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Plan the next turn

Compare Your Next Action

Eight hypothetical situations compare House and Dark Arts choices, with card-flow diagrams and exact end-of-turn states. Check every condition before borrowing an example.

Original hypothetical teaching situations, derived from the official rulebook. They are not publisher rulings, played reports, rankings or win-rate claims. Named hand cards are verified faces; candidates A/B are unspecified real row cards, not invented catalogue entries. Diagrams explain card destinations and movement allowances, not map routes.

Source reviewed: · Source links use printed rulebook pages.

House Player

Move now, or acquire for a later draw?

#

The same one-card reduction buys different things: movement now or a card waiting on top of your deck.

Check these conditions first

  • Your Loyalty is 3; all other House players are below 5. The Detector is unclaimed and the Room of Requirement is closed.
  • At least one of your pawns is outside Protected Areas. An unstunned pawn has a legal, non-backtracking route of at most 4 spaces, with no obstacle or wall crossing. Verify the route on your board; no coordinate or particular room is assumed.
  • Do not complete two Location objectives, enter the Library/Room of Requirement, collect a Token or end on a Bonus/Shield Space. No collision, reaction or other effect occurs.
  • Candidate A means a real face-up card currently in the ordinary Acquire Row. Read its actual face at the table. Its name, effect and value are intentionally unspecified: this example teaches the cost and destination, not a card recommendation.

Dark Arts Path:White zone, before the final phase; this lesson has no card, bonus or encounter that advances the path.

Resources:Book 0 · Scroll 0 · Detector 0 · D.A. Coin 0 · Shield 0 · Hogwarts Token 0. · Loyalty 3

Inspect the exact starting cards
Draw Deck
2 · Partis TemporusStrengthening SolutionFixed teaching order, from top to bottom; not a forecast.
Discard Pile
0 · None

What A and B change

A · Explore with Trevor

Hand
5 → 4
Draw Deck
2 → 2
Discard
0 → 1

One unstunned pawn finishes the checked legal route, up to 4 spaces; no other pawn moves.

Loyalty 3 → 3

Dark Arts Path:no advance under these conditions

Card flow
  1. HandPlayedDiscard Pile

    Leave hand now · discard at turn end

B · Ordinary Learn, discarding Trevor

Hand
5 → 4
Draw Deck
2 → 3
Discard
0 → 1

No pawn moves; no stunned pawn is recovered.

Loyalty 3 → 3

Dark Arts Path:no advance under these conditions

Card flow
  1. HandDiscard Pile

    Pay the cost now

  2. Face-up Acquire RowDraw Deck top
    ordinary candidate A (effect unspecified)

    Acquired face-down · not in hand

Each option uses exactly one Main Action. No additional Token Explore is used.

Decision point:Compare the board position you need now with the actual acquired card’s later use. Neither choice automatically grants another Main Action.

Official rulebook · printed pages:p. 10 ↗p. 12 ↗p. 13 ↗p. 16 ↗p. 17 ↗

House Player

Refill and recover now, or move before refilling?

#

Replenish restores options and pawns, but a House Replenish also advances the opposing clock.

Check these conditions first

  • Your Loyalty is 3; all other House players are below 5. The Detector is unclaimed and the Room of Requirement is closed.
  • One House pawn is stunned. A different, unstunned pawn can complete a checked legal route of at most 4 spaces with Trevor, without backtracking, obstacles or walls.
  • The listed Draw Deck order is a fixed teaching setup, from top to bottom. It is not a prediction of a shuffled game. There are enough cards to draw without reshuffling.
  • Do not complete two Location objectives, enter the Library/Room of Requirement, collect a Token or end on a Bonus/Shield Space. No collision, reaction or other effect occurs.

Dark Arts Path:White zone, before the final phase. On your actual Side Board, confirm that the next path space is an ordinary non-Event space in the same zone.

Resources:Book 0 · Scroll 0 · Detector 0 · D.A. Coin 0 · Shield 0 · Hogwarts Token 0. · Loyalty 3

Inspect the exact starting cards
Hand
2 · TrevorAlohomora
Draw Deck
5 · Explore — cardGillyweedStrengthening SolutionPartis TemporusSchool BroomstickFixed teaching order, from top to bottom; not a forecast.
Discard Pile
0 · None

What A and B change

A · Replenish; keep both hand cards

Hand
2 → 5
Draw Deck
5 → 2
Discard
0 → 0

Stunned pawn recovered; no pawn moved.

