RulesPal
Chat
Rulebook
Clue: World of Harry Potter thumbnail

Clue: World of Harry Potter

Clue: World of Harry Potter Rulebook

Table of Contents

Table of Contents

  • A student has mysteriously disappeared from Hogwarts!
  • Setup
    • Placing the wheels
    • Black die
  • Components Overview
    • Help cards
    • Location
    • Start of the game
    • Wheel
    • Object and suspect tokens
    • Star symbol
    • Evil forces symbol
    • Secret passage
  • Setup
  • How to Play in Brief
  • On Your Turn
    • 1. Roll the 2 dice.
    • 2. Look at what the black die indicates
    • 3. Move
      • Movement rules
    • 4. Make a hypothesis, take a help card, or end your turn
      • Make a hypothesis (only if you are in a location on the board)
      • Take a help card (only if you obtained the star symbol)
    • Visit to the Burrow
    • 5. Make an accusation
      • Winning the game
  • Detective Notebook

A student has mysteriously disappeared from Hogwarts!

As Harry, Ron, Hermione, Ginny, Luna or Neville, you must discover WHO is responsible for the disappearance, WHICH object was used and WHERE the student was taken. Is it Fenrir Greyback with a cursed necklace in the Forbidden Forest?

Move around the game board looking for clues... But beware! When the wheels of the board turn, the fireplaces may light up, revealing secret passages or an apparition of the Dark. When the Dark appears, beware: it is surely a sign that the forces of evil are preparing a dirty trick!

Try to collect "help" cards: they will provide you with spells, allies and magical objects that let you parry the attacks of the forces of evil and avoid losing your "floo powder tokens". These tokens let you travel from place to place using the secret passages hidden in the fireplaces. Hold on to these tokens: if you have none left, you can no longer use the secret passages to move around the board! When you think you have gathered enough clues to solve the mystery, go to the Burrow (Au Terrier) to make your accusation and win the game!

Setup

  • Remove the floo powder tokens, suspect tokens, object tokens and the wheels from the cardboard frame.
  • Each wheel is labelled with a location (Gringotts, Hogwarts, Hog's Head and Ministry of Magic). To install the wheels, simply match each wheel with the name shown on the board. Fix the wheels with the plastic rivets as shown in the illustration. Make sure you fix the wheels the right way round: you must be able to read the inscriptions on the board.

Placing the wheels

(Illustration: a plastic rivet is pushed through the centre of each wheel into the board.)

Black die

Stick a sticker on each face of the black die (1 evil forces face, 1 star face and 4 faces showing the locations of the board).

Components Overview

Help cards

Most help cards let you parry the attacks of the Dark launched as a result of an evil card. Unless an evil card tells you otherwise, you may keep a help card until you need it.

Location

You must be in a room in order to make a hypothesis. If the entrance door is black, it is open; if it is red, you cannot enter.

Start of the game

All the wheels must be on "DÉPART" (START).

Wheel

If you land on the picture of a location when rolling the black die, you must turn the corresponding wheel one notch clockwise. The wheel thus opens doors (black door) or closes them (red door), frees secret passages (green smoke symbol) or makes the forces of evil appear!

Object and suspect tokens

When you make a hypothesis, place these tokens in the location you name.

Star symbol

If you land on this symbol, take a help card.

Evil forces symbol

If this symbol appears on the die or on the board, you must draw an evil card and suffer its consequences! Unless you hold a help card that cancels this bad fate.

Secret passage

When the wheels are turned, secret passages open when the fireplace lights up (green smoke) and close when the fireplace goes out (black smoke).

Setup

  1. Set up the game board and turn the wheels so that the word "DÉPART" (START) appears on each of them.

  2. Form 2 piles of cards: 1 with the evil forces cards and 1 with the help cards. Shuffle each pile well and place them face down near the board.

  3. Each player takes:

    • 1 sheet of the detective notebook
    • 1 pencil (not included)
    • 1 help card (which he keeps face down in front of him)
    • Floo powder tokens (FP), according to the total number of players:
      • 3 players = 8 points per player
      • 4 players = 10 points per player
      • 5 players = 12 points per player

    Put the rest of the tokens beside the board. (Token illustration: a token showing 3 = 3 points of FP.)

    • Finally, each player takes 1 character card and the corresponding pawn (see point 4 below).
  4. Shuffle the 6 character cards and remove one at random. Turn this card face up: this student is the prey of the forces of evil; he is declared missing. Each player then chooses his character from among the remaining character cards and places the pawn of the colour matching that card on the START space of his colour on the game board. Set aside the card of the missing student, as well as the character cards and pawns that will not be used in this game.

  5. Separate the mystery cards into 3 piles (suspect, object and location) and shuffle each pile. Remove one card from each pile and insert them in the confidential envelope. Warning: nobody must see which cards are inserted in the envelope, because it is the solution to the mystery!

The player whose birthday is the closest to come starts the game. Play then passes to the player on his left, and so on.

How to Play in Brief

On your turn:

  1. Roll the 2 dice.
  2. Look at what the black die indicates.
  3. Move your pawn (according to the green die or through a secret passage).
  4. Make a hypothesis, take a help card, or end your turn.

When you are certain you have solved the mystery:

  1. Go to the Burrow (Au Terrier) to make an accusation.

On Your Turn

1. Roll the 2 dice.

2. Look at what the black die indicates

  • If the black die lands on the star symbol, take a help card, place it in front of you and go to step 3 (Move).
  • If it shows one of the location symbols, turn the corresponding wheel one notch clockwise. Then check whether the wheel sends you the forces of evil. If not, you may go to step 3 (Move).

Note: the doors of the rooms may open or close, and secret passages may disappear or appear, after a wheel has been turned.

  • If the wheel, the black die, or both show the evil forces symbol, you must draw an evil card and read it aloud. Each evil card describes an attack from the Dark and states:

    • which attack it is,
    • who is affected,
    • how many floo powder points may be lost,
    • how to parry this attack.

    (Illustration: example cards: an "All characters" evil card, an "Ally" help card and an "Object" help card.)

    If you hold the help card that parries this attack, show it to the other players and place it in front of you. You are safe, this time...

    If you do not have the right card, you lose floo powder points. Put the number of points indicated on the card on the pile of the other points. If you give more points than requested, take the difference from the pile.

    When you have used a help card or paid back floo powder points, go to step 3 (Move).

If you lose all your floo powder points, you can no longer use the secret passages, even if green smoke appears in the fireplace on the game board.

3. Move

Look at the result of the green die. You may:

  • ignore the result of this die and use an open secret passage to move to another location, whether or not the secret passage of the destination location is open. Each time you use a secret passage, you must pay 1 FP point.

OR

  • