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Harry Potter: Adventures Through Hogwarts Electronic 3-D Game thumbnail

Harry Potter: Adventures Through Hogwarts Electronic 3-D Game

Harry Potter: Adventures Through Hogwarts Electronic 3-D Game Rulebook

Table of Contents

Table of Contents

  • Object
  • Setup
  • General Rules for the Game
  • Let's Play
  • Section 1: Privet Drive
  • Section 2: Gringotts Bank
  • Section 3: Diagon Alley
  • Owl, Wand and Cauldron Tokens
  • Section 4: King's Cross Station / Hogwarts Express
  • Section 5: Hogwarts Entrance Hall
  • Section 6: Great Hall (Enchanted Room)
  • Special Spaces
  • Trap Doors
  • Enchanted Rooms
  • Rules for the Use of Spell Book Cards
  • Section 7: Transfiguration Classroom
  • Section 8: Charms Classroom
  • Section 9: The Owlery
  • Section 10: Dark Arts Classroom
  • Section 11: The Troll's Bathroom
  • Section 12: Forbidden Corridor (Enchanted Room)
  • Section 13: Devil's Snare
  • Section 14: Wizard Chess (Enchanted Room)
  • Section 15: The Final Chamber (Enchanted Room)

Object

Race through Hogwarts and be the first player to capture the Sorcerer's Stone in the Final Chamber!

Setup

  • Turn on the game unit. On/Off button is located underneath the base of the game.
  • Each player selects a mover.
  • Place all movers on the Starting Space (the Dursleys front door) located at the beginning of "Privet Drive" (section 1) on the outer board.
  • The oldest player becomes the "banker" setting up the game pieces in the following order:
    1. Shuffle the Spell Book Cards and place them beside the game board.
    2. Separate the Bronze Knut, Silver Sickle and Gold Galleon Coins into 3 like piles. Place them beside the game board.
    3. Put the Cauldron, Broom, Owl and Wand Tokens to one side. (Spell Book Cards, Coins, Tokens and Movers can be stored under the "Chess Room" floor after you have finished playing.)

General Rules for the Game

  • In each section of the game, roll the die and move forward the appropriate number of spaces.
  • Players cannot share most spaces. But, if a space has a RED border, then more than one player may be on it. The spaces bordered in red are: the Diagon Alley Start space, the shop spaces in Diagon Alley, the first space of the Devil's Snare section and the Sorting Hat space.
  • If you land on an occupied space, move to the next available space in the direction you are headed. This also means that if you get sent backwards and that space is occupied keep going back to the next available space.
  • If you get sent back any number of rooms, go backwards in the same room order in which you came.
  • You must follow the directions (if any) on the space on which you land before you can cast a Spell or use a Broom.
  • Play always moves in a forward direction. You are never allowed to move backwards unless the game sends you back.
  • On your turn, you can spin the game for easy access to your section of play.

We suggest that you start to play the game from this point on and read the details of each section as you enter it.

Let's Play

Youngest player rolls first, play continues to the left.

Section 1: Privet Drive

Goal: Land on a Letter (from Hogwarts) space in order to move forwards to Gringotts (section 2).

Play:

  • When you land on a Letter space move directly to the first space in Gringotts. If that space is occupied, move forward to the next available space. That is the end of your turn.

Note: If you reach the end of Privet Drive without landing on a Letter Space, stop on the final Envelope Space. If your roll allows, you cannot continue onto Gringotts. This is the end of your turn. On your next turn, move to the Gringotts Start Space.

Section 2: Gringotts Bank

Goal: Land on the Money Spaces and collect as many coins as you can to buy school supplies in Diagon Alley.

Play:

  • When you land on a Money Space, take 1 corresponding coin.
  • After you have passed through Gringotts and collected your coins, move directly into Diagon Alley (section 3).

Section 3: Diagon Alley

Goal: With the coins you collected from Gringotts, try to buy an Owl, Wand and Cauldron from the stores that sell each of these 3 items. You do not need all 3 items to play the game, but having all 3 could be an advantage! See OWL, WAND AND CAULDRON TOKENS for more information.

Play:

  • If you want to buy an item, you must stop at a shop. You do not have to land on a shop by an exact count.
  • More than one Mover can be on a shop at a time.
  • The item you can purchase in each store and the coin it takes to do so are pictured next to the store.
  • When you land on a store, you can buy 1 item, providing you have the appropriate coin. This is the end of your turn.
  • The last space in Diagon Alley is the Bookstore. If you have any coins left you must stop here and trade them in for Spell Book Cards. You don't have to land on this space by an exact count. This is the end of your turn regardless of the number you rolled.
  • If you don't have any coins, you don't have to stop.
  • A coin of any denomination will buy you 1 Spell Book Card. Each player is only permitted to have up to 5 Spell Book Cards at any one time. (See RULES FOR SPELL BOOK CARDS for more details.)

