Harry Potter: Potions Challenge Game
Harry Potter: Potions Challenge Game Rulebook
Table of Contents
Table of Contents
Contents
- 1 Argus Filch Mover
- 4 House Movers
- 5 Game Mover Stands
- 4 Lenticular Wands
- 2 Dice
- 1 Sticker Sheet
- 30 Potion Cards
- 1 Ingredients Collection Pad
- 1 Gameboard
- 1 Instruction Sheet
Object
Be the first player to collect the ingredients on 1 Potion Card and make it back to start to win.
Setup
- Choose your house and put your mover into its stand and onto either Start space on the gameboard.
- Someone needs to put the Argus Filch mover into its stand and onto a board Start space (bravo on your gamesmanship, thanks!).
- Shuffle the Potion Cards and give each player 3.
- Put the remaining cards in similarly sized piles facedown on each of the bottle visuals on the board.
- Everyone take a wand. Use it to search for potion ingredients around Hogwarts.
- Each player take an ingredient list (and a pen or pencil, not included) to check off ingredients as you find them.
- Put each footprint sticker on one of the 8 sides of 1 die.
- Place 1 of each remaining sticker on each side of the 2nd die.
Let's Play
Allow today's class to commence. Youngest wizard goes first. The potion pursuit then moves left.
- Player 1 rolls both dice and moves the mover and number of spaces indicated.
The Dice
One die indicates which player to move and the other indicates how many spaces to move.
- Die face showing the house mover icon: move your own mover.
- Die face showing the Argus Filch icon: move Argus Filch.
Movement rules:
- You may move in any direction on the board.
- If a player occupies the space on which you're to land, move to the empty space right beyond that one.
- If you roll Argus Filch, you must move Argus Filch. (Hint: Consider moving him away from your own mover.) Argus can move on all paths and through portals.
- If Filch passes you, lose one potion: place the lost potion on the bottom of the deck.
- If Argus is on your tail, you may stop on a Start space if it's along your path. Move only to Start, even if your die roll would take you past it. You're safe on this space.
- You may stay on a Start space as long as you want. Each time you stay put, it counts as your turn.
Gameboard Grounds
- Ingredient icon (a small pouch): check off any ingredient on your list.
- Potion bottle icon: earn a potion card. If you have the maximum of 3, don't take another.
- Portal icon: you may only move between portals of the same color.
- Red X icon: stay here. Lose a turn.
- Wand Reveal icon (a circle with a line through it): land here and use your wand to reveal ingredients. If you need it, check it off on your ingredient list. If not, oh well.
- Footprints icon: only Argus may move on this path. All others, KEEP OFF!
Rotate your wand within each quadrant to reveal an ingredient (4 ingredients appear in each circle).
- If you land on a Wand Reveal space, use your lenticular wand to search for an ingredient.
- Roll the numbers die to see how many ingredients you may search for.
- Place the wand on the ingredients circle. Reveal a different ingredient by slowly rotating your wand within one circle quadrant (hopefully you paid attention in geometry class, Muggle).
- Play continues in turn until the first player finds all 3 ingredients on one Potion Card and makes it back to either Start space.
To Win
Be the first player to collect the ingredients on 1 Potion Card and make it back to start to win.