Skip to content
Find a card. Compare its rules.

Card atlas & comparison

Identify 16 source-checked card faces, filter by side, deck, category, movement and passage effect, and compare up to four cards.

This is a source-checked selection of named card examples, not a complete Acquire Deck list. Printed values and same-name variants remain separate. Need physical counts? Open the box inventory →

Find verified cards

Filters combine. Movement uses the printed top icon; numbered cards can also grant flight effects. Passage filters show only documented card exceptions; unlisted fields do not establish prohibitions.

Compare cards

1 of 4 selected. Choose one more card to start comparing.

  • Peruvian Instant Darkness Powder

Verified card examples

16 of 16 cards shown

Rulebook p. 13 ↗

House players · Starter DeckCharms

Single valueOne eligible pawn may move up to 3 spaces.

This card permits the moved pawn to pass Locked Doors during the turn.

Timing, restrictions & source details

Timing: Play from hand during Explore. An earlier-turn matching Hogwarts Token can grant an extra Explore; movement and effect may be resolved in either order.

Use only un-stunned pawns. A single printed diamond cannot be divided between pawns; card permissions do not let you cross castle walls.

Rulebook p. 13 ↗

House players · Starter DeckMagical Creatures & Beings

Single valueOne eligible pawn may move up to 4 spaces.

The illustrated card adds no effect to its movement.

Timing, restrictions & source details

Timing: Play from hand during Explore. An earlier-turn matching Hogwarts Token can grant an extra Explore; movement and effect may be resolved in either order.

Use only un-stunned pawns. A single printed diamond cannot be divided between pawns; card permissions do not let you cross castle walls. This face grants no obstacle permission.

Passage
No passage exception stated in the cited source
Zone
Not stated
Cost
Not stated in cited example
Rulebook p. 10Rulebook p. 13Rulebook p. 14Rulebook p. 16Rulebook p. 17
Rulebook p. 13 ↗

House players · Starter DeckTransfiguration & Spell Casting

Multiple valuesTwo different eligible pawns may each move up to 2 spaces, or one may move up to 4. Keep the printed 2 + 2 allocation; no other split is allowed.

The illustrated card adds no effect to its movement.

Timing, restrictions & source details

Timing: Play from hand during Explore. An earlier-turn matching Hogwarts Token can grant an extra Explore; movement and effect may be resolved in either order.

Explore is this card’s name as well as a Main Action name. The card adds no obstacle permission; ordinary House movement and stun restrictions still apply.

Passage
No passage exception stated in the cited source
Zone
Not stated
Cost
Not stated in cited example
Rulebook p. 10Rulebook p. 13Rulebook p. 14Rulebook p. 16Rulebook p. 17
Rulebook p. 13 ↗

House players · Starter DeckHerbology

Single valueOne eligible pawn may move up to 3 spaces.

This card permits the moved pawn to pass Water obstacles during the turn.

Timing, restrictions & source details

Timing: Play from hand during Explore. An earlier-turn matching Hogwarts Token can grant an extra Explore; movement and effect may be resolved in either order.

Use only un-stunned pawns. A single printed diamond cannot be divided between pawns; card permissions do not let you cross castle walls.

Rulebook p. 13 ↗

House players · Starter DeckPotions

Single valueOne eligible pawn may move up to 3 spaces.

This card permits the moved pawn to pass Physical Objects during the turn.

Timing, restrictions & source details

Timing: Play from hand during Explore. An earlier-turn matching Hogwarts Token can grant an extra Explore; movement and effect may be resolved in either order.

Use only un-stunned pawns. A single printed diamond cannot be divided between pawns; card permissions do not let you cross castle walls.

Passage
Physical Objects
Zone
Not stated
Cost
Not stated in cited example
Rulebook p. 10Rulebook p. 13Rulebook p. 14Rulebook p. 16Rulebook p. 17
Rulebook p. 13 ↗

House players · Starter DeckDefence Against the Dark Arts

Single valueOne eligible pawn may move up to 3 spaces.

This card permits the moved pawn to pass Protective Spells during the turn.

