Harry Potter: Catch the Golden Snitch
Harry Potter: Catch the Golden Snitch Rulebook
Table of Contents
Table of Contents
- Game Contents
- Object of the Game
- Elements of the Game
- Dice
- Cards
- Tokens
- Prepare to Play
- Setup
- Outfield Play
- Actions
- Reactions
- Disadvantage
- Intrepid Moves
- Dice Tokens
- Flag Tokens
- Hand Swap
- Change of Possession and Loose Quaffles
- Score a Goal
- Goal Tokens
- Keeper's Kick-Off
- Bludger Movement
- Stunned
- End of Game Sequence
- Tempo Points
- The Snitch Race
- Slipstreaming Card
- Playing Snitch Cards
- Catch the Snitch!
- Build Your Team
- Optional Rules
- Quick Reference
Game Contents
- 1 Game Board
- 9 Dice (3 black dice, 3 purple dice, 3 orange dice)
- 1 Attacking Team Token
- 32 Flag / Locked Tokens
- 18 Stunned / Locked Tokens
- 6 Block Tokens
- 10 Celebrated / Uncelebrated Goal Tokens
- 6 Tempo Tokens
- 24 Bonus / Penalty Dice Tokens
- 1 Spectators Tile
- 4 Spectator Tokens
- 4 Spectator Cards
- 12 Snitch Cards
- 2 Slipstreaming Cards
- 2 Golden Snitch Cards
- 6 Goal Hoop Cards
- 28 Player Cards (7 Gryffindor, 7 Slytherin, 7 Ravenclaw, 7 Hufflepuff)
- 106 Tactical Cards (25 Gryffindor, 28 Slytherin, 28 Ravenclaw, 25 Hufflepuff)
- 14 Coloured Base Rings (6 orange, 4 black, 2 white, 2 purple)
- 1 Gryffindor Team (7 miniatures: 3 Chasers, 2 Beaters, 1 Keeper, 1 Seeker)
- 1 Slytherin Team (7 miniatures: 1 Seeker, 1 Keeper, 2 Beaters, 3 Chasers)
- 1 Ravenclaw Team (7 miniatures: 3 Chasers, 2 Beaters, 1 Keeper, 1 Seeker)
- 1 Hufflepuff Team (7 miniatures: 1 Keeper, 2 Beaters, 3 Chasers, 1 Seeker)
- 4 Ball Miniatures (1 Quaffle, 2 Bludgers, 1 Golden Snitch)
Object of the Game
Each player takes the role of a Coach, in charge of a Team of Players (each represented by a miniature). The aim of the game is to be the first Team to catch the Golden Snitch.
The Teams compete on the Pitch, trying to overcome their rivals by executing the best tactics, and gaining Snitch cards.
The Teams' Seekers will race to find and capture the Golden Snitch. Meanwhile, their teammates on the Pitch will do their best to perform the best plays and score Goals, making the Seekers concentrate and do everything they can to capture the elusive Snitch.
Elements of the Game
The Game Board
The game board represents a Quidditch stadium with its characteristic oval-shaped playing area, or Pitch. The Pitch is divided into 12 Zones, as follows:
1 Halves. The Pitch is divided into two halves by a central line. Each Team starts the game in a different half.
2 Deployment Zones. At the start of the game, each Team's Players are placed in one of the two Deployment Zones either side of the central circle.
3 Scoring Areas. These Zones contain the Team's Goal Hoops. The Hoops are targeted by the Team's Chasers in order to score Goals, but they're defended by each Team's Keeper. Only the Keeper of the Defending Team and up to one Chaser of the Attacking Team in Possession of the Quaffle may occupy this Zone at the same time. No other Player may enter a Scoring Area by any means, not even by any Trait or effect.
4 Snitch Race. The area beyond the standard Zones is the Snitch Race. Only the Seekers, the Golden Snitch and the Snitch Race tokens can be in the Snitch Race.
Note: The orange Zones are considered to be in both Halves – they are treated as single Zones even though they straddle the halfway line.
Teams
Each Team comprises seven Players, represented by a finely detailed miniature: 1 Keeper, 2 Beaters, 3 Chasers and 1 Seeker. The box contains four complete Teams.
1 Chasers. These Players are responsible for scoring Goals by throwing the Quaffle through the rival's Goal Hoops (see 'Score a Goal' page 16). A Chaser is in Possession of the Quaffle when both miniatures are in contact.
2 Beaters. These Players are charged with deflecting the Bludgers, and Beating them into the path of rival Players.
3 Keeper. This Player must defend the Goal Hoops from shots from rival Chasers. At certain points in the game, the Keeper behaves like a Chaser while outside the Scoring Area.
4 Seeker. This Player's only task is to catch the Golden Snitch, staying alert for any sign of this most elusive ball and racing against the rival Seeker to catch it. These Players can only be in the Snitch Race.
The Seeker does not count as a Team Player when mentioned on cards, Traits, or other effects, unless otherwise specified.
Balls
The game includes 4 balls, of three different types: 1 Quaffle, 2 Bludgers, and 1 Golden Snitch.
1 The Quaffle. A single ball, passed between the Players, and used by Chasers to score Goals for their Team.
2 Bludgers. These two sentient balls move around the Pitch, attacking any Player in their path!
3 The Golden Snitch. A small, winged ball, very fast and evasive. It must be caught by a Seeker to end the match.
Dice
Player Actions are often resolved by rolling dice. There are three different coloured dice in the game, which all cointain varying numbers of symbols, such Success and Opportunity. These are explained below.
The Orange die is the one that can obtain the most Successes when performing Actions, the Black die is the one that can obtain the most Opportunities in Reactions, and the Purple die has a certain balance between the other two.
