0 ratings0% found this document useful (0 votes) 327 views12 pagesd4 Harry Potter Hogwarts Battle Defence Against The Dark Arts Rulebook
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content,
claim it here.
Available Formats
Download as PDF or read online on Scribd
2 Players
AGES 11+
ONO ESN
co Dy ARK ARTS
With the notice ise in Da rts activity, Headmaste
Albus Dumbledore has authoriz Foo Cea U es Bor CeuntComa Nest OTL
the Dark Arts lessons io ensure that students are prepared
to defend themselves. Under the supervision of Hogwarts
Tana udents will cast Spells and Hexes, use Items, and
ain Allies to stun their opponents and protect. themselves
from evil f
Harry Potter: Hogwarts Battle—Defence Against the
Dark Arts is a competitive deck-building game for two players
that is played over a series of rounds. The goal of each rouns
to stun your opponent. To win the game, you must be the first
player to stun your opponent three tim:
CONTENTSSORT AND DISTRIBUTE
THE CONTEN'TS
eee SET UP
House mover
bs Cerroneee eee 9
Gms >
—— — Segue @
— Qa
BISIEENY
CaO
2 Play cards to
Hon)
ice Mat lengthwise between both players, with
the tokens nearby. Each player chooses a House (you may’
choose the same House). Place the associated House card in
front of you and the House mover on the START space on your
side of the Practice Mat.121 HoGwarts carps
SEPARATE THE HOGWARTS CARDS
IN'TO FOUR DECKS
oe as Ora es
Shuffle the Hogwarts cards. Reveal the top four cards of the
deck, place them face up along the side of the Practice Mat to
form the Classroom.
Place shuffled Hex
cards face down. When
a card directs a player
to put a Hex in their
discard pile or hand,
draw from this stackof eS
S51 HEX CARDS 8 BOOK CARDS 24 STARTING CARDS
Stack Book cards face up to form the Library next to the
Practice Mat. You may acquire these cards any time you would
acquire cards from the Classroom.
‘
| 8 Dexter base
Starting deck
Each player takes 7 Alohomora! Cards, 1
Wand card, 1 Cauldron card and chooses one
of the three Starting Ally cards: either a Cat,
a Toad or an Owl. Return the other Ally cards
to the box. Shuffle and stack your 10-card deck
face down, then draw 5 cards into your hand.
You are now ready to learn how to defend yourself.
:cess GAMEPLAY <2
e
®
Information on Ally cards
House Identifier — Only on select cards. For game
balance, not all Allies are tagged with a House.
Ally Name
Ability — A recurring effect gained on each of your turns
as long as the Ally is in play on your side.
Value — Amount of | @ you must spend to acquire it.
Information on Item and Spell cards
Card Type — Either Item or Spell. Some effects may
reference these types.
Card Name "
Card Effect — Gained when you play the card.
House Effect — Additional effect gained if you chose the
indicated House card or have an Ally in play with that
House Identifier (See page 10).
Value — Amount of @ you must spend to acquire it.é
GAMEPLAY
On your turn play the cards in your hand to generate effects.
: %* Resolve Hex Cards
Neither player will start with these, but they can be acquired
by the effects of some Hogwarts cards. Simply take the top
card from the Hex deck and place it in either your hand or
discard pile as directed.
Hexes must always be resolved first on your turn when
you have one (or more) in hand. If you draw a Hex later
during the turn, it must also be resolved immediately.
After resolving Hexes, they are set aside just like other
cards you play, and are placed into your discard pile at end
of turn.
Resolve Hex effects, set
aside with other played
cards for the turn.
CONFUNDUS!
ou camaesenin move than
TB bietarn
Note: Hexes cannot be discarded when you are directed to
discard a card unless the directive states to discard a card
at random. Additionally, a Hex cannot be banished on the
same turn it is resolved, since it is no longer in your hand
and not yet in your discard pile.
* Play Hogwarts cards to generate effects
L There are three main types of Hogwarts cards—Item,
Spell, and Ally. When you play Spells and Items, you
immediately generate their effects, which usually consist
of gaining yo @, @ and drawing cards. As you play
these cards, set them to the side to indicate that they have
been played. When you play an Ally, place the card in
front of you. Ally cards generate effects that you may
use on each of your turns including the turn you play
them. Ally cards are not discarded at the end of your turn.How to apply JA (Attack) and @ (Health) effects
+ Slide your opponent’s mover back one space toward the edge
of the Practice Mat for each oo discarding the tokens.
+ Slide your mover forward one space toward the center of
the Practice Mat for each &, discarding the tokens.
Note: a player may not advance past their START space
on the mat.