Loyalty 3 → 3

Dark Arts Path:advance 1 space; no Event in this setup

Card flow
  1. Draw Deck topHand

    Draw in the fixed teaching order

B · Explore with Trevor; postpone Replenish

Hand
2 → 1
Draw Deck
5 → 5
Discard
0 → 1

Other pawn completes the checked route, up to 4 spaces. The stunned pawn stays stunned.

Loyalty 3 → 3

Dark Arts Path:no advance under these conditions

Card flow
  1. HandPlayedDiscard Pile

    Leave hand now · discard at turn end

Each option uses exactly one Main Action. No additional Token Explore is used.

Decision point:House Replenish trades the present Main Action and one path step for a refill and recovery. Do not copy this path cost to Dark Arts Replenish.

Official rulebook · printed pages:p. 12 ↗p. 13 ↗p. 16 ↗p. 17 ↗p. 21 ↗p. 22 ↗

House Player

Ordinary Learn or Advanced Learn?

#

Advanced Learn spends one more current hand card and adds one Loyalty step. That does not prove its unknown candidate is better.

Check these conditions first

  • Your Loyalty is 3; all other House players are below 5. The Detector is unclaimed and the Room of Requirement is closed.
  • At least one pawn is outside Protected Areas. No pawn moves in either option. The ordinary row has real candidate A and the advanced row has real candidate B.
  • A and B are placeholders for visible cards, with no invented name or effect. Read their actual text; neither is played or drawn in this lesson.
  • Loyalty 3 → 4 remains below the fifth-space threshold. No Detector, Room opening or last-space tie procedure is triggered.

Dark Arts Path:White zone, before the final phase; this lesson has no card, bonus or encounter that advances the path.

Resources:Book 0 · Scroll 0 · Detector 0 · D.A. Coin 0 · Shield 0 · Hogwarts Token 0. · Loyalty 3

Inspect the exact starting cards
Draw Deck
2 · Partis TemporusStrengthening SolutionFixed teaching order, from top to bottom; not a forecast.
Discard Pile
0 · None

What A and B change

A · Ordinary Learn; discard Trevor

Hand
5 → 4
Draw Deck
2 → 3
Discard
0 → 1

No pawn moves; no stunned pawn is recovered.

Loyalty 3 → 3

Dark Arts Path:no advance under these conditions

Card flow
  1. HandDiscard Pile

    Pay the cost now

  2. Face-up Acquire RowDraw Deck top
    ordinary candidate A (effect unspecified)

    Acquired face-down · not in hand

B · Advanced Learn; discard Trevor and Gillyweed

Hand
5 → 3
Draw Deck
2 → 3
Discard
0 → 2

No pawn moves; no stunned pawn is recovered.

Loyalty 3 → 4

Dark Arts Path:no advance under these conditions

Card flow
  1. HandDiscard Pile

    Pay the cost now

  2. Advanced Acquire RowDraw Deck top
    advanced candidate B (effect unspecified)

    Acquired face-down · not in hand

Each option uses exactly one Main Action. No additional Token Explore is used.

Decision point:Inspect the real candidates before paying. Compare one retained hand card against one Loyalty step; an Advanced Row label is not a guaranteed ranking.

House Player

Use a Token before Learn or after it?

#

Both orders work here. The important limit is preserving the matching hand card and finishing each action before starting the other.

Check these conditions first

  • Your Loyalty is 3; all other House players are below 5. The Detector is unclaimed and the Room of Requirement is closed.
  • Alohomora is the matching Charms card in hand. At least one House pawn is outside Protected Areas both before and after the proposed move.
  • An unstunned pawn can take a checked legal route of up to 3 spaces, using Alohomora’s Locked Door permission if needed. No wall crossing or backtracking occurs.
  • Do not complete two Location objectives, enter the Library/Room of Requirement, collect a Token or end on a Bonus/Shield Space. No collision, reaction or other effect occurs.
  • Candidate A means a real face-up card currently in the ordinary Acquire Row. Read its actual face at the table. Its name, effect and value are intentionally unspecified: this example teaches the cost and destination, not a card recommendation.

