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At-the-table reference

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Search full article text, effects, restrictions, and worked examples in English or Chinese. Entries are linked to printed pages of the official rulebook.

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GuideCards & tokens

Same-name card variants

Identify three documented Starter card families by their printed movement diamonds and effect panels, then compare the separate faces.

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GuideHogwarts map

Hogwarts Location Index

Find six locations verified in the publisher’s rulebook. Match the official illustration, then check the space’s rules and your card’s movement permission.

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GuideRules & objectives

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.

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GuideRules & objectives

Card & Event Timing

Resolve a table question quickly: check the short answer, its conditions, the ordered steps and the exact printed rulebook pages.

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GuideRules & objectives

Tabletop quick reference

Compare each side’s actions, then check shield costs, Loyalty and victory. A compact, printable aid with official rulebook page links.

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GuideRules & objectives

Rules awaiting clarification

3 open rule questions in the public rulebook, with source pages and the limits of our examples.

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GuideRelease & editions

Wiki revision history

Recorded website changes, affected pages and the rules checked; website releases are separate from publisher rule revisions.

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GuideRules & objectives

English–Chinese game glossary

Match the publisher’s printed English terms to the wiki’s consistent Chinese names, and distinguish similarly named pieces and actions.

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GuideCards & tokens

Card atlas & comparison

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

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GuideCards & tokens

Component & deck catalogue

Check the box contents, understand each deck, and separate supplied components from the pieces used in your game. Counts are linked to the publisher’s rulebook.

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GuideRules & objectives

Corrections & contributions

Prepare a source-backed correction for editorial review. Drafts stay in your browser until you choose to send them.

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GuideGetting started

Beginner Guide: Your First Game

Check the components, set up for your player count, and follow a complete first-round teaching example.

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GuideFactions

House Players & the Four Houses

Understand house-player objectives, movement, and the race to complete two Defence Shields.

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GuideFactions

The Dark Arts Player

Learn how the opposing player advances along the Dark Arts Path and challenges the houses.

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GuideCards & tokens

Cards, Spells & Tokens

Understand Draw, Discard, Acquire and Location Decks, card types and the game’s key tokens.

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GuideHogwarts map

Hogwarts Map & Movement

Read the board, learn the movement restrictions, and plan a route through the castle.

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GuideRules & objectives

How to Collect Defence Shields

Check each shield’s required Book, Scroll and third item, then exchange them at its space to work toward the House victory goal.

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GuideRelease & editions

Release, Kickstarter & Editions

Separate the announced game and campaign material from availability and shipping estimates.

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GuideRules & objectives

Frequently Asked Questions

Understand the game format, RPG search terminology, official product links and where to find the published rules.

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EntryCards & tokens

Library Book Card

A required component for either type of Defence Shield, obtained at the Library.

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EntryRules & objectives

Parchment Scroll

The knowledge component required to collect any Defence Shield.

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EntryRules & objectives

Dark Detector

A shared component controlled through the Hogwarts Loyalty Track and required by three of the six Defence Shields.

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EntryRules & objectives

Dumbledore’s Army Coin

A component obtained in the revealed Room of Requirement and required by three Defence Shields.

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EntryRules & objectives

Defence Shield

The House Player victory objective: any two Defence Shields win the game for that player.

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EntryCards & tokens

Hogwarts Token

One of seven card-type tokens that can fund an additional Explore Action on a later turn.

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EntryCards & tokens

Magical Creatures & Beings Token

The Hogwarts Token matching the Magical Creatures & Beings card type.

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EntryCards & tokens

Transfiguration & Spell Casting Token

The Hogwarts Token matching the Transfiguration & Spell Casting card type.

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EntryCards & tokens

Hogwarts Items & Artefacts Token

The Hogwarts Token matching the Hogwarts Items & Artefacts card type.

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EntryCards & tokens

Defence Against the Dark Arts Token

The Hogwarts Token matching the Defence Against the Dark Arts card type.

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EntryCards & tokens

Charms Token

The Hogwarts Token matching the Charms card type.

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EntryCards & tokens

Potions Token

The Hogwarts Token matching the Potions card type.