ZA and @ tokens are included to help keep track of these
effects. However, these are not required for game play as the
effects can be resolved immediately.
pos Gy
EXAMPLE: On this turn you havea Cat
Alohomora! Cards.
Severus Sno Bombardal, an
@ Place your Severus Snape Ally card in front of you. It is now avaliable for
the rest of this round of the duel, and will not be discarded at the end of
the turn. You may now use any Slytherin™ House Effects in addition to
Gryffindor™ House Effects. (see House Ejfects on page 10).
@® Gain two if from Severus Snape and one if from Bombarda! Use all
‘gained to slide back your opponent three spaces on the Practice Mat.
® Using the Bombarda! Card, also banish the Sleeping Draught from the Classroom.
(ee Banishing on page 10).
OW Genet OD enone honor) Garde Groce se aon START cuore aisesets
Cauldron to gain one more @ . Use your three @ to acquire the Chocolate Frog card
from the Classroom, placing it in your discard piUse @ (Influence) to acquire new cards
Use your @ toacquire new Hogwarts cards from the face up
cards available in the Classroom or Library. When you acquire
: new Hogwarts cards, place them in your discard pile
unless otherwise directed. Immediately replace the acquired
card with the top card from the Hogwarts deck. This means a
player can spend some of their o to acquire a card, see what.
| new card becomes available, and continue to acquire cards.
Note: The Library has a finite stack of book cards
available. Book cards cannot be banished, they are always
returned to the Library.
—- -. rrHouse Effects
Some cards are color coded and have a House crest in the
upper-left corner. Allies, Items and Spells will be identified
this way, but since Ally cards work differently from Items
and Spells let’s look at them first.
At the start of the game you chose a House. This choice
allows you to gain the additional effects of the Items and
Spells affiliated with your House. To gain the additional
effects of other House-affiliated cards you will need to.
acquire an Ally identified with that House. Once you have
an Ally in play with a House Identifier you have the aid
of that House-affiliated Ally.
You will notice that Item and Spell cards with a House
Identifier have two effects. You ALWAYS get the first
effect. The additional effect listed at the bottom of the
card is triggered when you play a card affiliated with your
chosen House or have an Ally with that House Identifier.
For example, if a Hufflepuff™ player has the Ravenclaw™-
ng™ as an Ally in play and plays
rd, they gain the 2@ as the extra
Banishing
Banishing allows you to remove cards from the game.
In most instances banishing cards is an optional effect.
Take a card from the directed location (player’s hand,
discard pile, or Classroom), and place it face up next to the
Banished section of the Practice Mat. This allows you to
remove undesirable cards like Hexes or weaker Starting
cards as you work to improve your dueling prowess. When
a card is banished from the Classroom, immediately
replace it with the top card of the Hogwarts deck.
ee, BO.oO <=
%* End your turn
After playing cards and taking actions including attacking
your opponent or regaining lost health, do the following at.
the end of your turn.
@ Place all Item, Spell and Hex cards in your discard pile.
You cannot save these cards for your next turn.
eo Leave all Ally cards in play on your side. You can use
these-cards on each of your subsequent turns.
6 Discard any unused tokens to the pool.
@ Draw five new cards. Only shuffle your discard pile
when you need to draw and your deck is empty.
Stunning a Player
If you can slide your opponent’s marker onto the stun space,
you win this round. Your opponent takes a Stun token and
places it on an open space on their House card. (You may
still continue to play and acquire cards to finish your turn.)
To t and prepare for the next round, each player shuffles
all their cards in play (Allies), hand, deck, and discard pile
to create fresh decks that includes all of the cards acquired
in the previous rounds. Both players return their movers to
the START space on their side of the Practice Mat and draw
a hand of five cards. The player who was stunned chooses
who goes first in the next round.
END OF GAME
en Eee Cnt Menem Cen ccn cen orn nn!
RUT) CormMD NN ENTMUU ORCI CU RT Con aRU sy Nontenten Nee
Vy LOPS phate| Practice Mat + 4 Oversized House cards * 8 House movers * 2 Bases
24 Starting cards (14 Spells, 4 Items, 6 Allies) * 31 Hex cards * 129 Hogwarts cards (72 Spells, 35 Items, 22 Allies)
'5 Stun tokens * 30 Chip pieces (14 Influence tokens, 8 Attack tokens, 8 Health tokens)
DESIGNED & DEVELOPED BY
@Q uscopoly
HARRY POTTER characters, names and related indicia are ©&™
ZE Warner Bios: Entettainment Inc. WBSHIELD: © & " WEE,
IZARDING WIZARDING WORLD trademark andlogo © &™ Wamer Bros.
D Entertainment Inc. Publishing Rights © JKR. (519)
‘Game Design by Kani Mandel