Dice Rolls
Dice rolls determine how the Actions and Reactions of your Players turn out – e.g., how accurate their Shoot Actions are, how they Maneuvre to avoid a Beated Bludger, and so on.
Unless otherwise specified, on Actions each result of the Success symbol on a die is 1 Success and, on Reactions, each result of the Opportunity symbol on a die is 1 Opportunity that subtracts 1 Success from the rival's roll. Therefore, the double Success symbol counts as two Successes to the result of the roll, and the crossed symbol counts as 2 Opportunities.
Note: Some special cards, skills or similar may specify other effects for this symbols.
When performing an Action, a Player may roll as many dice as listed on the Action on their Player card, in addition to any bonus or penalty dice for any other effects or tokens (such Bonus Dice tokens).
If a rival Player performs a corresponding Reaction, they roll as many dice as listed on the corresponding Reaction on their Player card.
After applying all bonuses or penalties (due for the rival's Opportunities, being at Disadvantage, Stunned tokens...), if the Player performing the Action obtains at least one Success remaining, the Action is successfull. If not, it is considered to be a fail.
Rerolls: In some situations, the rules allow you to 're-roll' your dice, or even your rival's dice. Simply pick up all the dice you wish to reroll, and roll them again.
A die cannot be rerolled more than once by the same Coach. The rerolled score always counts, even if it is worse than the original.
Rules Conflict
If two or more rules would ever appear to resolve at the same time (such re-rolls, Traits, card effects...), the active Coach resolves first, then the other Coach. If not, the Player who played an Action the last time resolves first.
Cards
The game makes use of four different types of cards. Their uses are detailed later.
- Player Cards
- Tactical Cards
- Snitch Cards
- Goal Hoop Cards
Tokens
This game makes use of different kind of tokens, explained later.
- Block Tokens
- Tempo Tokens
- Stunned Tokens
- Locked Tokens
- Celebrated / Uncelebrated Goal Tokens
- Bonus / Penalty Dice Tokens
- Flag Tokens
- Attacking Team Token
Prepare to Play
Team Selection
Each Coach chooses a Team from their available Players. We'll explain more about Team Affiliations and choosing Players on page 22. For your first play-through, we suggest you simply pick one of the Teams provided in this box. Each Coach takes the Player cards with a Galleon cost of 0 and the deck of Tactical cards that belong to their Team, and three Goal Hoop cards (each card should have a different number – 1, 2 and 3).
You can tailor your Tactical deck in various ways. However, for your first game, we suggest that your deck contains only those Tactical cards with a Galleon Cost of 0.
Player Cards
To represent the various roles and abilities of the different types of Player, each miniature in your Team has a corresponding Player card. All of the Player's skills are explained on this card. Let's look at an example of a Player card:
1 Name. The Player's name – for normal Players, this will simply reiterate the Team and Position (e.g. Gryffindor Keeper). For Unique Players, this will be the character name (e.g. Harry Potter).
2 Position. The role the Player fulfils on the Pitch: Keeper, Chaser, Beater or Seeker. Remember, you must include 1 Keeper, 2 Beaters, 3 Chasers, and 1 Seeker in the Team.
3 Affiliation. The Team(s) in which the Player can be included (e.g. Gryffindor).
4 Player Portrait. An image of the Player miniature to aid identification during the match. You may not include more than one of the same model in the Team.
5 Actions. The different Actions a Player can perform, and the number of dice they roll to execute them.
6 Trait. If the Player has a special rule, it is presented here – Traits are what make Players unique. Where the rule for a Trait contradicts a rule from this manual, the Trait takes priority.
7 Cost. It is the amount of Galleons you will have to spend so the Player may get when you are Building a Team.
Locked
Some Traits and other rules display the Locked icon. This means that when the rule is used, you must place the Locked token on the card – the rule cannot be used again until the token is removed.
Setup
1st Step — Place the Pitch between the Coaches – each Coach picks one half as their own – and the Golden Snitch miniature in the last space of the Snitch Race.
2nd Step — Each Coach places their Keeper in the Scoring Area of their own half, their Seeker in the first space of the Snitch Race, and the rest of their Players in their half's Deployment Zone.
3rd Step — Place your Team's Player cards in front of you.
4th Step — One Coach must choose the Success symbol and the other chooses the Opportunity symbol. Roll a die. The Coach whose chosen symbol matches the dice roll gets the advantage, and the Quaffle is given to one of that Coach's Chasers (they must place the Quaffle miniature in contact with a Chaser). That Coach receives the Attacking Team token, representing that now controls the Attacking Team. The rival Coach controls the Defending Team.
5th Step — Prepare the Snitch Race deck. Take the compulsory 16 cards (12 Snitch cards, 2 Golden Snitch cards and 2 Slipstreaming cards), shuffle them, and place this Snitch deck in its proper space of the gameboard, in the reach of both Coaches. Turn over the top 3 cards, placing them face-up in a line where both Coaches can see them. If one or more Golden Snitch cards appear, resolve them with the Attacking Team (see page 20) and draw a new Snitch card. Repeat this action if the card drawn is another Golden Snitch card until there are no more such cards visible.
6th Step — Each Coach shuffles their Tactical cards and places them face-down in front of them, to form a Tactical deck. Then, draw the top five cards from this deck, keeping them a secret from the rival Coach – this is your starting hand of Tactical cards.
7th Step — Now the game begins with the Kick-Off (see page 9).
Outfield Play
On the Pitch, Players perform Actions with the aim of carrying the Quaffle to the rival's Scoring Area, and passing it through the Goal Hoops to score for their Team.
Kick-Off
Follow these steps to begin play.
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Starting with the Attacking Team, each Coach places one Bludger in their rival's half of the Pitch. The Bludger must not be placed within a Deployment Zone, or the Scoring Area.
