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Гарри Поттер: Кубок факультетов (Harry Potter: House Cup) thumbnail

Гарри Поттер: Кубок факультетов (Harry Potter: House Cup)

Гарри Поттер: Кубок факультетов (Harry Potter: House Cup) Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • How to Play
    • Updating the Schedule
    • Taking Cards
    • End of the Game
  • Anatomy of an Activity Card
  • Cards with an Instant Effect
  • Sets
  • Cards Outside Sets
  • Scoring Example
  • Round Summary

Components

  • 68 activity cards
  • 5 schedule cards (Monday to Friday)
  • 4 house crests (Gryffindor, Slytherin, Hufflepuff, Ravenclaw)
  • First-player token in the shape of the Sorting Hat
  • 12 choice tokens: 3 tokens for each student (one set per house)
  • 46 reward tokens
  • This rulebook

Setup

  1. Take the schedule cards and lay them out in a row, in order, from Monday to Friday. This is the timetable. Leave space above the schedule for activity cards.
  2. Each player chooses a house: Gryffindor, Slytherin, Hufflepuff or Ravenclaw. Take that house's crest and the 3 choice tokens of the same house. Any leftover crests and tokens go back into the box.
  3. Take the deck of activity cards. For a game with 2 or 3 players, we recommend removing from the deck 7 "Potions" cards and 3 "Exploring the Castle" cards. Shuffle the deck and place it face down next to the schedule. Leave space to the side for a discard pile.
  4. Place all the reward tokens next to the schedule. This is the supply.
  5. Give the Sorting Hat token (the first-player token) to the youngest wizard.

You are ready to play.

How to Play

Each round consists of two stages:

  1. Updating the schedule.
  2. Taking cards.

Updating the Schedule

  1. The first player takes 4 activity cards from the top of the deck (in a 2-player game, 3 cards) and lays them out by day of the week: the card marked with the Monday symbol goes on Monday, the card marked with the Tuesday symbol goes on Tuesday, and so on. More than one card may go on the same day. Stack them on top of each other so that each card is visible partly or in full, whichever is more convenient for the players.

    For example, if you took two cards marked for Thursday and one marked for Wednesday and one marked for Friday, they would lie in the timetable like this.

    Once the cards are laid out, look at them to decide which one you want to take (see the card notes on pages 12 to 15).

  2. Then the players take turns, starting with the first player and continuing clockwise. On your turn you take one of your choice tokens and place it face down under a schedule card of your choice.

    The numbers on the tokens determine the order in which you will take activity cards from that schedule card (owners of 1-tokens take cards first, owners of 3-tokens take them last), and also the number of cards you must take.

    • Keep your tokens in front of you, face down, so that other players cannot see which token you placed and which ones you still have.
    • Place tokens under one card one above the other, in a column, as in the example on the right. This sets the order of taking cards: if the numbers on the tokens are equal, the player whose token lies higher takes cards first.
    • You may place a token under a card where other tokens already lie, either yours or other players' tokens.
    • You may place a token under an empty schedule card.
  3. When all players have placed one token each, repeat steps 1 and 2.

  4. When all players have placed their second token each, repeat steps 1 and 2 a third time.

  5. When the players have placed their last tokens, repeat step 1 a fourth time. The players do nothing: they have no tokens left.

The schedule update ends and the taking of cards begins.

Example: The players act in this order: Slytherin, Gryffindor, Hufflepuff, Ravenclaw. The Slytherin student places their token under Thursday. The Gryffindor student places their token under Wednesday. The Hufflepuff student also wants to place a token under Wednesday, and places it under the Gryffindor token. The Ravenclaw student chooses Thursday and places their token under the Slytherin token.

Taking Cards

  1. The first player turns over all the tokens under Monday, without changing their order. Then the token owners take cards from Monday according to the rules below, and each takes their token back. Do the same with each schedule card in turn.

  2. Players take activity cards from each schedule card in the order in which their tokens lie:

    • the owner of token 1 takes cards first and takes 1 card of their choice;
    • the owner of token 2 takes cards second and takes 2 cards of their choice;
    • the owner of token 3 takes cards last and takes 3 cards of their choice.

    If several tokens under one schedule card have the same value, the player whose token lies higher takes cards first.

    Players must take as many activity cards as their tokens show, as long as there are enough cards. If there are not enough, the player takes as many as remain. If a player gets no card at all, they take 1 reward token from the supply.

Keep your activity cards in front of you, face up (you may sort them into sets as you collect them). Players may look at each other's cards.