Timing, restrictions & source details

Timing: Play from hand during Explore. An earlier-turn matching Hogwarts Token can grant an extra Explore; movement and effect may be resolved in either order.

Use only un-stunned pawns. A single printed diamond cannot be divided between pawns; card permissions do not let you cross castle walls.

Passage
Protective Spells
Zone
Not stated
Cost
Not stated in cited example
Rulebook p. 10Rulebook p. 13Rulebook p. 14Rulebook p. 16Rulebook p. 17
Rulebook p. 13 ↗

House players · Starter DeckHogwarts Items & Artefacts

Single valueOne eligible pawn may move up to 2 spaces.

The moved pawn may transfer from a Fly Off Point to another Fly Off Point without spending movement points on that transfer.

Timing, restrictions & source details

Timing: Play from hand during Explore. An earlier-turn matching Hogwarts Token can grant an extra Explore; movement and effect may be resolved in either order.

The top diamond is a numeric 2, not a Fly Off Point icon. The extra transfer must start at a Fly Off Point; ordinary movement still obeys obstacles, walls and stun restrictions.

Passage
Fly Off Point travel
Zone
Not stated
Cost
Not stated in cited example
Rulebook p. 10Rulebook p. 13Rulebook p. 14Rulebook p. 16Rulebook p. 17
Rulebook p. 14 ↗

House players · Acquire DeckHogwarts Items & Artefacts

Multiple valuesTwo different eligible pawns may each move up to 2 spaces, or one may move up to 4. Keep the printed 2 + 2 allocation; no other split is allowed.

This card permits the moved pawn or pawns to pass Locked Doors during the turn.

Timing, restrictions & source details

Timing: Play from hand during Explore. An earlier-turn matching Hogwarts Token can grant an extra Explore; movement and effect may be resolved in either order.

Acquire this card through the House acquisition rules and place it on top of your Draw Deck. The cost is determined by the action and row: Advanced Learn discards two hand cards; the Advanced Card Acquire Bonus discards one. The public card guide supplies no deck copy count.

Passage
Locked Doors
Zone
Not stated
Cost
Not stated in cited example
Rulebook p. 10Rulebook p. 11Rulebook p. 14Rulebook p. 16Rulebook p. 17
Rulebook p. 13 ↗

Dark Arts player · Starter DeckCard category not stated

See same-name variants →

Single valueOne eligible pawn may move up to 3 spaces.

Resolve this effect in its printed order: draw one card from your Draw Deck, discard one card, then deploy one pawn.

Timing, restrictions & source details

Timing: Play from hand during Dark Arts Explore. Resolve movement and any unlocked effect in either order; place the played card in the Discard Pile at turn end.

This is the three-point Conspire face, separate from the four-point face with no effect. Use the Dark Arts deployment rules to identify a legal Deployment Space; the public face does not spell out a separate movement-point charge for its deploy instruction. Dark Arts Replenish still does not permit voluntary discarding.

Passage
No passage exception stated in the cited source
Zone
White · effect available from the start
Cost
Discard one card during the effect, after its draw. The effect deployment’s movement-point cost remains unresolved.
Rulebook p. 12Rulebook p. 13Rulebook p. 15Rulebook p. 20Rulebook p. 21
Rulebook p. 13 ↗

Dark Arts player · Starter DeckCard category not stated

See same-name variants →

Single valueOne eligible pawn may move up to 4 spaces.

The illustrated card adds no effect to its movement.

Timing, restrictions & source details

Timing: Play from hand during Dark Arts Explore. Resolve movement and any unlocked effect in either order; place the played card in the Discard Pile at turn end.

Keep this face separate from the three-point Conspire with draw, discard and deployment instructions. Dark Arts pawns may cross all four obstacle types under the faction rules, but cannot cross castle walls or enter Protected Areas. Normal deployment spends one movement point and requires an available Deployment Space; stunned pawns cannot move.

Passage
No passage exception stated in the cited source
Zone
White · effect available from the start
Cost
Not stated in cited example
Rulebook p. 10Rulebook p. 13Rulebook p. 15Rulebook p. 20Rulebook p. 21
Rulebook p. 13 ↗

Dark Arts player · Starter DeckCard category not stated

Single valueOne eligible pawn may move up to 2 spaces.