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Players then break off from the Deployment Zone and take up positions, in this order:
a. The Attacking Coach chooses two Players in their Deployment Zone and moves them to an adjacent Zone.
b. The Defending Coach chooses one Player in their Deployment Zone and moves them into adjacent Zones.
c. The Attacking Coach moves one more of their Players, as above.
d. Finally, the Defending Coach moves two of their Players, as above.
During this part of the Kick-Off sequence, no Player may be moved more than once, by any means.
Note: The Quaffle always moves with the Player it was assigned to, remaining in contact.
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Start the Game Sequence (see below).
Game Sequence
During the game, both Coaches play Tactical cards from their hands in order to perform Actions with their Players. Through these Actions, Players try to execute manoeuvres to attack or defend.
On the Pitch, play proceeds through a series of steps which must be followed in strict order – this is called the Game Sequence. When a Game Sequence is concluded, a new one begins, repeating the same steps, until one of the Seekers catches the Snitch (see page 21).
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Both Coaches check if they have Tactical cards in their hands. If either Coach has no Tactical cards remaining, a Hand Swap must be resolved (see page 16).
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In secret, each Coach chooses a Tactical card from their hand to be played as a Pitch Actions card and places it face-down in front of them. When both Coaches have completed this step, they both reveal the chosen cards.
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Starting with the Attacking Team and then alternating, each Coach must decide whether they will add more Tactical cards, this time face-up – these do not grant further Actions, but are instead played for the Intrepid Move effect (see page 15). Each Coach may play up to two Intrepid Moves. Place these additional cards on top of the first card you revealed.
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If any Intrepid Moves were played, their effects are now resolved in reverse order – from top to bottom, as the cards were laid out. The Coach who played the last card resolves that card first, then the other Coach, and then the Coaches alternate until all Intrepid Moves are resolved.
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The Action Blocks of the Pitch Actions card revealed by each Coach are resolved in the following order:
a. The Attacking Coach resolves their first Action Block.
b. The Defending Coach may then execute their first Action Block.
c. If the Attacking Coach still has Action Blocks left to play, they may execute another Action Block.
d. If the Defending Coach still has left to play, they may execute another .
Tactical Cards
At the start of the game, each Coach will draws five cards from their Tactical deck. These cards will form the Coach's 'hand'. Tactical cards contain the following information:
1 Action Blocks.
2 Intrepid Moves.
3 Cost. Every Tactical card has a value in Gold Galleons, which serves to balance the power of the opposing Teams (see page 22).
Each Tactical card has 2 functions: as a Pitch Actions card (used only to apply Action Blocks), or as an Intrepid Move card (used only for the text of Intrepid Moves). Unless otherwise stated, a Tactical card cannot be used for both functions at the same time.
Action Blocks
When a Tactical card is played at the beginning of a Game Sequence (becoming a Pitch Actions card), the Coach may perform a number of Actions with their Players equal to the Action icons depicted on the card (the different kinds of Actions available are explained in the following section).
Actions are grouped into Action Blocks, and each Action Block displays a number of Action icons. Actions in the same block may be performed consecutively before the rival Coach plays one of their own Action Blocks. Action Blocks must be resolved in the order in which they appear on the Tactical card. You must perform all the Actions listed in an Action Block.
An Action Block with only 1 Action.
Attacking Team / Defending Team
One Team is always the Attacker, and one is always the Defender. The Attacking Team is usually the one with a Player in Possession of the Quaffle. If the other Team takes Possession, or if the Quaffle goes Loose, the rival Team automatically becomes the new Attacking Team (see page 17).
The Attacking Coach must take the Attacking Team token. As soon as play switches, pass this token to the rival.
Friendly Players and Rivals
Throughout these rules you will find references to friendly Players and rival Players. A friendly Player is any Player miniature on your own Team. A rival Player is any Player miniature on your opponent's Team (the other player is sometimes called the 'rival Coach').
Actions
In order to perform an Action, a Coach must nominate one of their Players, and pick an Action listed on that miniature's Player card. The rules for each Action are presented below.
Actions List
- Move*
- Pass
- Shoot
- Beat
- Recover*
- Steal
* These Actions can be performed by any Player (except the Seekers), and are not listed on the Player card.
Move
Choose one of your Players and move it to an adjacent Zone. No dice roll is required.
The Player may use a Move Action to move to any of the adjacent Zones.
Some special rules or Intrepid Moves indicate that one or more Players have to Shift. Shift works the same as a Move Action, ignoring Disadvantage. Furthermore, any rule that mentions a Move Action also applies to Shift, and vice versa.
Slytherin's Player cannot ordinarily Move outside their Zone, due to being at a Disadvantage. However, the Shift effect allows them to be moved into an adjacent Zone.
Pass
This Action may only be performed by a Player with the Quaffle. Target a friendly model up to 2 Zones away, and take a dice roll. If the roll is successful, place the Quaffle in Possession of the target Player. If the roll fails, place the Quaffle Loose – your rival chooses whether the Quaffle goes Loose in the target Player's Zone, or a Zone adjacent to it (but never in a Scoring Area).
Note: This Action suffers the Disadvantage rule if either Player (the Player performing the Pass, or the target of the Pass) is at a Disadvantage. See page 14.
The Gryffindor Chaser tries to Pass the Quaffle to a teammate within 2 Zones.
Shoot
This Action may only be performed by a Chaser in Possession of the Quaffle in the Scoring Area. That Chaser attempts to Shoot at the rival's Goal Hoop. To perform this Action, you must:
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Aim at the Hoop (see 'Score a Goal', page 16)
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Take a dice roll to check if the shot is successful.