Pay attention to cards with an instant effect: they must be applied immediately when you take the card or receive it from another player (see page 12). The player decides the order in which to apply several such cards.

Example of taking cards: Under Monday, the tokens lie in this order: first the 3-token of Gryffindor, then the 1-token of Hufflepuff, then the 2-token of Slytherin, then the 1-token of Ravenclaw. There are 3 cards on Monday.

The players take cards in this order:

  1. Hufflepuff goes before Ravenclaw, because its 1-token lies higher. The player chooses one of the three cards and takes their 1-token back.
  2. Then Ravenclaw chooses one of the two remaining cards and takes back its 1-token.
  3. Then Slytherin takes the last card and takes back its 2-token.
  4. Then Gryffindor, having received no card, takes 1 reward token from the supply and takes back its 3-token.

When all players have taken their cards, the first player passes the Sorting Hat token to the player on their left. Activity cards left on the schedule are not removed: they take part in the next round. Start a new round.

End of the Game

The game ends when every wizard has been the first player once; in a 2-player game, each wizard is first player twice. Use this table:

PlayersRounds
2 players4 rounds
3 players3 rounds
4 players4 rounds

Count the points for your cards (see the card notes below). In addition, get 2 points for each of your reward tokens (note that the "Charms" card gives more points for reward tokens).

The Hogwarts Cup is won by the house whose student has scored the most victory points. If there is a tie, the tied player with fewer cards wins. If the tie remains, friendship wins.

Anatomy of an Activity Card

  • Day of the week: shows the day on which the card must be placed (the day symbol in the top corner).
  • Card name: printed at the top of the card.
  • Card symbol: sometimes you can score points for cards with a particular symbol. There are 4 symbols in the game: clothing, letter, help and animal.
  • Card description: the text on the card.
  • Points for this card: the number in the circle.
  • Reward token icon: the star-shaped symbol that denotes a reward token.
  • Number of cards: the number in the lower corner of the card shows the total number of cards of this kind in the deck, so you can tell how many have already been drawn from the deck.
  • Points for collected identical cards: the set-scoring table. Each set row shows points for the number of identical cards you have collected.

Cards with an Instant Effect

If you receive a card whose text begins with the word "IMMEDIATELY" (СРАЗУ), apply its effect at once. Do this every time a player receives the card, whether from the deck or from another player. Note that cards with an instant effect may also count toward the end-game score if they carry one of the four symbols in the corner.

All the cards with an instant effect are:

  • Trouble (Неприятность), 8 copies: IMMEDIATELY: discard one other card. A Pixie Infestation!
  • You've Got a Letter! (Вам письмо!), 4 copies: IMMEDIATELY: take a reward token and give any card to an opponent (except a card with the letter symbol).
  • Divination (Прорицание), 2 copies: IMMEDIATELY: take the top card of the deck, and shuffle this card back into the deck.
  • Magic Cauldron (Волшебный котёл), 1 copy: IMMEDIATELY: all players may discard 1 card and receive a reward token.
  • Hagrid's Farm (Ферма Хагрида), 1 copy: IMMEDIATELY: take three reward tokens.

Sets

A set is several identical cards. The more cards you collect, the more points the set gives you.

Potions (Зельеварение): count your Potions cards. One card scores 2 points, two cards 3 points, three cards 4 points, four cards 20 points, five cards 40 points. If you have collected more than five cards, the sixth and seventh cards do not start a new set and do not score points.

Herbology (Гербология): count your Herbology cards. One card costs you 20 points, two cards 30 points, three cards 40 points. A fourth Herbology card does not start a new set and does not score or cost points. For a set to score points instead of costing them, you must have the Earphones card.

Magical Creatures (Магические существа): count your Magical Creatures cards. One card scores 4 points, two cards 9 points, three cards 15 points, four cards 25 points, five cards 50 points.

Charms (Заклинания): count your Charms cards and your reward tokens. Each reward token scores 3 points instead of 2 if you have one Charms card; 5 points if you have two; 8 points if you have three. If you have collected more than three cards, the extra cards do not start a new set and do not score points.

Example: a Gryffindor student has 5 reward tokens and one Charms card. Gryffindor gets 3 points for each token instead of 2, a total of 15 points. A Slytherin student has 4 reward tokens and two Charms cards. They get 5 points for each token, a total of 20 points.

Exploring the Castle (Исследование замка): score 60 points if you have collected all three cards. If you have collected one or two of them, they score nothing.

Cards Outside Sets

These cards do not form sets: each scores or costs points on its own. Note that some of these cards can affect sets (for example, the Flywheel of Time can become a card of any set).

