life points. Each victory over a Death Eater brings you 20 points. After defeating a Death Eater, its token is removed from the game. You lose as soon as you lose all of your life points (and return to the Leaky Cauldron).

III. Quidditch Match

As soon as you find yourself on the Quidditch pitch, you may play a Quidditch match on a separate board. Challenge another player by moving their figure onto the Quidditch pitch. After the match, the player's figure returns to the cell it occupied previously.

1. Goal of the Game

Whoever first catches the Golden Snitch wins the match and receives 40 points.

2. Preparing for the Match

  1. Each player chooses which of the four houses (Gryffindor, Ravenclaw, Hufflepuff or Slytherin) they will play for.
  2. Place your figures on the board as follows: the Seekers on the starting line (1), the Keeper on one of the 3 cells of the goal zone (2), 2 Beaters on the first line (3), and 3 Chasers on the next two lines (4).
  3. Place the Quaffle in the centre of the pitch and a Bludger on each side.

3. How to Play

Each player rolls one die. The player who rolls the higher value begins the match. A Quidditch match consists of two phases.

Phase 1: score 2 goals

Your goal is to score two goals with the Quaffle. Each goal you score allows you to take a Quidditch card, which will help you catch the Golden Snitch faster.

On your turn, roll two dice. The sum of the values is the number of actions you may perform this turn. The possible actions are:

  • Movement: you may move your figure from one cell of the pitch to an adjacent cell (connected by a white dotted line) that is free of other players. Each movement from one cell to another counts as 1 action. The Keeper may not leave the goal zone, but may move from one cell of the goal zone to another. The other players may not enter the goal zone.
  • Beaters: each team has two Beaters, whose task is to use the Bludgers to knock opponents out of the game. If a Beater is on a cell with a Bludger, it may throw the Bludger at another player. Such a throw does not use an action. A Bludger may only be thrown in a straight line. After choosing a target, roll a die. If the result is less than the distance to the target (counting the target's cell but not the Beater's cell), the Bludger falls short of the target: place it on the cell along the path of the throw at a distance from the Beater equal to the number rolled.

If the result on the die is greater than or equal to the distance to the target, the opponent rolls a die. If they rolled 3 or less, their player is removed from the pitch until the end of the match. If they rolled 4 or more, their player stays on the pitch. In either case, place the Bludger on the cell with the opponent's player. If one of the players has lost all of their Chasers, they lose Phase 1 (proceed to Phase 2).

  • Chasers: each team has 3 Chasers, whose task is to score goals using the Quaffle. If a Chaser is on a cell with the Quaffle, it may pick it up without spending an action. The player holding the Quaffle may spend an action to pass it to a Chaser on an adjacent cell. A Chaser may intercept the Quaffle from an opposing team's Chaser by moving onto the same cell as them. To take the Quaffle, one action must be spent, and the Chaser must then move on to an adjacent empty cell. This is the only situation in which a player may be on the same cell as an opposing player. Chasers must reach line (3) on the side of the pitch belonging to the opposing team and attempt to score a goal.
  • Scoring a goal: if your Chaser holds the Quaffle and is on a cell of line (3), you may spend an action to attempt to score. Roll a die. The opposing team's Keeper may try to stop the shot by rolling their own die. If your Chaser rolls a higher value than the Keeper, you score a goal and take a Quidditch card, which will be useful in Phase 2. If the Keeper has been removed from the game, you do not need to roll; you score the goal automatically. Regardless of the result of the shot, the Quaffle always passes to the Keeper who defended the goal after the throw. On your turn your Keeper may pass the Quaffle to a Chaser by the usual rules. If the defending Keeper is knocked out of the game by a Bludger, the defending team places the Quaffle on any cell of line (3) in front of their goal.

After a player scores their second goal, Phase 2 begins: the Hunt for the Golden Snitch.

Phase 2: the Hunt for the Golden Snitch

The Seekers of both players begin on the starting cell (1). The winner of Phase 1 takes the first turn, rolling 2 dice and moving their Seeker clockwise by as many cells as the sum on the dice. The first player to make a full circle of the pitch wins the game and 40 points. On your turn you may use 1 Quidditch card. These cards give you an advantage, letting you catch the Golden Snitch faster.

Example of a Quidditch match

Phase 1: the Gryffindor player rolls the dice and gets 4 and 6, allowing them to perform 10 actions on their turn. They move their first Chaser forward (Gryffindor Chaser 1, 1 action) to pick up the Quaffle in the centre, then move forward 4 cells (4 actions), arriving at line (3), and take a shot.

To make the shot, they roll a die and get 4. The Slytherin Keeper rolls a 5, so the goal does not count. The Quaffle is now with the Slytherin Keeper.