If the roll is successful, you have scored a Goal (see page 16). If the roll is unsuccessful, place the Quaffle in Possession of the rival Team's Keeper (if they are inside the Scoring Area) and your rival immediately performs a Keeper's Kick-Off (see page 17). If the Keeper is not inside the Scoring Area, your rival places the Quaffle Loose in a Zone adjacent to that Scoring Area (see page 16).
Steal
Only a Player on the Defending Team may perform this Action. Nominate one of your Players in the same Zone as the Player with the Quaffle. Take a dice roll. If the roll is successful, place the Quaffle in Possession of the nominated Player.
The Gryffindor Chaser is in the same Zone as the Slytherin Chaser with the Quaffle. The Gryffindor Player attempts to Steal the Quaffle – but the Slytherin Chaser uses a Reaction to try and keep Possession – see page 14.
Beat
Choose one of your Beaters in the same Zone as a Bludger. That Beater targets a rival Player up to 2 Zones away. Take a dice roll. If successful, place a Stunned token on the target Player's card. If that Player was carrying the Quaffle, place it Loose – you may choose whether the Quaffle goes Loose in the target Player's Zone, or a Zone adjacent to it (but never in a Scoring Area).
Whether or not this Action is successful, your rival places the beaten Bludger in the Zone containing their target Player, or an adjacent Zone.
The Slytherin Beater may Beat the Bludger up to 2 Zones in order to attack a Gryffindor Player. If the target is a Chaser, they may try to evade the impact with a Manoeuvre Reaction. If there is a Gryffindor Beater in the target's space, they may use the Defense Reaction to protect their teammate.
Recover
Remove a Stunned token from the Player card of one of your Players.
Free Actions
In some situations, a Player will be instructed to perform a 'free Action'. This is exactly as it sounds – it does not require you to expend an Action from your Action Block. Note, that sometimes, the type of Action will be specified (such as a 'free Pass').
Reactions
In some situations, when any of your Players are targeted by an Action from a rival Player, you may be able to perform a Reaction in response. Reactions are similar to Actions, but unlike Actions they do not require the use of an Action from one of your Action Blocks.
Reactions can only be used in response to a specific rival Action, or when attacked by a Bludger, as explained below. Check the Player card of the Player making the Reaction, and roll the dice that correspond to the specified value (for example, Defense, or Manoeuvre). For each Opportunity result you roll, remove one Success result from the rival's roll. This may mean the rival's Action fails.
No more than one Reaction may be performed against the same Action. For example, if a Beater Defends a teammate against a Bludger but fails the roll, the target teammate cannot then attempt a Defense or Manoeuvre Reaction against the same attack.
The Reactions available to Players are:
Steal. When a Player is targeted by a rival's Steal Action, they may use their own Steal value to make a Reaction roll.
Manoeuvre. When a Player is targeted by a Bludger (either because of a rival's Beat Action, or because of the Bludger Movement at the end of the Game Sequence), they may use their Manoeuvre value to make a Reaction roll.
Defense. When a Beater is targeted by a Bludger (either because of a rival's Beat Action, or because of the Bludger Movement at the end of the Game Sequence), they may use their Defense value to make a roll as a Reaction.
This Reaction can be performed even if the Beater is not the target of the Bludger, but is in the same Zone as the target. If the Bludger is not stopped by this Reaction, it will still attack the original target.
Catch. When a rival Chaser in your Scoring Area attempts a Shoot Action, your Keeper may use their Catch value to make a Reaction roll.
Disadvantage
When there are Players from both Teams in the same Zone, but one Team has more Players than the other, the Players in the minority are at a Disadvantage. If the difference between the two sides is 2 or more Players, then the Players in the minority are at a Severe Disadvantage.
- Players at a Disadvantage or Severe Disadvantage cannot Move out of their Zone.
- Players at a Disadvantage deduct 1 Success from their Action rolls, or 1 Opportunity from their Reaction rolls.
- Players at a Severe Disadvantage deduct 2 Successes from their Action rolls, or 2 Opportunities from their Reaction rolls.
If a Player is forced to modify the Successes or Opportunities rolled because of other special rules, these bonuses or penalties are cumulative with the Disadvantage or Severe Disadvantage rule.
The exception to the rule is the Beat Action – this Action ignores the Disadvantage and Severe Disadvantage rules.
The Gryffindor Chaser tries to Pass the Quaffle to a teammate.
Although the Chaser is not at a Disadvantage, the target Player is. The dice roll result deducts 1 Success.
Intrepid Moves
Some Tactical cards include rules text for Intrepid Moves – game effects that modify the rules of the game.
In the Game Sequence, after revealing the first Tactical card as a Pitch Actions card, Coaches may choose to play more Tactical cards to try to get more out of that Game Sequence with the powerful effects of Intrepid Moves. Starting with the Attacking Team Coach and alternating, both Coaches must declare whether they want to play Intrepid Moves during that Game Sequence. Intrepid Moves must be played one at a time, and a single Coach may not play more than two in a Game Sequence.
The text will indicate whether the effects of a Intrepid Move are applied before resolving the Action Block, at a later time (such as those beginning with At the end of this Game Sequence, Each time...), or during or until the end of the Game Sequence. If, for any reason, the effects of an Intrepid Move had not been applied by the end of the Game Sequence, the Intrepid Move is lost.
Swift Intrepid Moves
For all effects it is an Intrepid Move card but, unlike these, this type of card with a lightning symbol at the beginning of the text can be played from the hand as an Intrepid Move at the time specified in the text during the Game Sequence.
Remember that you cannot play more Swift Intrepid Moves if there are already 2 Intrepid Moves played.
Once the card is played, it is placed on top of the last Intrepid Move played (if any), just as you would when playing regular Intrepid Moves, counting towards the limit of 2.
You may not use this type of card if, by using it, you would run out of cards in your hand. They also cannot be used from the discard pile, or if they have already been used as a Intrepid Move.
