Harry Potter A Year at Hogwarts Clarified Rules

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HARRY POTTER: A YEAR AT HOGWARTS


CLARIFIED RULES OF PLAY
HARRY POTTER characters, names and related indica are © & TM Warner Bros. Entertainment Inc.
J.K. Rowling and Warner Bros. Entertainment Inc. Publishing Rights © JKR. (s20)

CONTENTS
1st Game Mode: A Year at Hogwarts .....................................................................................................................2
Setup ............................................................................................................................................................................2
Choose the length of gameplay..........................................................................................................................2
Choose the game mode........................................................................................................................................2
Setting up the game ..............................................................................................................................................3
Playing A Turn..........................................................................................................................................................4
Moving ....................................................................................................................................................................4
Picking up Objects & cards ................................................................................................................................5
Book Cards/Exams ..............................................................................................................................................5
Event/Action Cards .............................................................................................................................................5
Duel Cards..............................................................................................................................................................6
Completing Missions ...........................................................................................................................................6
Combat........................................................................................................................................................................7
Combat against other players .............................................................................................................................7
Combat against Deatheaters ...............................................................................................................................9
Duel Card Combat ...............................................................................................................................................9
Mission Card Combat ...................................................................................................................................... 10
Quidditch ................................................................................................................................................................ 11
Setup ..................................................................................................................................................................... 11
Round 1 ............................................................................................................................................................... 11
Round 2 ............................................................................................................................................................... 12
Winning the Game ................................................................................................................................................ 13
Solo Mode ............................................................................................................................................................... 13
2nd Game Mode: Voldemort returns ................................................................................................................... 14
Setting up the game ........................................................................................................................................... 14
Playing A Turn....................................................................................................................................................... 16
Aim of the Game ................................................................................................................................................... 16
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Peter Pettigrew/Voldemort ............................................................................................................................ 16


Harry Potter ........................................................................................................................................................ 17
Deatheater combat................................................................................................................................................. 18

1ST GAME MODE: A YEAR AT HOGWARTS


1-8 players

The aim of the game is to compete with other players to earn points for the House Cup. Points can be
earned by completing Missions, passing Exams, winning Quidditch matches, and through Action
cards.

SETUP

CHOOSE THE LENGTH OF GAMEPLAY

The game will end when at least one player has completed the specified number of Missions and
earned the specified number of points:

• Quick Game (30 mins): 1 Mission, 210 points


• Classic Game (45-60 mins): 2 Missions, 260 points
• Long Game (60+ mins): 3 Missions, 320 points

CHOOSE THE GAME MODE

Four game modes are available:

• Underage Wizard mode (2-8 players): a slightly simpler experience intended for younger
players
• Qualified Wizard mode (2-8 players): the standard way to play the game (you must also take
part in at least 1 Quidditch match to win)
• Team mode (4-8 players): a version of Qualified Wizard mode where players divide into teams
of 2 or 3
• Solo mode (1 player): a solitaire version of either Underage or Qualified Wizard mode
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SETTING UP THE GAME

1. Arrange the boards so the Start square (Main Board) aligns with the road to The Leaky
Cauldron (Board 1), and so the roads to Gringotts Wizarding Bank and Honeydukes (Board 2)
align with Board 1 and the Main Board respectively

2. Place an object token face-up randomly on each of the rosette symbols on all 3 boards (Main
Board:18, Board 1: 3, Board 2: 9)

3. Arrange the Combat cards numerically from 1-30 and place the deck near the game board

4. Shuffle all the remaining card types (Action, Duel, Event, Book, Potion, Quidditch, Spell) and
place their respective decks around the game board

5. Each player chooses a non-Deatheater character to play as, and takes:


o the relevant character file
o the relevant character standee token/pawn
o 1 Floo Powder token (2 in Underage Wizard mode)
o 1 Portkey token
o the number of Life Point (LP) tokens, Book, Spell, and Potion cards specified by their
character file
o 5 random Mission cards (or 3 cards if playing with 7-8 players)

6. Each player places their pawn on the Start square

7. Qualified Wizard & Team modes only - randomly place the 6 Deatheater tokens across
different Castle Towers (red circle spaces, including the Clock Tower and both Bell Towers)
on the main board

8. Team mode only - split into teams of 2-3 players as evenly as possible

The youngest player goes first, with players taking turns in clockwise order. (Make a note of who the
starting player was for later.)
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PLAYING A TURN
On their turn, players roll dice to move around the game boards, then resolve any actions depending
on the spaces they land on.