Quidditch (Квиддич): the house whose student has collected the most of these cards is the Quidditch leader, and it scores 30 points regardless of how many Quidditch cards it has. If you have such a card but your house is not the Quidditch leader, you cannot score points for it. If there is a tie, all the tied participants count as Quidditch leaders and score points.

House Forward! (Факультет, вперёд!): the owner of the card scores 15 points if the house named on the card is the Quidditch leader (see the Quidditch card). Such a card can be taken as a bet: if you see that an opponent has collected many Quidditch cards and their house is almost certain to become leader, try to take a card naming that house. Or, if you are collecting Quidditch cards yourself, you can take a card naming your own house. The house-named cards in the game are Gryffindor, Forward! (Гриффиндор, вперёд!), Slytherin, Forward! (Слизерин, вперёд!) and Ravenclaw, Forward! (Когтевран, вперёд!).

School Uniform (Школьная форма): at the end of the game this card costs you 10 points if the uniform on it does not match the owner's house, and scores you 10 points if it does. Printed on the card: "Replace - with + if playing as Slytherin."

Trouble (Неприятность) and House-Elf (Домашний эльф): a Trouble card (except the pixie card) costs you 5 points. If you have a House-Elf card, each of your Trouble cards scores 5 points instead. Printed on the House-Elf card: "Replace -5 with +5 on all Trouble cards."

History of Magic (История магии): count the total number of all your cards (including this one) and get 1 point for each card. If you have several History of Magic cards, count the points for each of them.

Help (Помощь): at the end of the game, count your cards with the symbol indicated and get 3 points for each card. Note the following:

  • Help Searching for Points (Помощь с поиском очков) works differently: it scores no points, but at the end of the game it lets you take 5 cards from the top of the deck and keep any one of them (discard the rest).
  • Help Hunting Nargles (Помощь в охоте на мозгошмыгов) scores no points, but it contains all 4 symbols, and it can be counted several times when scoring other Help cards.

Flywheel of Time (Маховик времени): this card may count as a card of any started set, but by itself it does not start a set. Printed on the card: "At the end of the game, add this card to any set."

Earphones (Наушники): if you have this card, a set of Herbology cards scores points instead of costing them. Printed on the card: "Replace - with + on the Herbology card."

Scoring Example

Ravenclaw student's tally:

  • 4 points for a set of three Potions cards;
  • 30 points for Quidditch leadership (Ravenclaw has more Quidditch cards than the other players, so it is the Quidditch leader);
  • 4 points for a set of one Magical Creatures card;
  • 3 points for the Help in the Owlery card (Помощь в совиной башне) for one "You've Got a Letter!" card;
  • 14 points for the History of Magic card, for 14 collected cards (including both History of Magic cards);
  • 14 points for the second History of Magic card;
  • 0 points for a set of one Exploring the Castle card;
  • 5 points for the Trouble card and the House-Elf card (the House-Elf card itself gives no points);
  • 5 reward tokens, for 10 points.

Total: 84 points for Ravenclaw!

Slytherin student's tally:

  • 40 points for a set of two Herbology cards and the Flywheel of Time card (the student counts it as a third card in the Herbology set), and for the Earphones card (by itself this card gives no points);
  • -5 points for a Trouble card;
  • 0 points for a Quidditch card (Slytherin is not the Quidditch leader);
  • 0 points for the Help Hunting Nargles card;
  • 9 points for the Help the First-Years card (Помощь первокурсникам) for three help cards: Help Hunting Nargles, Help Searching for Points, and the Help the First-Years card itself;
  • Help Searching for Points lets the student take 5 cards from the top of the deck and keep one. The student keeps the School Uniform card, since it matches their house, and gets 10 points for it;
  • 15 points for the Ravenclaw, Forward! card, since Ravenclaw is the Quidditch leader;
  • 0 points for the Gryffindor, Forward! card, since Gryffindor is not the Quidditch leader.

The Slytherin student has no reward tokens.

Total: 69 points for Slytherin!

Round Summary

Each round consists of two stages:

  1. Updating the schedule: the first player lays out 4 schedule cards (in a 2-player game, 3 cards). Each player places one choice token. This repeats twice more. The fourth time, the first player again lays out the activity cards, but the players do not place tokens (they have none left).
  2. Taking cards: the first player turns over the choice tokens under the activity cards, and the players take cards. The order of taking and the number of cards depend on the numbers on the choice tokens. If a player gets no card at all, they take a reward token.

The game ends after 4 rounds (3 rounds in a 3-player game).