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EntryCards & tokens

Herbology Token

The Hogwarts Token matching the Herbology card type.

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EntryHogwarts map

Library

The Main Board location where House Players obtain Library Book Cards.

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EntryHogwarts map

Room of Requirement

A conditional board space that awards D.A. Coins while it is revealed.

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EntryHogwarts map

Great Hall

The House Pawns’ starting space and the destination for a pawn bumped by the Dark Arts Player.

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EntryHogwarts map

Protected Area

One of four spaces with a blue shield icon that Dark Arts Pawns cannot enter.

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EntryHogwarts map

Fly Off Point

A special travel point available to either side only when a card enables flight.

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EntryHogwarts map

Secret Passageway

One of three red, green or blue passageways connecting a pair of non-adjacent spaces for House Players.

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EntryHogwarts map

Defence Shield Space

A Main Board space where a House Player exchanges the required components for the shield placed there.

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EntryHogwarts map

Dark Arts Deployment Space

A Dark Mask space used to introduce an off-board Dark Arts Pawn onto the Main Board.

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EntryRules & objectives

Explore Action

The Main Action used by either side to play a card and resolve its movement and/or effect.

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EntryRules & objectives

Learn Action

A House-only Main Action for acquiring a new card by discarding hand cards.

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EntryRules & objectives

Replenish Action

The Main Action that refills a hand to five cards and stands up that player’s stunned pawns.

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EntryRules & objectives

Use a Hogwarts Token

A House-only Free Action granting an Explore in addition to the chosen Main Action.

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EntryCards & tokens

Draw a Card

Move the top card of the specified deck to your hand unless the instruction says otherwise.

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EntryRules & objectives

Hogwarts Loyalty Track

A seven-space Side Board track controlling the Dark Detector and access to the Room of Requirement.

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EntryFactions

Dark Arts Path

A white–orange–red track that advances events, unlocks Dark Arts card effects and approaches the final phase.

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EntryFactions

Dark Arts Progress Tokens

The Giant, Acromantula and Dementor tokens from the white, orange and red zones; all three are required for Dark Arts victory.

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EntryRules & objectives

Final Phase at the Last Path Space

The limited-card continuation triggered when the Dark Arts Marker reaches the last path space.

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EntryHogwarts map

Obstacles and Castle Walls

Four printed obstacle types restrict House movement; castle walls are a separate impassable map boundary.

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EntryRules & objectives

Stun / Stunned

A sideways pawn cannot move by any means until its stun is reversed.

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EntryRules & objectives

Bump / Bumped

The procedure when a Dark Arts Pawn ends movement in a space occupied by a House Pawn.

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EntryCards & tokens

Reactive Effect

A lightning-bolt card effect that can be played outside a House Player’s turn when its condition is met.

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EntryRules & objectives

Multi-Move

A card with two movement values can move two different pawns or combine the values on one pawn.

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EntryFactions

House Marker

A house-specific component captured during bumps, distinct from the seven Hogwarts Tokens.

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EntryHogwarts map

Bonus Space

A House-only landing bonus: acquire a card, draw a card or take another turn according to the icon.

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EntryCards & tokens

Alohomora

A House Starter Deck Charms card with three movement points and permission to pass Locked Doors.

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EntryCards & tokens

House Player Location Card

A location objective card used in pairs to earn a Parchment Scroll.

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EntryCards & tokens

Dark Arts Player Location Card

The location objective drawn by the Dark Arts Player when taking the red Progress Token.

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EntryCards & tokens

Filch’s Keys

An Items & Artefacts card illustrated in the House Acquire Deck guide, with 2 + 2 movement and a Locked Doors effect.

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EntryCards & tokens

Peruvian Instant Darkness Powder

A white-zone Dark Arts Acquire Deck card illustrated with a Fly Off Point movement icon.

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EntryCards & tokens

Trevor

A House Starter Deck Magical Creatures & Beings card with four movement points and no additional effect.

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EntryCards & tokens

Explore — card

The named Explore card in the House Starter Deck has 2 + 2 movement and no effect. It is distinct from the Explore Action.

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EntryCards & tokens

Conspire — four-move variant

The four-point Conspire card in the Dark Arts Starter Deck has no effect. The same deck also shows a different three-point Conspire.