MOVING

Roll 2 dice - the sum of these dice determines how many spaces you move. Rules for movement:

• You must move the full number of spaces possible - you can only stop early if:
o You move onto the same space as another non-teammate player or Deatheater (in which
case you must stop to fight them)
o You move onto a space in order to complete a Mission (in which case you can choose to
stop)
o You move onto a Castle Tower or other 'named' space (in which case you can choose to
stop)
• You cannot re-enter a space you have already travelled through in the same turn (if this forces
you into a dead-end, stop at the last space possible)
• Secret passages cost no movement to move between (One-Eyed Witch to Honeydukes,
Whomping Willow to The Shrieking Shack, Room of Requirement to The Hogss Head,
Gringotts Wizarding Bank Board 1 to 2, Ministry of Magic to Hall of Prophecy)
• All bridges count as a space of their own for movement

Board 2 locations are different - the only way you can access most of these is to stop at a Castle
Tower, discard a Floo Powder token, travel to the location to pick up an object/complete a Mission,
then immediately return back to the Castle Tower you left from. The only exceptions to this are:

• The only way to access Little Hangleton Graveyard is to go to the Quidditch Pitch, then
discard a Portkey token to travel and return to the Graveyard in the same way as you would
with Floo Powder
• Gringotts Wizarding Bank can be accessed from its connected space on Board 1 without
costing a move or token
• You can travel between the Ministry of Magic and the Hall of Prophecy without costing a
move or token

In Team mode, if you land on the same space as a teammate, you can swap one card or token with
them.

Once you have made your move and taken any associated actions/picked up any relevant items, your
turn ends and play passes to the next player in clockwise order.
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PICKING UP OBJECTS & CARDS

If you pass over a space which contains an Object token, you can pick this Object up without stopping
and continue on with the rest of your movement. You can only pick up a maximum of 2 Objects in a
single turn, and cannot hold more than 6 Objects.

If a space has a symbol on it, pick up the relevant card type as specified by the key on the Main Board.
Additionally, you can pick up cards by ending your move on one of the following locations:

• Hagrid's Hut: 1 Potion, 1 Spell


• Spells & Charms Class: 1 Spell
• Transfiguration Class: 1 Spell
• Defence against the Dark Arts Class: 1 Spell
• Potions Class: 2 Potions
• Herbology Class: 2 Potions
• Care of Magical Creatures Class: 2 Potions
• Common Rooms x 4: 1 card of your choice, or swap one of your Objects with another player's
(with their agreement)

The following 6 Objects also have special powers which the player can use. Once they have used the
power, the Object token is discarded onto one of the 3 rosette spaces in Diagon Alley, and will have to
be picked up again before it can be re-used.

• Elder Wand: spend to gain 1 additional attack die for the duration of a Combat
• Resurrection Stone: spend to gain an additional 6 LP during Combat
• Invisibility Cloak: spend to instantly flee a Combat by moving 5 spaces away
• Sword of Gryffindor: spend to gain 1 additional attack die for the duration of a Combat
• Time-Turner: spend to immediately take another turn after your current one
• Buckbeak: spend to go to a space on Board 1 or 2 and then return

BOOK CARDS/EXAMS

Book cards specify a classroom to go to to complete an Exam. Go to the specified classroom, end your
movement, then discard the Book card to earn the specified reward.

EVENT/ACTION CARDS

When you pick up an Event or Action card, immediately do whatever the card specifies, then discard
it.
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DUEL CARDS

When you pick up a Duel card, you must have a duel combat with the specified character (re-draw if
you draw your own character) - see COMBAT. Also resolve any specified effects for when the card is
revealed before combat begins.