The moved pawn may transfer from a Fly Off Point to another Fly Off Point without spending movement points on that transfer.

Timing, restrictions & source details

Timing: Play from hand during Dark Arts Explore. Resolve movement and any unlocked effect in either order; place the played card in the Discard Pile at turn end.

The top diamond prints 2; the Fly Off Point icon is in the effect. Its transfer starts at a Fly Off Point. Dark Arts pawns may cross all four obstacle types under the faction rules, but cannot cross castle walls or enter Protected Areas. Normal deployment spends one movement point and requires an available Deployment Space; stunned pawns cannot move.

Passage
Fly Off Point travel
Zone
White · effect available from the start
Cost
Not stated in cited example
Rulebook p. 10Rulebook p. 13Rulebook p. 15Rulebook p. 20Rulebook p. 21
Rulebook p. 13 ↗

Dark Arts player · Starter DeckCard category not stated

See same-name variants →

Multiple valuesTwo different eligible pawns may each move up to 2 spaces, or one may move up to 4. Keep the printed 2 + 2 allocation; no other split is allowed.

The illustrated card adds no effect to its movement.

Timing, restrictions & source details

Timing: Play from hand during Dark Arts Explore. Resolve movement and any unlocked effect in either order; place the played card in the Discard Pile at turn end.

The 2 + 2 face is a distinct printed movement variant; do not combine the two Gathering Dark Forces faces into one adjustable value. Dark Arts pawns may cross all four obstacle types under the faction rules, but cannot cross castle walls or enter Protected Areas. Normal deployment spends one movement point and requires an available Deployment Space; stunned pawns cannot move.

Passage
No passage exception stated in the cited source
Zone
White · effect available from the start
Cost
Not stated in cited example
Rulebook p. 10Rulebook p. 13Rulebook p. 15Rulebook p. 20Rulebook p. 21
Rulebook p. 13 ↗

Dark Arts player · Starter DeckCard category not stated

See same-name variants →

Multiple valuesTwo different eligible pawns may each move up to 3 spaces, or one may move up to 6. Keep the printed 3 + 3 allocation; no other split is allowed.

The illustrated card adds no effect to its movement.

Timing, restrictions & source details

Timing: Play from hand during Dark Arts Explore. Resolve movement and any unlocked effect in either order; place the played card in the Discard Pile at turn end.

The 3 + 3 face is a distinct printed movement variant; do not combine the two Gathering Dark Forces faces into one adjustable value. Dark Arts pawns may cross all four obstacle types under the faction rules, but cannot cross castle walls or enter Protected Areas. Normal deployment spends one movement point and requires an available Deployment Space; stunned pawns cannot move.

Passage
No passage exception stated in the cited source
Zone
White · effect available from the start
Cost
Not stated in cited example
Rulebook p. 10Rulebook p. 13Rulebook p. 15Rulebook p. 20Rulebook p. 21
Rulebook p. 13 ↗

Dark Arts player · Starter DeckCard category not stated

See same-name variants →

Single valueOne eligible pawn may move up to 4 spaces.

The illustrated card adds no effect to its movement.

Timing, restrictions & source details

Timing: Play from hand during Dark Arts Explore. Resolve movement and any unlocked effect in either order; place the played card in the Discard Pile at turn end.

The 4-point Legilimency face is a distinct printed variant. Its story name does not add a mind-reading effect to the board-game rules. Dark Arts pawns may cross all four obstacle types under the faction rules, but cannot cross castle walls or enter Protected Areas. Normal deployment spends one movement point and requires an available Deployment Space; stunned pawns cannot move.

Passage
No passage exception stated in the cited source
Zone
White · effect available from the start
Cost
Not stated in cited example
Rulebook p. 10Rulebook p. 13Rulebook p. 15Rulebook p. 20Rulebook p. 21
Rulebook p. 13 ↗

Dark Arts player · Starter DeckCard category not stated

See same-name variants →

Single valueOne eligible pawn may move up to 5 spaces.