Note: The first Tactical card revealed at the beginning of the Game Sequence is only used as a Pitch Actions card to reveal the Action Blocks you have available. Even if it has an Intrepid Move written on it, it is not taken into account.
The Gryffindor Coach is in Possession of the Quaffle, and has played a card with an Intrepid Move. The Slytherin Coach plays a card of their own. When these cards are resolved, it is done in reverse order – the Slytherin Coach resolves their card first.
Dice Tokens
Some effects award Bonus Dice tokens or Penalty Dice tokens to a Player, of a specified colour. These are assigned to the Player card. Any time the Player makes a dice roll, they may spend accumulated Bonus Dice tokens to add dice of the same colour to the roll – so one Purple Bonus Dice token adds one die to the roll, for example.
However, if a Player has any Penalty Dice tokens on their card, the rival may spend them on the roll of their choice to reduce the Player's rolls by the specified dice (so an Orange Penalty Dice token means the Player must discard one die before rolling the dice).
Flag Tokens
At the beginning of the game, each Coach must choose the colour of the Flag they will use throughout the game (usually their own House). These tokens are used when you need to nominate a Zone, Player or similar, or as Upwind Tokens in the Snitch Race (see later).
Hand Swap
If, at the beginning of a Game Sequence, a Coach has no cards in their hand, they must draw 5 cards from their Tactical deck. We call this situation a Hand Swap.
If you perform a Hand Swap but the other Coach does not, your rival immediately interrupts the sequence of play and performs one free Action with one of their Players. As soon as this Action is resolved, the opposing Coach gains 1 Tempo Point for their Team, and then play resumes from where it left off. If both Coaches perform a Hand Swap in the same Game Sequence, nothing will happen and play will continue normally.
When your rival makes a Hand Swap, you may immediately remove 1 Stunned token from a Player on your Team (see page 18) and all Locked tokens from the cards of your Team.
If there are not enough Tactical cards left in the deck when you go to draw, simply draw any remaining cards, shuffle the discarded cards and place these face-down to form a fresh deck. Now draw the rest of the cards you need from this deck, and continue as normal.
Change of Possession and Loose Quaffles
A Change of Possession occurs whenever one team takes Possession of the Quaffle from another. The Team in Possession is always the Attacking Team. Commonly, Possession changes as a result of a Steal Action, a successful Beat or a failed Shoot Action.
However, sometimes the Quaffle is in a Zone without being under the control of any Player. This is called a Loose Quaffle. When a Quaffle goes Loose during an Action Block (as the result of an unsuccessful Pass, for example), the Action Block immediately ends, even if there were Actions still to be resolved. The opposing Team becomes the Attacking Team for any rules purposes even though they don't have the Quaffle. Remember that a Coach can never place a Loose Quaffle in a Scoring Area.
Any Player in the same Zone as a Loose Quaffle during one of their Actions (including a Shift) can automatically pick it up, taking Possession of the Quaffle (for example, a Player may perform a Move Action to the Zone containing the Quaffle, picking it up as they complete the Move). Their Team becomes the Attacking Team if they weren't already.
Note: A Chaser in Possession of the Quaffle within the Scoring Area that loses the Possession, must immediately Shift to an adjacent Zone outside the Scoring Area (before the Defending Team chooses where to place the Quaffle).
Score a Goal
A Goal is scored when a Chaser with the Quaffle successfully performs a Shoot Action while in the rival's Scoring Area, as described on page 12.
Aim at the Hoop
If the rival Keeper is also in the Scoring Area when the Shoot Action is performed, then the Chaser must first Aim at the Hoop, as follows.
- Both Coaches take their 3 Goal Hoop cards and secretly chooses one of the 3, placing it face-down in front of them.
- Each Coach reveals their chosen card.
- If the cards display the same number, the Shoot Action proceeds as normal. If the cards display different numbers, the Chaser adds one additional Success to their Action roll.
If the Shoot Action is successful, the Coach of the Team that scored must take an Uncelebrated Goal token and place it beside their Player cards. In addition, they must choose a Snitch card from the face-up row and follow the Snitch card rules (see page 21). Draw a new Snitch card immediately and add it to the face-up row.
Then, the Action Block immediately ends.
Remember: only the Defending Team's Keeper and a single Chaser from the Attacking Team in Possession of the Quaffle may be inside the Scoring Area at any one time. No other Players may enter this Zone by any means, not even by any Trait or effect.
Goal Tokens
These Goal tokens, as well as serving to track your Team's Goals, also encourage your Players to make better plays.
Once per Action or Reaction, one of your Players (including the Seeker) may re-roll a dice by flipping over one of your Uncelebrated Goal tokens to its Celebrated side.
Note: Some special cards, skills or similar may specify other effects for this tokens.
Celebrated/Uncelebrated Goal Token.
Keeper's Kick-Off
If, after any Action, the Quaffle ends up in the Possession of the Keeper within their own Scoring Area, in addition to the Change of Possession, the Game Sequence is immediately interrupted for the Keeper's Kick-Off. Resolve the following events in order:
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Any opposing Chaser within that Keeper's Scoring Area must Shift to an adjacent Zone outside the Scoring Area.
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Beginning with the Attacking Team, both Coaches may immediately Shift one of their Players to an adjacent Zone (not a Scoring Area).
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The Keeper in Possession of the Quaffle may perform a Pass – no Action needs to be spent to resolve this Pass, and the Pass automatically succeeds (no dice roll is required, and can't earn any Tempo for this Action).
Once the Keeper's Kick-Off is resolved, the Game Sequence continues from the point it left off.