COMPLETING MISSIONS

You can earn House Points by completing Missions, as specified by the Mission cards dealt to each
player at the start of the game. To complete a Mission, you must:

1. Own all of the Object tokens and (in Qualified Wizard mode only) all of the Spell/Potion
cards specified on the Mission card (in Team mode, these Objects/cards can be owned by
different team members)

2. Go to the Mission location specified on the Mission card (in Team mode, all the players who
own the required Objects/cards must be present on the same space)

3. Win a combat against the relevant Mission card (see COMBAT)

If you complete the Mission:

• Earn the House Points specified by the Mission card


• Place all the Objects used in the Mission on any square(s) of your choice on Board 2 (even ones
containing other Objects)
• Discard all cards required for the Mission (whether you used them in the combat or not)
• Put the Mission and Combat cards to the side so you can keep track of how many you have
completed

If you fail the Mission:

• Move your pawn(s) to The Leaky Cauldron


• Gain 6 LP
• Keep your Objects, Floo Powder, and Portkey tokens
• Discard all Spell & Potion cards you own
• Retain the Mission and Combat cards so you can try again in future
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COMBAT
There are a variety of ways that players end up in combat throughout the game, and the mechanics
depend on the kind of combat and the chosen game mode. After the combat is resolved, the current
player’s turn is over.

In all forms of combat, the attacker is the player whose turn it is, while the defender is the other
player.

COMBAT AGAINST OTHER PLAYERS

If you move onto the same space as a non-teammate player, you must stop and have a combat with
them. If there are multiple players already on the space, choose which player you wish to have a
combat with and ignore the rest.

After the combat is resolved, the 2 players involved cannot attack each-other again for their next 2
turns. If they cross paths during these 2 turns, they ignore each-other and continue with their move.

Underage Wizard Mode

Both players simultaneously roll 1 die. The player with the lowest roll loses 1 LP (re-roll if it was a
tie). Keep re-rolling until one player has lost 2 LP, or is reduced to 1 LP or less; this player is the loser.

The winner steals one of the following from the loser:


• 1 Object
• 1 Portkey token
• 1 Floo Powder token
• 1 facedown Book, Potion, or Spell card

If the loser was reduced to 0 LP, they must:


• Move their character to The Leaky Cauldron
• Receive 6 LP
• Discard all their Potion & Spell cards to the bottom of their respective decks (everything else is
retained)
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Qualified Wizard & Team Modes

Starting with the attacker, the players take turns choosing one of the following 3 actions:

A. Rolling Attack dice. Roll the ‘number of attack dice’ as specified on your character file.
Compare the values rolled against the ‘resistance to attacks’ number on your opponent’s file: for
each value that meets or exceeds this number, your opponent loses 1 LP.
B. Using a Potion card. Play a Potion card from your hand and resolve the stated effect, before
discarding the card to the bottom of the Potion card deck. If you played a Defence card
(specified at the top of the card), you can take another turn in the combat immediately before
the other player (unless they also played one). In player-vs-player combat, you can play a
maximum of 1 Potion card per combat.
C. Using a Spell card. Exactly as per Potion cards, except using Spell cards instead. (The 1-card
limit is separate from the Potion cards; you can play up to 1 of each in a given combat.)

Keep taking turns until one player has been reduced to 1 LP or less; this player is the loser.

The winner steals one of the following from the loser:


• 2 Objects
• 1 Portkey token
• 1 Floo Powder token
• 2 facedown Book, Potion, or Spell cards

If the loser was reduced to 0 LP, they must:


• Move their character to The Leaky Cauldron
• Receive 6 LP
• Discard all their Potion & Spell cards to the bottom of their respective decks (everything else is
retained)
9

COMBAT AGAINST DEATHEATERS

If you move onto the same space as a Deatheater token, you must stop and have a combat with them.
The player to your right takes the relevant Deatheater’s character file, along with the specified LP
tokens and Spell/Potion cards; they will act as the Deatheater for the combat.

Combat proceeds exactly as described in the QUALIFIED WIZARD & TEAM MODES section,
except to win you must reduce your opponent to 0 LP.

