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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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Same-name card variants
Identify three documented Starter card families by their printed movement diamonds and effect panels, then compare the separate faces.
Read details →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.
Read details →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.
Read details →Card & Event Timing
Resolve a table question quickly: check the short answer, its conditions, the ordered steps and the exact printed rulebook pages.
Read details →Tabletop quick reference
Compare each side’s actions, then check shield costs, Loyalty and victory. A compact, printable aid with official rulebook page links.
Read details →Rules awaiting clarification
3 open rule questions in the public rulebook, with source pages and the limits of our examples.
Read details →Wiki revision history
Recorded website changes, affected pages and the rules checked; website releases are separate from publisher rule revisions.
Read details →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.
Read details →Card atlas & comparison
Identify 16 source-checked card faces, filter by side, deck, category, movement and passage effect, and compare up to four cards.
Read details →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.
Read details →Corrections & contributions
Prepare a source-backed correction for editorial review. Drafts stay in your browser until you choose to send them.
Read details →Beginner Guide: Your First Game
Check the components, set up for your player count, and follow a complete first-round teaching example.
Read details →House Players & the Four Houses
Understand house-player objectives, movement, and the race to complete two Defence Shields.
Read details →The Dark Arts Player
Learn how the opposing player advances along the Dark Arts Path and challenges the houses.
Read details →Cards, Spells & Tokens
Understand Draw, Discard, Acquire and Location Decks, card types and the game’s key tokens.
Read details →Hogwarts Map & Movement
Read the board, learn the movement restrictions, and plan a route through the castle.
Read details →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.
Read details →Release, Kickstarter & Editions
Separate the announced game and campaign material from availability and shipping estimates.
Read details →Frequently Asked Questions
Understand the game format, RPG search terminology, official product links and where to find the published rules.
Read details →Library Book Card
A required component for either type of Defence Shield, obtained at the Library.
Read details →Parchment Scroll
The knowledge component required to collect any Defence Shield.
Read details →Dark Detector
A shared component controlled through the Hogwarts Loyalty Track and required by three of the six Defence Shields.
Read details →Dumbledore’s Army Coin
A component obtained in the revealed Room of Requirement and required by three Defence Shields.
Read details →Defence Shield
The House Player victory objective: any two Defence Shields win the game for that player.
Read details →Hogwarts Token
One of seven card-type tokens that can fund an additional Explore Action on a later turn.
Read details →Magical Creatures & Beings Token
The Hogwarts Token matching the Magical Creatures & Beings card type.
Read details →Transfiguration & Spell Casting Token
The Hogwarts Token matching the Transfiguration & Spell Casting card type.
Read details →Hogwarts Items & Artefacts Token
The Hogwarts Token matching the Hogwarts Items & Artefacts card type.
Read details →Defence Against the Dark Arts Token
The Hogwarts Token matching the Defence Against the Dark Arts card type.
Read details →Charms Token
The Hogwarts Token matching the Charms card type.
Read details →Potions Token
The Hogwarts Token matching the Potions card type.
Read details →Herbology Token
The Hogwarts Token matching the Herbology card type.
Read details →Library
The Main Board location where House Players obtain Library Book Cards.
Read details →Room of Requirement
A conditional board space that awards D.A. Coins while it is revealed.
Read details →Great Hall
The House Pawns’ starting space and the destination for a pawn bumped by the Dark Arts Player.
Read details →Protected Area
One of four spaces with a blue shield icon that Dark Arts Pawns cannot enter.
Read details →Fly Off Point
A special travel point available to either side only when a card enables flight.
Read details →Secret Passageway
One of three red, green or blue passageways connecting a pair of non-adjacent spaces for House Players.
Read details →Defence Shield Space
A Main Board space where a House Player exchanges the required components for the shield placed there.
Read details →Dark Arts Deployment Space
A Dark Mask space used to introduce an off-board Dark Arts Pawn onto the Main Board.
Read details →Explore Action
The Main Action used by either side to play a card and resolve its movement and/or effect.
Read details →Learn Action
A House-only Main Action for acquiring a new card by discarding hand cards.
Read details →Replenish Action
The Main Action that refills a hand to five cards and stands up that player’s stunned pawns.
Read details →Use a Hogwarts Token
A House-only Free Action granting an Explore in addition to the chosen Main Action.
Read details →Draw a Card
Move the top card of the specified deck to your hand unless the instruction says otherwise.
Read details →Hogwarts Loyalty Track
A seven-space Side Board track controlling the Dark Detector and access to the Room of Requirement.
Read details →Dark Arts Path
A white–orange–red track that advances events, unlocks Dark Arts card effects and approaches the final phase.
Read details →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.
Read details →Final Phase at the Last Path Space
The limited-card continuation triggered when the Dark Arts Marker reaches the last path space.
Read details →Obstacles and Castle Walls
Four printed obstacle types restrict House movement; castle walls are a separate impassable map boundary.
Read details →Stun / Stunned
A sideways pawn cannot move by any means until its stun is reversed.
Read details →Bump / Bumped
The procedure when a Dark Arts Pawn ends movement in a space occupied by a House Pawn.
Read details →Reactive Effect
A lightning-bolt card effect that can be played outside a House Player’s turn when its condition is met.
Read details →Multi-Move
A card with two movement values can move two different pawns or combine the values on one pawn.
Read details →House Marker
A house-specific component captured during bumps, distinct from the seven Hogwarts Tokens.
Read details →Bonus Space
A House-only landing bonus: acquire a card, draw a card or take another turn according to the icon.
Read details →Alohomora
A House Starter Deck Charms card with three movement points and permission to pass Locked Doors.
Read details →House Player Location Card
A location objective card used in pairs to earn a Parchment Scroll.
Read details →Dark Arts Player Location Card
The location objective drawn by the Dark Arts Player when taking the red Progress Token.
Read details →Filch’s Keys
An Items & Artefacts card illustrated in the House Acquire Deck guide, with 2 + 2 movement and a Locked Doors effect.
Read details →Peruvian Instant Darkness Powder
A white-zone Dark Arts Acquire Deck card illustrated with a Fly Off Point movement icon.
Read details →Trevor
A House Starter Deck Magical Creatures & Beings card with four movement points and no additional effect.
Read details →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.
Read details →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.
Read details →Conspire — three-move variant
A separately verified Dark Arts Starter Deck face. One eligible pawn may move up to 3 spaces.
Read details →Nimbus 2001
A separately verified Dark Arts Starter Deck face. One eligible pawn may move up to 2 spaces.
Read details →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.
Read details →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.
Read details →Legilimency — four-move variant
A separately verified Dark Arts Starter Deck face. One eligible pawn may move up to 4 spaces.
Read details →Legilimency — five-move variant
A separately verified Dark Arts Starter Deck face. One eligible pawn may move up to 5 spaces.
Read details →Gillyweed
A Herbology card in the House Starter Deck, with 3 movement points and permission to cross Water.
Read details →Strengthening Solution
A Potions card in the House Starter Deck, with 3 movement points and permission to cross Physical Objects.
Read details →Partis Temporus
A Defence Against the Dark Arts card in the House Starter Deck, with 3 movement points and permission to cross Protective Spells.
Read details →School Broomstick
A House Starter Deck Items & Artefacts card with two movement points and a Fly Off Point transfer effect.
Read details →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.
Read details →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.
Read details →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.
Read details →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.
Read details →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.
Read details →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.
Read details →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.
Read details →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.
Read details →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.
Read details →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.
Read details →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.
Read details →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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