After taking control of the Quaffle, the Slytherin Keeper performs the Keeper's Kick-Off. First, the Gryffindor Chaser that attempted to score is Shifted outside the Scoring Area. Next, starting with Slytherin, each Team may Shift one of its Players. Finally, the Slytherin Keeper picks a friendly Player within 2 Zones and performs a free Pass, which automatically succeeds.
Bludger Movement
At the end of the Game Sequence, each Coach gets to move one of the Bludgers to see what chaos they cause! The Defending Coach picks a Bludger first, and the Attacking Coach must move the other. Bludgers are moved according to the following rules:
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If there are any Players in an adjacent Zone to the Bludger, then the Bludger must be moved to one of those Zones. If there are several eligible Zones, the Coach that controls the Bludger chooses one.
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If there are no Players in an adjacent Zone, the Bludger remains where it is. It still counts as having moved this turn.
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After finishing the Bludger's move, the Coach controlling the Bludger chooses one Player in the Bludger's Zone. The chosen Player may attempt to avoid this hit with a Manoeuvre Reaction (see below). If there is a friendly Beater in the Zone (or they are designated as the target of the Bludger) they may perform a Defense Reaction.
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The Attacking Team Coach will follow these same steps for the other Bludger.
The hit from a moving Bludger is resolved as if a Player had rolled a Success on the dice; in other words, an Opportunity result on a Reaction roll would avoid this hit. If a Player is hit, assign a Stunned token to that Player's card and, if that Player was carrying the Quaffle, place it Loose – you may choose whether the Quaffle goes Loose in the target Player's Zone, or a Zone adjacent to it (but never in a Scoring Area).
Bludger B is moved by into Zone A by the Slytherin Coach. The Coach selects the Gryffindor Chaser in that Zone as the Bludger's target.
Stunned
Players with a Stunned token on their Player card deduct 1 Success from their Action rolls, or 1 Opportunity from their Reaction rolls.
A Player may have more than one Stunned token at the same time, to a maximum of 3 – the effect is cumulative (so a Player with 3 Stunned tokens reduces the result of their dice rolls by 3). These reductions are also cumulative with the Disadvantaged rule.
As noted earlier, you may remove a Stunned token from one of your Player cards when your rival makes a Hand Swap or the Player performs a Recover Action.
The Slytherin Beater performs a Beat Action, targeting the Gryffindor Chaser. Because the Chaser is Stunned, they must deduct 1 Opportunity from their Reaction roll to avoid getting another Stunned token!
End of Game Sequence
When a Game Sequence is over, each Coach discards all their used Tactical cards in a separate face-up pile beside their deck – this is called a 'discard pile'.
Tempo Points
Each time one of your Players successfully performs one of the following Actions, add one Tempo Point to your pool:
- Pass
- Beat
- Steal (As an Action, not a Reaction)
- Shoot
You do not earn Tempo Points if you didn't make a dice roll to successfully perform the Action.
Place your Tempo Points near your Player cards. Any time you accumulate more than 3 Tempo Points, you must use them to acquire cards from the face-up row of Snitch cards. Discard all your Tempo Points, and choose a card from the row.
Once you have picked your Snitch card, draw a card from the Snitch deck and place it face-up in the row so that there are three cards again. For more details, see 'Playing Snitch cards' section on page 21.
Breaking the Tempo
After successfully completing one of the Actions listed above (except the Shoot Action), you may instead choose to Break the Tempo. You do not receive a Tempo Point for successfully performing the Action, but instead you may immediately perform one of these:
- A free Pass Action with one of your Players (you don't need to expend an Action from an Action Block for this)
- Shift one of your Players to an adjacent Zone.
This interrupts the Game Sequence – once you have resolved the Pass or Shift, play immediately picks up where you left off.
Performing a Pass Action by Breaking the Tempo doesn't give you a Tempo Point.
The Snitch Race
While the other Players from both Teams do their best on the Pitch, the Seekers rush to locate and catch the Snitch before their rivals do. The first one to catch it will win the game for their Team!
Seeker's Actions
Some Snitch cards will cause your Seeker to perform an Action listed on that Seeker's Player card. As the other Players, you must perform a dice roll, as explained in page 6.
If the Action shown in the Snitch card has a positive (+) or negative (-) modifier with one or more Success symbols, respectively add or subtract that amount of Success to the roll.
Otherwise, if the Action has many Success symbols next to it, no dice roll is made and the amount of Success shown is automatically applied to the Action as if you had made a roll. Dice tokens cannot be used to this kind of Actions.
The rules for each Action are presented below:
Accelerate: Take a dice roll and advance the Seeker to the Golden Snitch as many spaces as the number of Success rolled. If there is a token in the space where the Seeker ends, you must spend and discard it (except in the same turn that you have placed it).
Dodge: Dodge works the same as an Accelerate Action, but you can choose to ignore the token in the space where the Seeker ends.
Glimpse: Take a dice roll and advance the Snitch towards the Seekers as many spaces as the number of Success obtained. All tokens behind and in the same space as the Golden Snitch are discarded.
Obstruct: Take a dice roll and move the rival Seeker back as many spaces as the number of Success rolled. If there is a token in the space where the Seeker ends, they must spend and discard it. This Action cannot be performed if the rival Seeker is Lagged.
Ahead and Lagged Seekers
The Seeker who is the least number of spaces away from the Golden Snitch is considered to be Ahead.
The Seeker who is more spaces away from the Golden Snitch, and also behind the rival Seeker, is considered to be Lagged.
If both Seekers are in the same space, neither Seeker is considered to be Ahead or Lagged.
Snitch Race Tokens
In a fast race for the Snitch there may be elements that affect the Seekers, either to make them handle their broom better, or to hinder their performance!
To represent this, there are various tokens that are placed in the spaces of the Snitch Race, which will be explained below.