If the player wins, they receive 20 points, the Deatheater token is removed from the game, and their
character file and cards are discarded.

If the Deatheater wins, they receive nothing; the Deatheater token remains on the board, and their
character file and cards are discarded. The player who lost must:
• Move their character to The Leaky Cauldron
• Receive 6 LP
• Discard all their Potion & Spell cards to the bottom of their respective decks (everything else is
retained)

DUEL CARD COMBAT

When you pick up a Duel card, you must have a duel combat with the specified character (re-draw if
you draw your own character); give the card the number of LP tokens specified on the card. Also
resolve any specified effects for when the card is revealed before combat begins.

Combat proceeds as described in the QUALIFIED WIZARD & TEAM MODES section, except for
the following differences:
• Rather than rolling dice/playing cards, the Duel card has a fixed attack specified on the card
which it uses to retaliate against the player with (it does one last time even if reduced to 0 LP)
• Rather than being limited to 1 Spell card and 1 Potion card, you may play up to 5 cards of any
Spell/Potion combination in Underage Wizard mode, or up to 3 cards in Qualified Wizard
mode
• To win, you must reduce the Duel card to 0 LP; however, the Duel card wins if you are
reduced to 1 LP or less.

If the player wins, the Duel card is discarded, and they receive:
• 1 Book card
• 1 Potion card
• 1 Spell card
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If the Duel card wins, it is discarded, and the player must discard 3 cards of their choice from their
hand. If the player was reduced to 0 LP, they must also:
• Move their character to The Leaky Cauldron
• Receive 6 LP
• Discard all their Potion & Spell cards to the bottom of their respective decks (everything else is
retained)

MISSION CARD COMBAT

When players end up in a Mission combat, they draw the Combat card specified by the mission (the
numbers will match), give it the number of LP tokens specified on the card, then fight a combat
against it. (If you are playing in Team mode, multiply the number of LP by the number of players in
the team.) Also resolve any specified effects for when the card is revealed before combat begins.

Combat proceeds as described in the DUEL CARD COMBAT section. When playing in Team
mode, each player in the team takes turns resolving a combat turn against the card and suffering its
retaliation, and each player is limited to playing 2 Spell or Potion cards (in any combination).

If you complete the Mission by reducing the Combat card to 0 LP and having at least 1 LP remaining:

• Earn the House Points specified by the Mission card


• Place all the Objects used in the Mission on any square(s) of your choice on Board 2 (even ones
containing other Objects)
• Discard all cards required for the Mission (whether you used them in the combat or not)
• Put the Mission and Combat cards to the side so you can keep track of how many you have
completed

If you fail the Mission by being reduced to 1 LP or less (or, in Team mode, if any of the players are
reduced to 0 LP):

• Move your pawn(s) to The Leaky Cauldron


• Gain 6 LP
• Keep your Objects, Floo Powder, and Portkey tokens
• Discard all Spell & Potion cards you own
• Retain the Mission and Combat cards so you can try again in future
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QUIDDITCH
When you move onto the Quidditch Pitch, your move ends and you must challenge a player of your
choice to a Quidditch match.

SETUP

1. Both players choose a team/house to play as

2. Place the bronze Quaffle token in the centre space on the Quidditch board

3. Place the 2 gold Bludger tokens on the 2 spaces horizontally adjacent to the Quaffle

4. Both players choose which side of the Quidditch board to play on, and place their team tokens
anywhere on the following lines of spaces:
o Seeker (S x1): on the chequered Start Line space round the edge of the board
o Keeper (K x1): in the Shooting Zone (the light area at the edge of the pitch with the 3
Goals)
o Beaters (B x2): on the next line in from the Shooting Zone
o Chasers (C x3): on the 2 lines before the centre line running down the middle

5. Both players roll 2 dice: the player with the higher roll goes first

ROUND 1

Aim

The aim of Round 1 is to score 2 goals with the Quaffle, or to knock out all 3 of the opposing team’s
Chasers.

