House Players & the Four Houses
Understand house-player objectives, movement, and the race to complete two Defence Shields.
Choose your house
The defender roles are Gryffindor, Hufflepuff, Ravenclaw and Slytherin. Each player represents a house rather than choosing Harry, Hermione or another named hero. One person must instead control the Dark Arts, so a five-player table contains all four houses and the opposing player.
The houses use identical starter cards, shown on printed page 13. Compare the seven verified starters in the card library. Choose the house you enjoy, then develop your deck and routes; the rules do not give the houses different RPG classes or a tier list. For exact starting pawns, hand and Location Cards, follow the complete setup lesson.
Coordinate without losing your own objective
House players can discuss plans and help resist the Dark Arts. However, the published victory condition belongs to a house player who collects two Defence Shields. Agree on this distinction before playing: cooperation can help, but shared opposition does not turn every resource into communal property.
The Dark Detector is a useful discussion point because only one is in play. Its ownership follows the Loyalty Track. D.A. Coins offer another route to compatible shields once the Room of Requirement is accessible. The room opening and closing case demonstrates why another house's Loyalty change can affect your route.
Develop a useful role at the table
These are editorial planning ideas, not official house bonuses:
- Route planner: compare available cards with the obstacles between you and your next destination.
- Resource runner: work toward an item you still need rather than gathering extras without a purpose.
- Watchkeeper: track enemy positions and point out a threat to a nearly completed objective.
You can change your tactical focus each turn. A familiar house name does not require a fixed build or style. Compare main actions with the tabletop reference, and consult clarifications for rule questions rather than assigning an undocumented house bonus.
The action-choice lessons make those choices concrete: move now or Learn, Replenish now or defer, ordinary or Advanced Learn, and a matching Token before or after Learn. Each hypothetical situation gives the starting hand, legal conditions, costs and end-of-turn ledger. They do not predict a best house or a win rate.
Sources
Changes affecting this page
- · 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 → - · 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 → - · 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 →