There can only be one token in each space. When a Coach is going to place a token, they must place it in a space between the Seeker that is Ahead and the Golden Snitch (never in the same space as the Golden Snitch). However, if their Seeker is Lagged, they may place the token in a space between the two Seekers.
Tokens are always discarded when both Seekers have passed through, and also when the tokens are in the same space and before the Golden Snitch. If, at any time, there is no free space to place tokens, they cannot be placed and will be discarded directly.
The different Snitch Race tokens are:
Upwind Tokens. Flag tokens are used to represent an Upwind, with each Coach having their own colour (see Flag tokens on page 15). If a Seeker ends their advance in a space with a Flag token of their colour, they discard it and advance to the next space. If the token is not of their colour, they move back to the previous space. This can only happen once per Flag of each colour in a single turn (i.e. you could only use one Flag of your own and another colour in the same advance, but not more than one of the same colour).
Dice Tokens. They work in exactly the same way as explained on page 15. These tokens in the spaces of the Snitch Race are not owned by any particular Coach.
Snitch Race Deck
The Snitch card deck consists of the following card types, being always 16 cards (12 Snitch cards, 2 Slipstreaming cards and 2 Golden Snitch cards):
Snitch Card
Snitch cards represent Seekers searching for and racing the rival at full speed to catch the Golden Snitch.
Each card contains 3 different ways in which Seekers fly their brooms which, depending on how they are resolved, will perform a Rushed Impulse, a Fast Impulse or a spectacular Perfect Impulse. Let's look at an example of a Snitch card:
1 Type. Snitch cards are divided into 4 different Types, represented by 4 different icons.
2 Rushed Impulse. The first impulse of the card; on the example card, Accelerate 2.
3 Fast Impulse. The second impulse; on the example card, Accelerate 3 and Upwind.
4 Perfect Impulse. The third impulse; on the example card, Dodge 3 and Upwind.
Golden Snitch Card
This card represents the sighting of the Golden Snitch by both Seekers. When this card is revealed, you must perform a Glimpse Action with the Seeker of the Coach who revealed this card. Then discard it and draw another card from the Snitch deck.
Golden Snitch card: "Perform a Glimpse Action with the Seeker of the Coach who revealed this card."
Slipstreaming Card
As this is a special card, you cannot choose this Snitch card if you have another Snitch card in play. On the next card you choose you must apply the Fast Impulse of the recently drawn Snitch card, ignoring what Type it is. In addition, if your Seeker is Lagged, perform the specified Action on the Slipstreaming card before resolving the effects of the Fast Impulse.
Slipstreaming card: "From the next card you choose you apply the Fast Impulse, regardless of the Type. If your Seeker is Lagged, before resolving the effects of the Fast Impulse, perform Obstruct 1. You may not choose this Snitch Card if you have another Snitch Card in play."
Playing Snitch Cards
Snitch cards are usually obtained by scoring Goals, when you earn more than 3 Tempo Points or before the end of each Game Sequence. The moment you get a Snitch card, you must complete the following steps:
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Choose a Snitch card from the face-up row and choose one option between these:
a. Immediately resolve the Rushed Impulse of the Snitch card. Then, discard the card in a separate face-up pile beside the Snitch Race deck – this is called a 'discard pile'. You can't choose this option if the card drawn is a Slipstreaming card (see later).
b. If you don't have a Snitch card in play, keep the Snitch card a secret from the rival Coach, so you can use it later as another type of Impulse. From now on it will be the Snitch card in play.
c. If you already had a Snitch card in play (as in point b), you must use the Type of this recently drawn Snitch card for the corresponding Impulse section of the Snitch card in play, that would match as follows:
- Fast Impulse if it matches one of the 2 Types printed in the Snitch card in play.
- Perfect Impulse if it is of the same Type printed in the Snitch card in play.
- If the chosen card does not match either of the two Types, the Snitch card in play will be used with its Rushed Impulse (as in point a).
- If the Snitch card in play is a Slipstreaming card, you apply the Fast Impulse of the recently drawn Snitch card, regardless of the card's Type. In addition, if your Seeker is Lagged, perform the specified Action on the Slipstreaming card before resolving the effects of the Fast Impulse.
Then discard both Snitch card in play and the drawn one.
Note: For the recently drawn card, only its Type will be used, not any of its Impulses or effects (unless otherwise specified, i.e. Slipstreaming card).
If the card drawn is a Golden Snitch card, you must immediately resolve it by performing a Glimpse Action with the Seeker of the Coach that has drawn this card. Then, discard this card.
Draw a new Snitch card, and repeat this Action if the card drawn is another Golden Snitch card until there are no more such cards visible.
If, at any time you should draw a card from the Snitch Race deck and there are none, take all the Snitch cards of the discard pile and shuffle them to create a new deck. Then continue to draw the Snitch card.
Catch the Snitch!
If at any time the miniature of the Golden Snitch and a Seeker coincide in the same space (even if it wasn't the active Seeker), that Seeker has caught the Snitch, the match ends immediately and their Team is declared the winner! If the Snitch coincides in a space where both Seekers are, the one who has caught the Snitch is the Seeker of the Attacking Team.
Build Your Team
Galleons
Before choosing a Team, the Coaches should agree how many Gold Galleons they wish to spend. This value is called Funding. Each Coach has an identical Funding limit. To begin with, we recommend a Funding value of 5 Gold Galleons.
A Team is formed of the following elements: Players, Tactical cards, and Spectators (if you've decided to use the optional Spectator rules, below). Each has a cost in Gold Galleons, which should be subtracted from your Funding value. You don't have to spend every Galleon, but you may never exceed the Funding value.
Coaches then select their Team components from their available collection, and form their Team for the game. The following restrictions always apply:
- The Tactical card deck must always contain 15 cards.
- Teams must always have: 1 Keeper, 1 Seeker, 2 Beaters and 3 Chasers.
