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Monopoly: Harry Potter – A Magical Adventure at Hogwarts thumbnail

Monopoly: Harry Potter – A Magical Adventure at Hogwarts

Monopoly: Harry Potter – A Magical Adventure at Hogwarts Rulebook

Table of Contents

Table of Contents

  • What's Different About Monopoly: Harry Potter™?
    • Select your house
    • Earn house points and house crests
    • Receive owl post—but watch out for Howlers!
  • Contents
  • Set It Up!
  • Play!
    • How to win
    • Who goes first?
    • On your turn
    • Start playing!
  • The Board Spaces
    • Properties
    • Unexplored Properties
    • Collect colour sets!
    • Explored Properties
    • Locations
    • Common Rooms
    • Spells
  • Action Spaces
    • How do I get out of Jail?
  • House Crests
    • Adding house crests
    • Not enough house crests?
    • No house crests left?
  • Deals & Trades
  • I Owe House Points, But Don't Have Enough!
    • 1. Try to raise house points.
    • Returning house crests
    • Mortgaging Property
    • 2. If you still owe house points, you're out of luck and out of the game!
  • The End of the Game
  • Helpful Hints from the Prefects

What's Different About Monopoly: Harry Potter™?

Select your house

Let's begin another year at Hogwarts™! As you set up the game, choose a House Card. During play, you'll receive special rewards based on your house. Where do you belong?

  • Those with brave hearts, daring minds, and deep determination belong here!
  • Those who are cunning, proud, and ambitious belong here!
  • Those who are loyal, with great patience and strong work ethic, belong here!
  • Those with unmatched wit, a love for learning, and endless wisdom belong here!

Earn house points and house crests

In this game, house points replace money. Explore (buy) locations with your house points, collect colour sets to double the rent, and add house crests to receive even more rent!

Receive owl post—but watch out for Howlers!

A snowy owl has arrived with the post! When you land on an Owl Post space, you'll draw a card from the owl post figurine in the centre of the board. But watch out—some of the letters are actually Howlers, which may jinx your game!

Contents

Gameboard • 6 Golden Tokens • Owl Post Card Holder (plastic snowy owl and base) • 32 Owl Post Cards • 28 Title Deed Cards • 8 House Cards • 44 House Crests (11 Gryffindor™, 11 Hufflepuff™, 11 Ravenclaw™, 11 Slytherin™) • 2 Dice • 1 Cardboard Prefect Badge • 88 Cardboard House Point Chips (48 tens, 40 fifties)

Set It Up!

The first time you play, put together the owl post card holder. Snap the owl stand into the base.

  1. Choose someone to be the Prefect. They take the Prefect Badge. The Prefect's in charge of:

    • House points
    • House crests
    • Title Deed cards
    • Auctions

    The Prefect can play too but must keep their house points separate from the Bank.

  2. Prefect, give each player:

    • 50 × 5 (worth 50 house points each)
    • 10 × 5 (worth 10 house points each)

    (Total = 300 house points)

    Note: You may use any colour house points, no matter which house you end up belonging in.

  3. Shuffle the Owl Post cards — including Howlers! — and place them facedown in the owl post card holder.

  4. Each player gets sorted into a house by choosing a House Card. Which house do you belong in?

  5. Each player chooses a token and places it on GO.

  6. Put the dice by the gameboard.

Play!

How to win

Travel through your favourite Hogwarts™ locations: take a stroll in Hogsmeade™, go past the Quidditch™ Pitch and Hagrid's Hut, and walk through the legendary castle itself. Explore as many magical locations as you can—the more you explore, the more house points you'll receive from other players. If you're the player with the most house points after all properties have been explored, you win!

Who goes first?

Each player rolls both dice. The highest roller starts, and play moves to the left.

On your turn

  1. Roll both dice.
  2. Move your token clockwise that number of spaces.
  3. Where did you land? Carry out the rules of that board space. See THE BOARD SPACES.

Did you roll doubles? Roll the dice again, and take another turn.

Watch out! If you roll doubles 3 times in a row, you must immediately go to Jail! Do not complete your third turn.

  1. Your turn ends. Pass the dice to your left.

Start playing!

That's all you need to know, so start exploring! Look up the spaces as you land on them.

The Board Spaces

Properties

There are three types of properties: locations, which come in colour sets, common rooms, and spells.

Unexplored Properties

When you land on an unexplored property, you must explore it or auction it.

Want to explore it? Give the amount of house points shown on the board space to the Bank, and then take the Title Deed card.

Don't want to explore it? Auction it! The Prefect must auction it. Bidding starts at 10 house points, and anyone can increase the bid by as little as 10 house points. You don't need to follow turn order, and the Prefect ends the auction when no player is willing to increase the bid. The highest bidder gives the house points they bid to the Bank. If no one wants to bid on the property, that's fine. No one does anything, and the Title Deed stays with the Bank.

Collect colour sets!

The colour sets are: brown, light blue, pink, orange, red, yellow, green, and dark blue.

When you have explored each location in a colour set:

  • You can double the rent for those locations!
  • You may add house crests and charge even more rent!

See HOUSE CRESTS.