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EntryCards & tokens

Conspire — three-move variant

A separately verified Dark Arts Starter Deck face. One eligible pawn may move up to 3 spaces.

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EntryCards & tokens

Nimbus 2001

A separately verified Dark Arts Starter Deck face. One eligible pawn may move up to 2 spaces.

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EntryCards & tokens

Gathering Dark Forces — 2 + 2 variant

A separately verified Dark Arts Starter Deck face. Two 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.

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EntryCards & tokens

Gathering Dark Forces — 3 + 3 variant

A separately verified Dark Arts Starter Deck face. Two 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.

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EntryCards & tokens

Legilimency — four-move variant

A separately verified Dark Arts Starter Deck face. One eligible pawn may move up to 4 spaces.

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EntryCards & tokens

Legilimency — five-move variant

A separately verified Dark Arts Starter Deck face. One eligible pawn may move up to 5 spaces.

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EntryCards & tokens

Gillyweed

A Herbology card in the House Starter Deck, with 3 movement points and permission to cross Water.

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EntryCards & tokens

Strengthening Solution

A Potions card in the House Starter Deck, with 3 movement points and permission to cross Physical Objects.

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EntryCards & tokens

Partis Temporus

A Defence Against the Dark Arts card in the House Starter Deck, with 3 movement points and permission to cross Protective Spells.

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EntryCards & tokens

School Broomstick

A House Starter Deck Items & Artefacts card with two movement points and a Fly Off Point transfer effect.

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ExampleRules & objectives

Dark Arts ends on a House pawn: resolve a bump

The moving side matters: a Dark Arts pawn ending on a House pawn causes a bump, with a return to the Great Hall and a once-per-turn card acquisition.

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ExampleRules & objectives

House ends on Dark Arts: both stun, then recover in order

A House-initiated encounter stuns both pawns and relocates the Dark Arts pawn to an adjacent space. House and Dark Arts Replenish actions then use different recovery orders.

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ExampleRules & objectives

Loyalty opens the Room; a later drop can trap a pawn

One House player at the fifth Loyalty space is enough to reveal the Room for all House players. It closes only when every House player’s track pawn is below that threshold.

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ExampleRules & objectives

Exchange a Shield: match the icon and spend the items

A Shield needs a Library Book Card, a Parchment Scroll and the specific third item shown on that Shield. Spending a Dark Detector also moves its owner back three Loyalty spaces.

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ExampleRules & objectives

A Hogwarts Token gives a later, matching Explore action

Use a token acquired on a previous turn, return it first and immediately Explore with a matching card before or after the Main Action. A token obtained this turn must wait.

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ExampleRules & objectives

Three Progress Tokens are only part of a Dark Arts win

Dark Arts needs all three Progress Tokens and the required number of pawns simultaneously at the Location Card’s destination. This example takes the final token and Location Card at the second Red Event Space.

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ExampleRules & objectives

The last Dark Arts space starts the final phase

At the last path space, players receive their final cards and cannot Replenish again. Victory still requires the normal objectives; permitted card effects and draw spaces remain relevant.

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ExampleRules & objectives

A Secret Passage needs permission and costs one movement point

Map icons do not make a shortcut automatically usable. House players need the relevant card effect for a Secret Passage or blocked boundary; Dark Arts has different map permissions.

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ExampleRules & objectives

Draw before moving: the played card is not in Discard yet

An instant draw can resolve before movement. If the Draw Deck is empty, reshuffle the existing Discard Pile; the current Explore card joins it only at turn end.

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ExampleRules & objectives

End outside first, then resolve conditional extra movement

A conditional effect is usable when its stated condition is met. The printed-page-16 example checks an outside-castle ending before extra movement becomes available.

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ExampleRules & objectives

React from hand: effect now, no movement, then discard

A triggered Reactive Effect resolves from hand outside the player’s turn, without the card’s movement value. The used card is discarded immediately afterward.

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ExampleRules & objectives

Resolve the House Event before choosing a Progress Token

Taking a Dark Arts Progress Token replaces the Dark Arts Event benefit, not the House Event instructions. The Event Card then goes beside its matching-colour deck.

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