Note: You won't need your coins after this point in the game.

Owl, Wand and Cauldron Tokens

Wand & Cauldron Tokens: These tokens allow you to play certain Spell and Counter Spell Cards that show the corresponding symbols. (See RULES FOR SPELL BOOK CARDS for more details.)

Owl Tokens: If you have an Owl Token and land on an Owl Space within Hogwarts you can move forward to the last space of the room you are in.

Hold on to your Owl, Wand and Cauldron Tokens for the duration of the game. You don't return them after you have used them.

Section 4: King's Cross Station / Hogwarts Express

Goal: Land on 1 of the 3 Train Spaces by exact count in order to proceed to Hogwarts School.

Play:

  • The first 4 spaces represent the non-magic area of the station.
  • You have to pass through the barrier between platforms 9 and 10 in order to get to platform 9 3/4 and the Hogwarts Express. But to do this you have to land on 1 of the 3 Hogwarts Express Spaces by an exact count.
  • For example: If you are on the second non-magic space and you roll a 6, you can't move. You must wait until your next turn when a roll of 3, 4 or 5 would allow you to land on a Hogwarts Express Space by an exact count.
  • Once you are aboard the train, move immediately to the first space on the stairs of the Hogwarts Entrance Hall (section 5). This is the end of your turn.

Section 5: Hogwarts Entrance Hall

Goal: Make your way through the Entrance Hall and up the marble stairs to the Great Hall to get sorted into your School House.

Play:

  • Roll the die and follow the circular spaces up the steps of the Entrance Hall. When you reach the top step move directly up one level into the Great Hall (section 6) and stop at the Sorting Hat Space. See section 6 to continue your turn.

Section 6: Great Hall (Enchanted Room)

Goal: Stop at the Sorting Hat Space and get sorted into your Hogwarts House by pressing the sound button.

Play:

  • Continuing your turn from the Entrance Hall: Once you have landed on the Sorting Hat Space, press the sound button, which is located on the outer edge of the base.
  • The Sorting Hat will announce your School House. Take the House Token that matches your selected House. This is the end of your turn.
  • No two players can be in the same House. If the Sorting Hat sorts you into a House that's already taken by another player, press the button again until you get sorted into an unclaimed House.
  • From this point on, follow the arrows indicated on the game board to ensure that you are traveling in the right direction.

Note: The rooms are also numbered sequentially.

  • If at any point during the game you are sent backwards past the Sorting Hat, you don't have to stop or be re-sorted at the Sorting Hat Space.

Special Spaces

  • If you land on a Book Space: Collect a Spell Book Card. Remember, you are only allowed to have 5 Spell Book Cards. (See USE OF SPELL BOOK CARDS for more details.)
  • If you land on a Broom Space: Collect a Broom Token. You may use your Broom Token on your turn only after you have rolled and moved. Your Broom Token enables you to fly through any room and land on the first space of the next room. Once you have used your Broom, return the token to the Broom Pile.

NOTE: At the end of your turn, you can use your Broom Token instead of Casting a Spell. You may not do both. Brooms are not counted as Spell Book Cards and do not count against your limit of 5 Spell Book Cards.

  • If you land on your Hogwarts House Symbol (check your House Token), move directly to the first space of the next room. House Symbol Spaces are secret passageways that can only be accessed by members of that House. If you land on your House Symbol in an Enchanted Room, you don't need to press the sound button; just move directly to the Start Space of the next Room.
  • If you land on an Owl Space and have an Owl Token: move forward to the last space of the room you are in.

Trap Doors

These are holes cut into the floor and do not count as spaces! Just drop down to the space on the level directly below.

Enchanted Rooms

There are 4 Enchanted Rooms inside Hogwarts:

  • The Great Hall (marked with a wizard's hat)
  • Forbidden Corridor (marked with paw prints)
  • Wizard Chess Room (marked with a chess piece)
  • Final Chamber (marked with the Sorcerer's Stone)

Each of these rooms has a sound button that ties in with the game play. All players in an Enchanted Room can be affected by that sound (with the exception of the Great Hall.)