- If using the optional Spectator rules, each Coach receives a Fervent Fan card at no cost, and may purchase up to 2 additional Spectators using their Galleons.
Some elements are restricted to certain Teams. Only the Teams listed may purchase these elements.
Once both Coaches have formed their Team, the game will start!
Unique Names
If a Player or Spectator has the ✷ after their name, you may not include more than one Player or Spectator with that name in your Team. For example, you may have more than one Harry Potter Player miniature in your collection, but you may only ever use one of them in a Team at any one time: As a Player, or as a Spectator.
Optional Rules
Spectators
Spectators are an advanced rule that add more depth to the game. We recommend that you master the basic rules of play first, and then introduce Spectators when you're ready for a new challenge.
Place the Spectator Stand near the Pitch. The Stand has two different Zones: the Magic Zone and the Encouragement Zone.
Both Coaches receive a Fervent Fan card for free, but any other Spectator card that a Coach wishes to include in their Team has a cost in Gold Galleons, which must be subtracted from the Team's available Funding.
A Coach can play a Spectator card at any time by placing the token in one of the empty Zones or occupied by a rival Spectator on the Spectator Stand. Each Spectator card specifies which Zones it can be placed in, and the effect it triggers by doing so. When the Spectator is placed in an empty Zone, apply the first effect listed on the card. However, when the Spectator is placed in a Zone containing a rival Spectator, first remove it from the specific Zone and apply the second listed effect instead. You cannot place a Spectator in a Zone that already contains other friendly Spectator.
When a Hand Swap happens, all the Spectator tokens are removed from the Spectator Stand.
Quick Reference
Game Sequence
- Checking the Tactical cards in hand. If either or both Coaches have no Tactical cards in hand, a Hand Swap will be resolved.
- Choice of Tactical card. In secret, both Coaches choose a Tactical card to be played as a Pitch Actions card that will decide how many Actions they can perform during this Game Sequence. Then both reveal the chosen cards.
- More Tactical cards are added. Each Player may play a maximum of 2 extra cards, placing them face-up, to be played as Intrepid Moves. Then, resolve this cards in reverse order, starting with the Coach who played the last card, then the other Coach, until all Intrepid Moves are resolved.
- Resolve Action Blocks. Starting with the Attacking Team, Coaches take turns completing the Action Blocks from their chosen card, alternating one Block at a time.
- The Bludger Movement is resolved, and any corresponding Reaction rolls are resolved.
- Take a Snitch card. Starting with the last Coach to finish their Action Blocks in this Game Sequence, both Coaches take a Snitch card and draw a new one. If any Coach draws a Golden Snitch card, perform a Glimpse Action with the Seeker of the Coach who revealed this card. Then discard it and draw another card from the Snitch deck.
- End of the Game Sequence.
Swift Intrepid Moves
This Intrepid Move card can be played from the hand as an Intrepid Move at the time specified in the text during the Game Sequence, counting towards the limit of 2.
Dice Symbols
Each result of the Success symbol on a die is 1 Success and, on Reactions, each result of the Opportunity symbol on a die is 1 Opportunity that subtracts 1 Success from the rival's roll. Therefore, the double Success symbol counts as two Successes to the result of the roll, and the crossed symbol counts as 2 Opportunities.
Stunned Tokens
Players with a Stunned token on their Player card deduct 1 Success from their Action rolls, or 1 Opportunity from their Reaction rolls. Maximum of 3 per Player.
Goal Tokens
Once per Action or Reaction, one of your Players (including the Seeker) may re-roll a dice by flipping over one of your Uncelebrated Goal tokens to its Celebrated side.
Actions
Move. Move a Player to an adjacent Zone. A Shift works the same as a Move, ignoring Disadvantage.
Pass. A Player in Possession of the Quaffle tries to make a pass to a friendly Chaser up to 2 Zones away.
Shoot. An attacking Chaser with the Quaffle inside the rival Scoring Area shoots at the Goal Hoops. A rival Keeper may perform a Catch Reaction.
Steal. One of your Players in the same Zone as a rival Player in Possession of the Quaffle may try to steal it. A rival Player may perform a Steal Reaction.
Beat. One of your Beaters in the same Zone as a Bludger attacks a rival Player up to 2 Zones away. A rival Player may perform a Manoeuvre or Defense Reaction.
Recover. Remove a Stunned token from one of your Player cards.
Disadvantage
Players are in Disadvantage when there are more rival Players in the same Zone. It is considered to be Severe Disadvantage if the difference between the two Teams is 2 or more Players.
In both Disadvantages a Player cannot move out of their Zone. Players at a Disadvantage deduct 1 Success from their Action rolls, or 1 Opportunity from their Reaction rolls. On Severe Disadvantage, deduct 2 Successes or 2 Opportunities respectively. Beat Actions are not affected by this penalties.
Keeper's Kick-Off
When the Quaffle ends up in the Possession of the Keeper within their own Scoring Area, in addition to the Change of Possession, the Game Sequence is immediately interrupted for the Keeper's Kick-Off: Any opposing Chaser within that Keeper's Scoring Area must Shift to an adjacent Zone outside the Scoring Area. Then, beginning with the Attacking Team, both Coaches may immediately Shift one of their Players to an adjacent Zone. Finally, the Keeper in Possession of the Quaffle may perform a Pass.
Tempo
Each time one of your Players successfully performs a Pass, Steal, Beat or Shoot Action, add one Tempo Point to your pool. Any time you accumulate more than 3 Tempo Points, discard all your Tempo Points and take a Snitch card from the row.
After successfully completing one of the Actions listed (except the Shoot Action), you may instead choose to Break the Tempo: You do not receive the Tempo Point, and you may immediately perform a free Pass Action or Shift.