Dark Arts Path:White zone, before the final phase; this lesson has no card, bonus or encounter that advances the path.

Resources:Book 0 · Scroll 0 · Detector 0 · Coin 0 · Shield 0 · one Charms Hogwarts Token acquired on an earlier turn. · Loyalty 3

Inspect the exact starting cards
Draw Deck
2 · Partis TemporusStrengthening SolutionFixed teaching order, from top to bottom; not a forecast.
Discard Pile
0 · None

What A and B change

A · Token Explore, then Learn

Hand
5 → 3
Draw Deck
2 → 3
Discard
0 → 2

Selected unstunned pawn finishes the checked Alohomora route, up to 3 spaces.

Loyalty 3 → 3

Dark Arts Path:no advance under these conditions

Card flow
  1. HandPlayedDiscard Pile

    Leave hand now · discard at turn end

  2. HandDiscard Pile

    Pay the cost now

  3. Face-up Acquire RowDraw Deck top
    ordinary candidate A (effect unspecified)

    Acquired face-down · not in hand

B · Learn, then Token Explore

Hand
5 → 3
Draw Deck
2 → 3
Discard
0 → 2

Selected unstunned pawn finishes the checked Alohomora route, up to 3 spaces.

Loyalty 3 → 3

Dark Arts Path:no advance under these conditions

Card flow
  1. HandDiscard Pile

    Pay the cost now

  2. Face-up Acquire RowDraw Deck top
    ordinary candidate A (effect unspecified)

    Acquired face-down · not in hand

  3. HandPlayedDiscard Pile

    Leave hand now · discard at turn end

Each option uses exactly one Main Action. The earlier-turn matching Hogwarts Token supplies one additional Explore in both options.

Decision point:Under these controlled conditions the two final ledgers are identical. Order alone is not a bonus; the earlier-turn Token, matching card and legal Learn window make the combination work.

Official rulebook · printed pages:p. 11 ↗p. 12 ↗p. 13 ↗p. 14 ↗p. 16 ↗p. 17 ↗

House Player

Spend the Detector or the Coin for your first shield?

#

Both shields count toward victory, but the spent third item changes what you retain and whether the Room stays open.

Check these conditions first

  • Your Loyalty is 6; every other House is at 2. The Room is open, and no pawn is inside it. You legally hold both the Detector and one Coin.
  • On your actual board, check two unstunned pawns: one has a legal route of at most 4 spaces to a face-up Detector-symbol Shield; the other has such a route to a face-up Coin-symbol Shield. The routes cross no obstacle/wall and do not backtrack. This is a conditional exercise, not a claim about particular coordinates; if either route is unavailable, this two-choice comparison does not apply.
  • The move causes no collision, Token gain, extra Bonus or completed Location pair. You exchange only for the first Shield; neither option wins immediately.

Dark Arts Path:White zone, before the final phase; this lesson has no card, bonus or encounter that advances the path.

Resources:Book 1, with its effect already resolved on an earlier turn · Scroll 1 · Detector 1, held by you · D.A. Coin 1 · Shield 0 · Hogwarts Token 0. · Loyalty 6

Inspect the exact starting cards
Hand
3 · TrevorAlohomoraGillyweed
Draw Deck
4 · Explore — cardSchool BroomstickPartis TemporusStrengthening SolutionFixed teaching order, from top to bottom; not a forecast.
Discard Pile
0 · None

What A and B change

A · Reach the Detector-symbol Shield

Hand
3 → 2
Draw Deck
4 → 4
Discard
0 → 1

First pawn reaches the checked Detector-symbol Shield Space; the other stays put.

Loyalty 6 → 3

Dark Arts Path:no advance under these conditions

Book 0 · Scroll 0 · Detector 0 (returned to Side Board) · Coin 1 · Shield 1 · Token 0. Room closed.

Card flow
  1. HandPlayedDiscard Pile

    Leave hand now · discard at turn end

B · Reach the Coin-symbol Shield

Hand
3 → 2
Draw Deck
4 → 4
Discard
0 → 1

Other pawn reaches the checked Coin-symbol Shield Space; the first stays put.

Loyalty 6 → 6

Dark Arts Path:no advance under these conditions

Book 0 · Scroll 0 · Detector 1 · Coin 0 · Shield 1 · Token 0. Room open.