Rules for the Use of Spell Book Cards

  • You collect a Spell Book Card each time you land on a Book Space or buy them at the last store in Diagon Alley.
  • There are two types of Spell Book Cards:
    • Spells: Spells you cast on your opponents.
    • Counter Spells: Spells you use to counter any Spell cast against you.
  • Certain Spell Book Cards possess either a wand or a cauldron symbol. You can only use that particular Spell Book Card if you purchased that item in Diagon Alley.
  • Spell Book Cards without symbols can be used by any player.
  • You may use only 1 Spell Book Card per turn, but only after you have rolled, moved and followed any directions for the space on which you land.
  • Your opponents may also choose to cast 1 Spell or Counter Spell on you during your turn, but only after you have had a chance to cast your Spell.
  • If they have a Counter Spell Card, any player may cast a Counter Spell on any Spell cast against them. You may not use a Counter Spell against a Counter Spell.
  • You may cast as many Counter Spells on your turn as there are spells cast against you (only if you have Counter Spell Cards).
  • Return all used Spell Book Cards to the bottom of the deck.

The Five Card Rule:

  • At the end of your turn you are only permitted to have 5 Spell Book Cards in your hand. If at the end of your turn you have more than 5, you must cast a Spell (use a card) or discard down to 5.
  • If for any reason you get sent back on another player's turn and collect a sixth card, you may keep it until the end of your next turn.
  • If after your turn you have still have more than 5 cards and another player catches you, that player randomly selects and discards however many cards it takes to bring your hand back down to 5.

Hint for using your Spell Book Cards: It might be wise to hang onto them for use later in the game. Spell casting can get more competitive the closer you get to the Final Chamber.

Section 7: Transfiguration Classroom

Section 8: Charms Classroom

Section 9: The Owlery

Section 10: Dark Arts Classroom

Goal: In each of these rooms (7 to 10), your goal is to collect as many Spell Book Cards and Brooms as you can.

Section 11: The Troll's Bathroom

Goal: Make it through the room without landing on a Troll Space.

Play:

  • If you land on a Troll Space go back to the Starting Space of this room.

Section 12: Forbidden Corridor (Enchanted Room)

Goal: Get past the sleeping Fluffy.

Play:

  • When you land on any space in this Room press the sound button.
  • If you hear flute music, congratulations, you've put Fluffy to sleep. Go directly through the trap door to the Starting Space for the Devil's Snare (section 13). If multiple players are in the room, they also move forward to the Devil's Snare Start Space. (Multiple players can share this space.)
  • If you hear Fluffy snoring, stay where you are until your next turn.
  • If you hear Fluffy growling, return to the first space in this room (you don't press the sound button again until you move and land on a new space on your next turn.)
  • If there are multiple players in the room when Fluffy growls the player farthest along the path goes back to the Start Space, followed by the next leading player (who must go back to the last space of the Troll's Bathroom) and so on. Players must follow directions on any space they are sent to.

Note: It is possible to pass through the Forbidden Chamber without hearing the flute music either by:

  • Rolling a high number and avoiding the Chamber altogether.
  • Sneaking past Fluffy as he snores.
  • Using a Spell or Broom card to move along to the next room.

Section 13: Devil's Snare

Goal: Escape the Devil's Snare and move forward to the Wizard's Chess game.

Play:

  • On your turn: Follow the stepping stone path; if you land on a space covered with vines, the Devil's Snare has caught you! Go back to the first space in this room.

Section 14: Wizard Chess (Enchanted Room)

Goal: Make your way through the chess game, and into the Final Chamber.

Play:

  • Follow the set path through the chess game. On each turn after you have moved, press the sound button.
  • You will hear a sound indicating which chess piece attacks. If you are on a space with an icon of the attacking chess piece, you must retreat to the Starting Space of the room. The sounds are as follows:
    • Royal Trumpet Flourish (Queen icon): Players on the Queen Space are being attacked.
    • Church Bells (Bishop icon): Players on the Bishop Space are being attacked.
    • Horse Neighing (Knight icon): Players on the Knight Space are being attacked.
    • Footsteps: No attack - you're safe and can stay where you are.
  • All players on the chessboard are affected by the sounds. For example: if you land on a Queen Space, press the button and hear the Royal Trumpet Flourish, you and any other player sitting on a Queen Space must retreat.
  • If there are multiple players on a Queen Space when the Trumpet Flourish sounds, the player farthest along the path goes back to the Start Space, followed by the next leading player (who must go back to the last space of the Devil's Snare) and so on.

Section 15: The Final Chamber (Enchanted Room)

Goal: Get to the Mirror of Erised, confront Quirrell and capture the Sorcerer's Stone.

Play:

  • Follow the set path through the Chamber, moving towards the Mirror of Erised.
  • Landing on the "Rope" Space means that Quirrell has tied you up. Go back to the first space in this room.
  • You don't have to land on the final space by exact count. When you land on the final space, press the sound button. You will hear one of two sounds:
    • Voldemort laughing: Go back to the first space in the Final Chamber.
    • Magical sparkling sound: Congratulations! The Sorcerer's Stone will appear in the Mirror of Erised and you are the winner!