Explored Properties

When you land on a property that someone else has explored, the owner must ask you for rent. If they do, you reward them with house points. If they don't ask before the next player rolls the dice, you don't give them anything!

Locations

Reward the owner with the rent shown on the location's Title Deed card.

Common Rooms

Reward the owner with rent based on the number of common rooms they have explored.

  • If you land on the common room for your house, you don't have to give them any rent at all!
  • If no one has explored the common room for your house, you may take that Title Deed for free!

Spells

Roll the dice to determine rent. If the owner has 1 spell, rent is 10× the amount shown on the higher die. If the owner has 2 spells, rent is 10× the amount shown on both dice.

Action Spaces

GO: When you pass or land on the GO space, you're awarded 20 house points from the Bank.

Owl Post: Take the top card from the deck, and immediately do what it says. Return it to the bottom of the deck when done. Watch out for Howlers!

Filch and Mrs. Norris: Give the amount of house points shown on the space to the Bank—and stop sneaking around at night! Rule breaking will get you nowhere! (Filch: lose 20. Mrs. Norris: lose 10.)

Free Parking: Relax! Nothing happens. Practice your incantations; Merlin knows, you need to.

Just Visiting: Don't worry. If you land here, put your token in the Just Visiting section. No detention for you...this time.

Go to Jail: Move your token immediately to the In Jail space! You're not awarded 20 house points for passing GO. Your turn is then over. You can still receive rent, bid during auctions, add house crests, mortgage, and trade while you are in Jail.

How do I get out of Jail?

You have 3 options:

  1. Give 10 house points to the Bank at the start of your next turn, then roll and move as normal.
  2. Use a Get Out of Jail Free card at the start of your next turn if you have one (or get one from another player by giving them house points in return). Put the card at the bottom of the deck, then roll and move.
  3. Roll doubles on your next turn. If you do, you're free! Use the roll to move, and that's the end of your turn. You can use up to 3 turns to try for doubles. If you don't roll doubles by your third turn in Jail, give 10 house points to the Bank, and use your last roll to move.

House Crests

Adding house crests

As soon as you get a colour set, you can start adding house crests (you don't have to wait for your turn). Give the Bank the cost on the Title Deed card, and place a house crest on the location.

You may only have 1 house crest on a location.

Not enough house crests?

If multiple players want to add the last house crest, the Prefect must auction it. Bids start at 10 house points, and anyone can increase the bid by as little as 10 house points. You don't need to follow turn order. House points go to the Bank.

No house crests left?

You can't add any until someone returns theirs to the Bank.

Deals & Trades

At any time, you can:

  • Reward other players with house points in exchange for their properties.
  • Receive house points from other players in exchange for your properties.
  • Trade properties with other players.

You must return all house crests on a colour set to the Bank in exchange for their cost before you can receive house points for a location in a deal or trade a location.

Property can be traded for house points, other property, and/or Get Out of Jail Free cards. The amount is decided by the players making the deal.

Mortgaged property can be traded at any agreed-upon amount. The new owner may immediately give the Bank the unmortgage cost listed on the Title Deed card or wait to unmortgage the property on a later turn.

I Owe House Points, But Don't Have Enough!

1. Try to raise house points.

Return house crests to the Bank and/or mortgage properties in exchange for house points.

Returning house crests

Return house crests to the Bank for their cost.

Mortgaging Property

To mortgage a property, you must first return all house crests in its colour set to the Bank for their cost. Then, turn the Title Deed card facedown, and receive the mortgage value on the back from the Bank.

To end a mortgage, give the Bank the unmortgage cost listed on the Title Deed card, then turn the card faceup.

You cannot receive rent on properties that are mortgaged. However, you can receive the increased rent level on the unmortgaged locations in a colour set. You may receive the increased rent on unmortgaged common rooms and spells in the same way.

2. If you still owe house points, you're out of luck and out of the game!

Do you owe another player? Give them all your mortgaged properties and any Get Out of Jail Free cards. The new owner may immediately end the mortgage or do so on a later turn.

Do you owe the Bank? Return all your properties to the Bank. Any mortgages are cancelled. All your properties must immediately be put up for auction. Return any Get Out of Jail Free cards to the bottom of the deck.

The End of the Game

The game ends immediately when all the properties have been explored.

Then players do the following:

  • All players receive house points from the Bank for each of their explored properties (i.e., the amount shown on each board space).
    • For locations in a colour set, receive double the house points!
    • If any of those locations have a house crest, receive the rent with house crest value shown on their Title Deed cards instead.

Now count up your house points. The player with the most wins!

Example: For example, if you were a Gryffindor™ student who finished the game with:

  • Gryffindor™ Common Room: 20 house points
  • Room of Requirement: 100 house points
  • Dumbledore's Office: 200 house points
  • Five 10-point chips: 50 house points

You'd end up with a total of 370 house points!

Helpful Hints from the Prefects

To keep your game short and sweet, don't provoke Filch by breaking the rules!

  • Always auction when someone doesn't want to explore the property they've landed on.
  • Never loan house points to other players or make deals not to receive rent from each other.
  • Never put house points in the centre of the board; you don't get rewarded for landing on Free Parking!