Playing a Turn

The player whose turn it is rolls 2 dice: the sum of this roll is the total number of actions they can take
on their turn. (Seekers are not used in Round 1.) After taking all of their desired actions, if one of the
2 win-conditions hasn’t been achieved yet, the other player takes their turn.
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Actions

The following actions are available, each costing 1 action, and can be done in any combination as long
as the number of actions doesn’t exceed what the player rolled:

• Move a player one space along a dotted line


o Players cannot move onto the same space as another player (friendly or enemy), unless
they are using their Chaser to steal the Quaffle from an enemy Chaser
o Keepers cannot leave the Shooting Zone, and no other player can move into it
o If a Chaser moves onto a space containing the Quaffle, they can pick it up for free – it
can now move with them until they throw, shoot, or lose it
o If a Beater moves onto a space containing a Bludger, they can pick it up for free – it can
now move with them until they throw or lose it
• Move a Chaser onto the same space as an enemy Chaser who has the Quaffle, then spend an
additional 1 action to steal the Quaffle and move to an adjacent empty space (you cannot do
this if you don’t have enough actions to move away after stealing the Quaffle)
• Throw the Quaffle to an adjacent space (when controlling a Chaser/Keeper who has the
Quaffle)
• Try to score when controlling a Chaser who has the Quaffle and is in a space adjacent to a Goal
(i.e. anywhere in the next line in from the Shooting Zone; the position of the Keeper makes no
difference). If there is no Keeper remaining, they automatically score. Otherwise, both players
roll a die: if the Chaser rolls higher than the Keeper, they score, and draw a Quidditch card.
The Quaffle then goes to the defending Keeper, or to the next line in from the Shooting Zone
if there is no Keeper left (defending player’s choice which exact space).
• FREE ACTION: Throw the Bludger in a straight line at an enemy Keeper/Beater/Chaser
(when controlling a Beater who has the Bludger). Roll a die to determine how far the Bludger
can be thrown, then throw it to the desired space/player. If it reach an enemy player, they have
to roll a die: if they roll 4-6, they dodge the attack, and the Bludger lands on their space with
no other effect. If they roll 1-3, they are hit; the player is removed for the rest of the match, and
the Bludger is left on the space where they were (as well as the Quaffle if they were carrying it).

ROUND 2

After a player scores 2 goals or knocks out all 3 of the opposing team’s Chasers, Round 2 begins.

Aim

The aim of Round 2 is to complete a full lap round the edge of the board with your Seeker to catch
the Golden Snitch before the other player.
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Playing a Turn

The winner of Round 1 goes first. The player rolls 2 dice, then moves their Seeker the specified
number of spaces round the edge of the board (staying in their lane). If they have any Quidditch cards,
they can also play a maximum of 1 of these per turn, resolving the specified effect. After playing, if
they haven’t crossed the finish line, the other player takes their turn.

Winning the Match

The winner is the first player to cross the finish line; they win 40 points. Play then returns to the main
game, with the next player in order taking their turn.

WINNING THE GAME


The game ends once a player/team has completed the number of missions and earnt the number of
points specified by the game length they chose:

• Quick Game: 1 Mission, 210 points


• Classic Game: 2 Missions, 260 points
• Long Game: 3 Missions, 320 points

In addition, when playing in Qualified Wizard mode, the player must have taken part in at least 1
Quidditch match (without necessarily having to win it).

Once someone triggers the end, every remaining player in turn order before the starting player gets one
last turn, so everyone gets the same number of turns overall. The winner is the player/team with the
most points at the end.

SOLO MODE
The Solo mode follows all the same rules as the usual Underage Wizard or Qualified Wizard modes
(depending on which version you choose), except for the following changes:

• The player repeatedly takes turns – no other players are on the board
• No Deatheaters are used in the game or placed on the board
• When fighting a Mission Combat, you can use a maximum of 2 Spell or Potion cards (in any
combination)
• If the player is ever reduced to 0 LP, they instantly lose the game
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2ND GAME MODE: VOLDEMORT RETURNS


2-4 players

In this game mode, one player plays as Peter Pettigrew attempting to bring Voldemort back and defeat
Harry Potter; the other player(s) are Harry Potter and friends, trying to defeat Voldemort.