The Gryffindor player still has 4 actions. Their Beater (Gryffindor Beater 1) moves 1 cell forward (the seventh action) to the Bludger (Bludger 1), rolls a die and gets 3, so the Beater throws the Bludger 3 cells at the Slytherin Chaser 2. The Chaser rolls a die and gets 2, which is not enough to avoid being removed from the game. They leave the pitch, and the Bludger stays on their cell. The remaining 3 actions of Gryffindor are spent moving their second Chaser (Gryffindor Chaser 2) forward 3 cells.

The turn passes to Slytherin. They roll 5 and 6, giving them the right to 11 actions this turn. Their Chaser (Slytherin Chaser 1) moves back 1 cell (1 action), then the Keeper passes them the Quaffle as the second action. The Chaser moves forward 8 cells (actions 3 to 10), reaches the opponent's line (3), throws the Quaffle (the eleventh action) and rolls a 5. The Gryffindor Keeper rolls a 3. Slytherin scores a goal and takes a Quidditch card.

On the following turns the situation changes: Gryffindor scores 2 goals and takes 2 Quidditch cards. The Gryffindor player wins Phase 1.

Phase 2: since the Gryffindor player won the first phase, they go first and roll 2 dice. The total of 8 lets them move their Seeker forward 8 cells. They also play their card "Firebolt Dash", which moves them forward a further 4 cells. The Slytherin player rolls 12 and moves forward that many cells, then plays the card "Wronski Feint" and rolls one additional die: the result allows them to move a further 5 cells. The next roll of the Gryffindor player is 2 and 4, so they move 6 cells and apply the card "Confundus Charm" to make the opposing Seeker move back 3 cells. The next roll of the Slytherin player is 5 and 5, which lets them move forward 10 cells: they make a full circle of the pitch, catch the Golden Snitch and win the match! The Slytherin player receives 40 points.

Alternative Mode: The Return of Lord Voldemort

This variant is designed for 2 to 4 players. One participant plays Peter Pettigrew and tries to help Lord Voldemort return and defeat Harry Potter in the final battle. All the other participants play brave heroes trying to prevent the Dark Lord's return.

Mission cards, book cards, duel cards, event cards and action cards are not used in this variant.

1. Preparing the Game

Decide which participant will play Peter Pettigrew. The other participants choose between the roles of Harry Potter, Ron Weasley and Hermione Granger. Then each player takes the corresponding character sheet. The character sheet shows how many cards and life points the player should take.

Each player also takes 1 flying powder token and 1 portal token.

Place the player figures on the start cell at the entrance to Hogwarts.

Take the following object tokens (Horcruxes): Tom Riddle's diary, Marvolo Gaunt's ring, Helga Hufflepuff's cup, Salazar Slytherin's locket, Rowena Ravenclaw's diadem and Nagini. Then place them as follows:

  • Flourish and Blotts bookshop in Diagon Alley: the diary
  • Dumbledore's Office: the ring
  • Gringotts Wizarding Bank: the cup
  • Ministry of Magic: the locket
  • Room of Requirement: the diadem
  • Clock Tower: Nagini

Then take the following object tokens: Cauldron, Father's Bone, Wormtail's Hand, Harry Potter, Basilisk Fang and Gryffindor's Sword. Place them at random on the free cells marked with the star symbol.

Finally, set aside the object tokens Elder Wand and Resurrection Stone. They will be needed after Lord Voldemort's return, as soon as Peter Pettigrew completes his mission at the graveyard.

Note: you cannot collect tokens intended for the other side.

2. Goal of the Game

To win, Peter Pettigrew (and then Voldemort) must:

  1. Collect the following 4 object tokens: Cauldron, Father's Bone, Harry Potter and Wormtail's Hand.
  2. Move from the Quidditch pitch to the Little Hangleton graveyard (no portal token is needed for this). After this, Voldemort returns and replaces Peter Pettigrew.
  3. Collect the object token Elder Wand (which was hidden by Harry Potter).
  4. Finally, Lord Voldemort must defeat Harry Potter in battle.

To win, Harry Potter and his friends must:

  1. Collect either the object token Basilisk Fang or the object token Gryffindor's Sword.
  2. Reach the 6 locations containing Horcruxes and destroy them.
  3. Collect the object token Resurrection Stone (which was hidden by Lord Voldemort).
  4. Finally, Harry Potter must defeat Lord Voldemort in battle.

3. Turn Order

Peter Pettigrew begins the game. His turn is resolved as in Qualified Wizards mode. Then the turn passes to the next player clockwise.

In this mode, if a character stops on an action or event cell, they may take one flying powder or portal token.

Lord Voldemort returns. As soon as Peter Pettigrew has collected all the necessary object tokens and is on the Little Hangleton graveyard, Lord Voldemort returns.

Lord Voldemort and his Death Eaters join the game. Swap Peter Pettigrew's figure for Voldemort's figure and turn the character sheet over to the Lord Voldemort side. From this moment you play as Lord Voldemort and control all the Death Eaters. Place the 6 Death Eater figures on any towers of the castle of your choice, and place their character sheets, with their life points, spell cards and potion cards, in front of you.