Card flow
  1. HandPlayedDiscard Pile

    Leave hand now · discard at turn end

Each option uses exactly one Main Action. No additional Token Explore is used.

Decision point:Check the actual Shield symbol and legal routes first. These equal card costs leave different resource states; neither is a universal best play.

Dark Arts Player

Dark Arts: move now, or recover and refill?

#

Explore spends a hand card for movement. Dark Arts Replenish keeps the existing hand, restores stunned pawns and draws to five without the House Replenish path advance.

Check these conditions first

  • One Dark Arts pawn is stunned. A different, unstunned pawn is already on the Main Board and has a checked legal route of at most 4 spaces. Neither option deploys a reserve pawn.
  • The seven named cards form the verified Dark Arts Starter Deck. Their listed pile order is a fixed teaching setup, not a shuffled draw prediction. No cards must be reshuffled here.
  • Every proposed route must be checked on the actual board: no castle wall crossing, no Protected Area entry and no endpoint occupied by a House pawn. No bump, acquisition reward, Event, reaction or victory condition is triggered. The card used has no effect.

Dark Arts Path:White zone, before the final phase; this lesson has no card, bonus or encounter that advances the path.

Resources:No Progress Token or House Marker changes. The House Loyalty Track and Hogwarts Token action do not apply to the Dark Arts Player.

Inspect the exact starting cards
Discard Pile
0 · None

What A and B change

A · Explore with four-point Conspire

Hand
2 → 1
Draw Deck
5 → 5
Discard
0 → 1

The unstunned pawn completes the checked route, up to 4 spaces. The stunned pawn remains stunned.

Dark Arts Path:no advance under these conditions

Card flow
  1. HandPlayedDiscard Pile

    Leave hand now · discard at turn end

Printed movement allowance 4
  • On-board pawn
    4Placement 0Travel up to 4

A movement allowance, not an assumed route or distance travelled.

B · Replenish; retain both cards

Hand
2 → 5
Draw Deck
5 → 2
Discard
0 → 0

All stunned pawns are recovered; no pawn moves.

Dark Arts Path:no advance under these conditions

Card flow
  1. Draw Deck topHand

    Draw in the fixed teaching order

Each option uses exactly one Main Action. No additional Token Explore is used.

Decision point:Check the faction before copying a Replenish procedure: Dark Arts stands pawns first, then draws; it cannot voluntarily discard. This example does not advance the path merely for refilling.

Official rulebook · printed pages:p. 10 ↗p. 12 ↗p. 13 ↗p. 20 ↗p. 21 ↗p. 22 ↗

Dark Arts Player

Dark Arts: deploy a reserve pawn, or move an on-board pawn?

#

The same four-point no-effect card pays 1 point to enter from the pool, leaving at most 3 for travel. An already on-board pawn can use all 4 for travel.

Check these conditions first

  • This is a mid-game setup with at least two House Players. You have an unstunned Dark Arts pawn in your pool, an available Deployment Space with no Dark Arts pawn (even a stunned one), and another unstunned pawn on the Main Board.
  • Check both alternatives on the actual board: the deployed pawn has a legal route of at most 3 spaces after placement; the on-board pawn has a legal route of at most 4. No endpoint is House-occupied. If either is unavailable, this comparison does not apply.
  • The seven named cards form the verified Dark Arts Starter Deck. Their listed pile order is a fixed teaching setup, not a shuffled draw prediction. No cards must be reshuffled here.
  • Every proposed route must be checked on the actual board: no castle wall crossing, no Protected Area entry and no endpoint occupied by a House pawn. No bump, acquisition reward, Event, reaction or victory condition is triggered. The card used has no effect.

Dark Arts Path:White zone, before the final phase; this lesson has no card, bonus or encounter that advances the path.

Resources:No Progress Token or House Marker changes. The House Loyalty Track and Hogwarts Token action do not apply to the Dark Arts Player.

Inspect the exact starting cards
Draw Deck
2 · Conspire — three-move variantLegilimency — five-move variantFixed teaching order, from top to bottom; not a forecast.
Discard Pile
0 · None

What A and B change

A · Deploy from the pool

Hand
5 → 4
Draw Deck
2 → 2
Discard
0 → 1

One reserve pawn enters at an available Deployment Space and then travels up to 3 spaces. The previously on-board pawn stays put; the pool has one fewer pawn.