SETTING UP THE GAME

Mission, Book, Duel, Event, and Action cards are not used in this game mode.

1. Arrange the boards so the Start square (Main Board) aligns with the road to The Leaky
Cauldron (Board 1), and so the roads to Gringotts Wizarding Bank and Honeydukes (Board 2)
align with Board 1 and the Main Board respectively

2. Place the following Object tokens on the specified locations:


o Tom Riddle’s Diary: on Flourish and Bott (Board 1, Diagon Alley)
o Marvolo Gaunt’s Ring: in Dumbledore’s Office (Main Board)
o Hufflepuff Cup: at Gringotts Wizarding Bank (Board 2)
o Slytherin’s Locket: at the Ministry of Magic (Board 2)
o Ravenclaw’s Diadem: in the Room of Requirement (Main Board)
o Nagini: in the Clock Tower (Main Board)

These are the 6 Horcruxes that Harry Potter and his friends are trying to find and destroy.

3. Place the following Object tokens separately on random spaces on any board which have a
rosette and don’t already have a token on them:
o Cauldron
o Bone of the Father
o Wormtail’s Hand
o Harry Potter
o Basilisk’s Fang
o Sword of Gryffindor

4. Put the following 2 Object tokens aside for later:


o Elder Wand
o Resurrection Stone

5. Shuffle the Potion and Spell cards and place their respective decks around the game board

6. Choose which player will play as Peter Pettigrew; this player takes the following:
o the Peter Pettigrew character file
o the Peter Pettigrew standee token/pawn
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o the number of Life Point (LP) tokens, Spell, and Potion cards specified on the Peter
Pettigrew character file

7. The other players choose who they want to be out of Harry Potter, Ron Weasley, and
Hermione Granger (someone must play as Harry), then each take the following:
o the relevant character file
o the relevant character standee token/pawn
o 1 Floo Powder token (2 in Underage Wizard mode)
o 1 Portkey token
o the number of Life Point (LP) tokens, Spell, and Potion cards specified by their
character file (Mission, Book, Duel, Event, and Action cards are not used in this game
mode)

8. Each player places their pawn on the Start square

Peter Pettigrew goes first, with players taking turns in clockwise order.
16

PLAYING A TURN
Gameplay/available actions are as described 1ST GAME MODE: A YEAR AT HOGWARTS, except
with the following differences:

• Peter Pettigrew only rolls one die to move (Harry and friends still roll 2)
• Mission, Book, Duel, Event, and Action cards are not used or received for any reason, and there
are no Missions, Exams, Duels, or Quidditch Matches
• Players cannot collect Object tokens that belong to the other side:
o Peter Pettigrew’s/Voldemort’s objects: Cauldron, Bone of the Father, Harry Potter,
Wormtail’s Hand, Elder Wand
o Harry Potter’s objects: Tom Riddle’s Diary, Marvolo Gaunt’s Ring, Hufflepuff Cup,
Slytherin’s Locket, Ravenclaw’s Diadem, Nagini, Basilisk’s Fang, Sword of Gryffindor,
Resurrection Stone
• No combat is possible until the Deatheaters are in the game, and is played with different rules –
see AIM OF THE GAME
• There are no House Points in this game mode

AIM OF THE GAME

PETER PETTIGREW/VOLDEMORT

In order to win, Peter/Voldemort must perform the following actions in order:

1. Collect the Cauldron, Bone of the Father, Harry Potter, and Wormtail’s Hand tokens

2. Go to the Quidditch Pitch to bring back Lord Voldemort. When this happens:
i. Swap Peter’s pawn and character file with Lord Voldemort’s – the Peter Pettigrew
player will now be playing as Voldemort instead
ii. Place 6 Deatheater tokens across different Castle Towers (red circle spaces, including
the Clock Tower and both Bell Towers) on the main board
iii. Take the character files and specified LP tokens, Spell, and Potion cards specified for
each character
iv. Voldemort places the Resurrection Stone token on a space of his choice on the Main
Board or Board 1 (Diagon Alley)
v. Harry places the Elder Wand token on a space of his choice on the Main Board or
Board 1 (Diagon Alley)

From this point onwards, on his go, Voldemort can also move the 6 Deatheaters by rolling a
die for each of them, picking up Spells and Potions like a normal character. If they cross paths
17

with Harry, Ron, or Hermione, they must engage in DEATHEATER COMBAT.