The illustrated card adds no effect to its movement.

Timing, restrictions & source details

Timing: Play from hand during Dark Arts Explore. Resolve movement and any unlocked effect in either order; place the played card in the Discard Pile at turn end.

The 5-point Legilimency face is a distinct printed variant. Its story name does not add a mind-reading effect to the board-game rules. Dark Arts pawns may cross all four obstacle types under the faction rules, but cannot cross castle walls or enter Protected Areas. Normal deployment spends one movement point and requires an available Deployment Space; stunned pawns cannot move.

Passage
No passage exception stated in the cited source
Zone
White · effect available from the start
Cost
Not stated in cited example
Rulebook p. 10Rulebook p. 13Rulebook p. 15Rulebook p. 20Rulebook p. 21
Rulebook p. 15 ↗

Dark Arts player · Acquire DeckCard category not stated

View comparison ↑

Fly Off iconThe movement diamond shows a Fly Off Point destination icon instead of a number.

Discard one card, then move up to two of your pawns already on the Main Board to a Fly Off Point.

Timing, restrictions & source details

Timing: Play from hand during Dark Arts Explore. Resolve movement and any unlocked effect in either order; place the played card in the Discard Pile at turn end.

Keep the non-numeric movement field separate from the effect that can relocate up to two on-board pawns. The effect does not deploy a pawn from the pool, and stunned pawns cannot move. The public card guide supplies no deck copy count.

Passage
Fly Off Point travel
Zone
White · effect available from the start
Cost
Discard one card before the effect’s pawn relocation.
Rulebook p. 10Rulebook p. 15Rulebook p. 16Rulebook p. 20Rulebook p. 21

Coverage & sources

Each listed face is supported by the publisher’s public rulebook. This selection covers readable Starter and Acquire examples, rather than every physical copy or every Acquire Deck card. Category and effect-zone fields appear only when confirmed.

Rulebook card-face examples · © MinaLima 2026 · These small images are the complete examples embedded in the public rulebook, not photographs of physical cards. Enlarging them does not add detail; use the linked official spread to check the original context.

Page links use printed rulebook pages and open the corresponding PDF spread. Chinese labels are editorial translations; English names help identify physical cards. A missing printed cost is not evidence that a card is free.

Changes affecting this page

  1. · 1.6.0
    Consistent terms, section search and two-side teaching

    Unified 35 sourced English–Chinese terms and registered all three open rule questions. Search and guide backlinks now lead to matching sections in the current language. Added card-flow diagrams, conditional Dark Arts lessons and exact movement allowances alongside the five existing House comparisons. Unknown rules, routes, card effects and future draws remain unfilled.

    View this revision →
  2. · 1.5.0
    Card atlas, board locations and action choices

    Added verified rulebook card illustrations and grouped three same-name variant families. Added a sourced location index and conditional action-choice lessons with explicit state accounting. Integrated the new tools into guides, reference navigation, full-text search, page metadata and correction links. Unverified card names, coordinates, routes and future draws are not inferred.

    View this revision →
  3. · 1.4.0
    Card lookup, comparison and effect timing

    Unified card navigation on the card catalogue and labelled map links as movement guides. Added attribute filters and a shareable comparison of up to four source-checked card faces. Six additional Dark Arts Starter faces bring the collection to 16 named faces and 55 reference entries. Added 11 timing questions and four hypothetical worked examples with printed-page sources. This records preview content; the complete Acquire Deck remains outside the available evidence.

    View this revision →
  4. · 1.3.0
    Content quality work in this revision

    Added a 24-category component catalogue, nine sourced card examples and a rechecked Alohomora entry; the catalogue remains an identified sample rather than a complete Acquire Deck. Added a complete setup and first-round walkthrough with a player-count checklist, cross-links across all eight guides, reference information boxes, a clarification register, page-specific history and local correction drafts. This records reviewed preview content, without announcing the custom-domain launch.

    View this revision →
Suggest a sourced correction →All wiki changes →Unresolved rule questions →