Dark Arts Path:no advance under these conditions

Card flow
  1. HandPlayedDiscard Pile

    Leave hand now · discard at turn end

Printed movement allowance 4
  • Reserve pawn
    4Placement 1Travel up to 3

4 total = 1 placement + up to 3 travel. No second pawn receives points.

B · Move the on-board pawn

Hand
5 → 4
Draw Deck
2 → 2
Discard
0 → 1

Selected on-board pawn travels up to 4 checked spaces. No pawn enters from the pool.

Dark Arts Path:no advance under these conditions

Card flow
  1. HandPlayedDiscard Pile

    Leave hand now · discard at turn end

Printed movement allowance 4
  • On-board pawn
    4Placement 0Travel up to 4

4 total = 0 placement + up to 4 travel. The reserve pawn stays in the pool.

Each option uses exactly one Main Action. No additional Token Explore is used.

Decision point:The card and final card piles are identical; compare which pawn gets the movement and whether the pool loses one. Do not add deployment to the printed budget twice.

Official rulebook · printed pages:p. 6 ↗p. 8 ↗p. 10 ↗p. 13 ↗p. 20 ↗p. 21 ↗

Dark Arts Player

Dark Arts: one pawn up to 6, or two pawns up to 3 each?

#

Use the same printed Gathering Dark Forces 3 + 3 face in both choices. Combining its two values and assigning one to each pawn are legal; reallocating it as 2 + 4 is not.

Check these conditions first

  • Two different unstunned Dark Arts pawns are already on the Main Board. Check one legal route of at most 6 spaces for the first, and separate legal routes of at most 3 for each. Neither alternative deploys. These are movement ceilings, not coordinates or a guarantee that the board offers those routes.
  • The seven named cards form the verified Dark Arts Starter Deck. Their listed pile order is a fixed teaching setup, not a shuffled draw prediction. No cards must be reshuffled here.
  • Every proposed route must be checked on the actual board: no castle wall crossing, no Protected Area entry and no endpoint occupied by a House pawn. No bump, acquisition reward, Event, reaction or victory condition is triggered. The card used has no effect.

Dark Arts Path:White zone, before the final phase; this lesson has no card, bonus or encounter that advances the path.

Resources:No Progress Token or House Marker changes. The House Loyalty Track and Hogwarts Token action do not apply to the Dark Arts Player.

Inspect the exact starting cards
Draw Deck
2 · Conspire — three-move variantLegilimency — five-move variantFixed teaching order, from top to bottom; not a forecast.
Discard Pile
0 · None

What A and B change

A · Give both 3s to one pawn

Hand
5 → 4
Draw Deck
2 → 2
Discard
0 → 1

First on-board pawn travels up to 6 checked spaces; the second stays put.

Dark Arts Path:no advance under these conditions

Card flow
  1. HandPlayedDiscard Pile

    Leave hand now · discard at turn end

Printed movement allowance 3 + 3
  • First pawn
    6Placement 0Travel up to 6

3 + 3 → one pawn up to 6. The second pawn gets no movement.

B · Give one 3 to each pawn

Hand
5 → 4
Draw Deck
2 → 2
Discard
0 → 1

Two different on-board pawns each travel up to 3 checked spaces.

Dark Arts Path:no advance under these conditions

Card flow
  1. HandPlayedDiscard Pile

    Leave hand now · discard at turn end

Printed movement allowance 3 + 3
  • First pawn
    3Placement 0Travel up to 3
  • Second pawn
    3Placement 0Travel up to 3

3 + 3 → two separate allowances. Do not reallocate as 2 + 4.

Each option uses exactly one Main Action. No additional Token Explore is used.

Decision point:Decide between concentrating movement on one eligible pawn and changing two positions. The same hand cost gives different pawn allocation, not extra turns or a guaranteed best play.

Official rulebook · printed pages:p. 10 ↗p. 13 ↗p. 20 ↗p. 21 ↗

These lessons avoid the final-phase questions about existing hand cards and previously acquired Location Card requirements, and the three-point Conspire deploy-effect cost. They also make no assumptions about unknown Event effects or future random draws. For those boundaries, read the clarification record and actual card text. Clarifications →

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 →
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