3. Voldemort must pick up the Elder Wand. Voldemort specifically must pick up the token:
Deatheaters cannot pick up Objects (though they can pick up Spells, Potions, and LP, which
Voldemort can’t).

4. Voldemort must cross paths with Harry (Ron and Hermione are ignored). If he does so before
all 6 Horcruxes have been destroyed and Harry has collected the Resurrection Stone,
Voldemort automatically wins the game; otherwise, they both roll one die, and the player with
the higher roll is the winner. (If he crosses paths with Harry before either the Elder Wand or
Resurrection Stone have been picked up, nothing happens.)

HARRY POTTER

In order to win, Harry/Ron/Hermione must perform the following actions in order:

1. Collect the Basilisk’s Fang and/or Sword of Gryffindor tokens (it doesn’t matter who collects
these or if only one is collected)

2. Destroy all 6 Horcruxes (Tom Riddle’s Diary, Marvolo Gaunt’s Ring, Hufflepuff Cup,
Slytherin’s Locket, Ravenclaw’s Diadem, Nagini):
i. Move to the relevant token
ii. Both Harry/Ron/Hermione and Voldemort roll a die and compare the result
iii. If they tie or Voldemort rolls higher, nothing happens, and Harry/Ron/Hermione
must try again on their next turn instead of making a move
iv. If Harry/Ron/Hermione rolls higher, the Horcrux is destroyed: the token is removed
from the board and Voldemort loses 1 LP

3. Once all 6 Horcruxes have been destroyed and Voldemort is down to 1 LP, Harry must pick
up the Resurrection Stone, which only becomes available after Voldemort has returned. Harry
specifically must have the Resurrection Stone: Ron/Hermione can pick it up, but must pass it
to Harry either by landing on the same space or through a Common Room as per game mode
1.

4. Once he has the Resurrection Stone, Harry (not Ron or Hermione) must cross paths with
Voldemort. If he does so before Voldemort has collected the Elder Wand, Harry automatically
wins the game; otherwise, they both roll one die, and the player with the higher roll is the
winner. (If he crosses paths with Voldemort before either the Elder Wand or Resurrection
Stone have been picked up, nothing happens.)
18

DEATHEATER COMBAT
When Harry/Ron/Hermione cross paths with any of the 6 Deatheaters, they must stop and have a
combat against them. (Voldemort is ignored.)

Starting with the attacker (the player whose turn it is), the players take turns choosing one of the
following 3 actions:

A. Rolling Attack dice. Roll the ‘number of attack dice’ as specified on your character file.
Compare the values rolled against the ‘resistance to attacks’ number on your opponent’s file: for
each value that meets or exceeds this number, your opponent takes the relevant dice, re-rolls
them, then applies damage based on the value:
o 1-2: the Defender loses 2 LP
o 3-5: the Defender loses 1 LP
o 6: the Attacker loses 1 LP
B. Using a Potion card. Play a Potion card from your hand and resolve the stated effect, before
discarding the card to the bottom of the Potion card deck. If you played a Defence card
(specified at the top of the card), you can take another turn in the combat immediately before
the other player (unless they also played one). You can play a maximum of 3 Potion or Spell
cards combined per combat.
C. Using a Spell card. Exactly as per Potion cards, except using Spell cards instead. You can play a
maximum of 3 Potion or Spell cards combined per combat.

Keep taking turns until one player has been reduced to 0 LP or less; this player is the loser.

If a Deatheater loses combat, they are removed from the game: their token, character file, and any cards
they had are all discarded.

If Harry/Ron/Hermione lose combat, they must:


• Move their character to The Leaky Cauldron
• Receive 6 LP
• Discard all their Potion & Spell cards to the bottom of their respective decks (everything else is
retained)

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