The Death Eaters are under the control of Lord Voldemort. On your turn you may move any of them by rolling 1 die for each Death Eater. You may also use their special abilities, which are shown on the character sheet. If a hero is in the way, a battle begins (see "Battles between Heroes and Death Eaters" on page 15).

The Dark Lord himself may only enter a battle with Harry Potter. He simply ignores Ron and Hermione.

Elder Wand and Resurrection Stone come into play. Lord Voldemort places the Resurrection Stone on any cell of the board. Harry Potter, in turn, also places the Elder Wand on any cell of the board. Now Harry Potter must collect the Resurrection Stone, and Lord Voldemort must collect the Elder Wand, to prepare for the final battle.

Note: Harry and his friends may collect the object token "Resurrection Stone" before they destroy all 6 Horcruxes.

Destroying the Horcruxes. If one of the heroes (Harry, Ron or Hermione) ends their turn on a cell with a Horcrux, they have a chance to destroy it. To do so, they roll the dice: they must roll a higher value than Peter Pettigrew (or Lord Voldemort), who also rolls dice.

  • On success, the Horcrux is destroyed and Lord Voldemort loses 1 life point.
  • If the value rolled does not allow you to destroy the Horcrux, you must try again on your next turn, instead of continuing your movement.

After all 6 Horcruxes have been destroyed, Lord Voldemort has only 1 life point left.

4. Final Battle

As soon as the paths of Lord Voldemort and Harry Potter cross, the final battle may take place.

  • If neither side has achieved its goal (for Voldemort: obtaining the Elder Wand; for Harry Potter: destroying 6 Horcruxes and obtaining the Resurrection Stone), nothing happens.
  • If only one side has achieved its goal, that side immediately wins the game.
  • If both sides have achieved their goal, the final battle between Harry Potter and Lord Voldemort begins. The winner of the battle wins the game.

5. Battles between Heroes and Death Eaters

In essence, the battle proceeds exactly as described in the section "Battles" on page 12. The battle continues until a Death Eater or a hero runs out of life points. The only difference is that now you have the option to dodge an attack, at your own risk!

  • Dodging an attack: if you must lose life points as a result of an attack with dice, you may try to dodge the attack. You do this before giving up life points. To do so, take all the attack dice that have just produced a hit, and roll them. For each individual die result, the following applies:
    • 1 or 2: you lose 2 life points because of this die;
    • 3, 4 or 5: you lose 1 life point because of this die;
    • 6: the attacker loses 1 life point because of this die (instead of you).
  • Result of the battle: if a Death Eater loses the battle, it is removed from the game. If a hero loses the battle, they return to the start cell and regain 1 life point.

Note: normally you may use potion and spell cards in battle to make your opponent lose life points faster. Each player may use a maximum of 3 potion or spell cards per battle.

6. Other Rules

  • If you wish, you may also use the battle variant described here (with the option to dodge) in the base game.
  • Battles occur only between heroes and Death Eaters (and, in the finale, between Harry Potter and Lord Voldemort). When you are on a duel cell, nothing happens. Until Voldemort's return, no battles take place.
  • If Lord Voldemort returns after some Horcruxes have already been destroyed, you immediately subtract from him as many life points as the number of Horcruxes destroyed.
  • The final battle can be held only between Harry Potter and Lord Voldemort, and only when one of the sides has already collected its last object token. The task of the other heroes is to destroy the Horcruxes and protect Harry Potter from the Death Eaters.
  • When a Death Eater stops on a spell or potion cell, it takes a card from the corresponding deck.
  • If Lord Voldemort lands on a cell with life points, he does not gain life points back.

Example of a battle between a hero and a Death Eater

The turn passes to Lord Voldemort, and he decides first to send his Death Eater Lucius Malfoy. He rolls 1 die for him and moves him to the cell where Hermione is. A battle begins!

Lucius initiated the battle, so he attacks first. He may attack either with his attack dice or with one of his cards. He rolls his 4 attack dice and gets 2, 3, 5 and 1. Hermione's attack resistance is 4, but Lucius's special ability states that his opponent's attack resistance is reduced by 1. Thus each of his attack dice showing at least 3 deals damage. Hermione must lose 2 life points, but she wants to try to dodge the attack.

To do so she rolls two dice and gets 3 and 6. Because of the rolled 3 she loses 1 life point, but the Death Eater also loses 1 life point because of Hermione's rolled 6.

Now it is Hermione's turn to attack, and she may use either attack dice or one of her cards. In addition, she may first play a defence card to restore her life points...

The opponents continue to attack each other in turn, until one of them runs out of life points and loses the battle. If Lucius Malfoy loses, he is removed from the game. If Hermione loses, she returns to the start cell with 1 life point.

  • 6. End of the Player's Turn
  • 7. Object Tokens