• If ther
e are only 2 players, give each player a Wand
Bonus Token. Otherwise, place these tokens back in the box.
• Give the player portraying “
Harry Potter” the Wand. If no
one was dealt the “
Harry Potter” Character Card, give the
Wand to the youngest player.
• Assign one player to be the Prefect for this game. Give
that player the Prefect Card and the “P” Token.
• Separate the Adventure Cards into 5 separate decks (one
for each School Year). Place the Years 2, 3, 4, and 5 decks
off to the side for now (face up). Shuffle the Year 1 deck
and deal five cards face down to each player to form their
starting hand (which the players can pick up and view).
Then place the remaining Year 1 cards into a face-down
stack (called the
Adventure Deck) within easy reach of all
the players. Leave space for a discard pile beside the deck.
R
R
o
o
u
u
n
n
d
d
O
O
r
r
d
d
e
e
r
r
When using the Full Rules for the game, the players do not
take individual turns, but instead participate together dur-
ing each Game Round.
Each Round is separated into 6 different steps. The Prefect
helps the players keep track of each step of the Round.
After each step in the Round is complete, the Prefect moves
the “P” Token down to the next step described on the
Prefect Card. In this way, the players can always glance at
the Prefect Card to determine where they are in the Round.
Each Round, the players take the following 6 steps in order:
1) First Action: Each player, starting with the player hold-
ing the Wand and continuing clockwise around the table,
performs one Action of their choice. The list of available
Actions is included on each player’s Character Card.
(
See “Steps 1, 2, and 3: Performing Actions”)
2) Second Action: Each player, starting with the player
holding the W
and and continuing clockwise ar
ound the
table, performs a second
Action of their choice.
3)
Third Action: Each player, starting with the player hold-
ing the Wand and continuing clockwise around the table,
performs their thir
d and final
Action for this Round.
4)
Check for New Year: If the Gryffindor Token reached (or
passed) the 100, 200, 300, or 400 mark during this Round,
the Pr
efect performs a number of activities described later
in the r
ules.
5)
New Adventure Cards: If fewer than 4 Adventure Cards
are face up on the Game Board, the player holding the
W
and adds new
Adventure Cards from the top of the deck
as described later in the rules.
6)
Pass the Wand: The player holding the Wand passes the
Wand to the player on their left. The new Wand Holder
then flips all of their own face-down Special Cards face up
(
see “Adventure Cards - Special Cards”). At the end of the
Round, the Prefect places the “P” Token back on the “First
Action” step on the Pr
efect Card, and a new Round begins.
S
S
t
t
e
e
p
p
s
s
1
1
,
,
2
2
,
,
a
a
n
n
d
d
3
3
:
:
P
P
e
e
r
r
f
f
o
o
r
r
m
m
i
i
n
n
g
g
A
A
c
c
t
t
i
i
o
o
n
n
s
s
During each of the first 3 steps of every Round, each player
performs one Action of their choice. A player can choose to
r
epeat the same Action more than once in the same Round
if they desire. What follows is a description of each Action:
1)
Draw 2 Cards: Draw the top 2 cards from the Adventure
Deck and add them to your hand.
2) Move up to 3 spaces: Move your Character Token up to
3 spaces along the Game Board in any direction. You can
choose to move 0, 1, 2, or 3 spaces. You cannot move
through walls and must use doorways to enter and leave
the different rooms in the castle. You may freely move
through (or end your movement in) spaces with other
Characters. If you enter a space with a face-up Adventure
Card, you must end your movement and
Encounter that
card, unless you have the ability to bypass it (see
“Encountering Adventure Cards”).
3) Play 1 Card to your space: Play 1 Adventure Card from
your hand onto the same space as your Character Token.
This can only be done if your space matches one of the
spaces listed after “Play:” on the Adventure Card. You
cannot play a card on a space if an Adventure Card is
already face up there. If you are alone in your space when
you play a card there, then you must immediately
Encounter that card. If another Character is in your space,
you must decide whether you or the other Character will
Encounter the card.
4)
Play 1 Card to another space: Play 1 Adventure Card
from your hand onto a space other than the one where
your Character is located (making sure the space where the
card is played is listed after “
Play:” on the card). You can-
not play the card on a space if an Adventure Card is
already face up there. If Characters are in the space where
you play the card, then you must decide which one of
them immediately Encounters the car
d. If no Characters
ar
e in the space, the car
d is simply placed face up on that
space. After playing the card (and resolving any
Encounters),
draw 3 Adventure Cards from the top of the
deck and add them to your hand as a bonus for playing a
car
d to another space.
5) Use 1 Special Card: If you have placed any “Special
Car
ds” face up on the table beside your Character Car
d (
see
“Special Cards”), you can choose to spend your Action
using the special ability listed in the black box on one of
those Special Car
ds.
After using the special ability
, you
must flip the Special Card face down and cannot use it
again until the next time you receive the Wand. Note that if
you use an “
Action:” listed on one of your Special Car
ds,
then that
Action takes the place of a normal
Action.
Therefore, if a Special Card allows you to play a card to
another space, you don’t get to draw 3 bonus cards unless
the car
d tells you to do so.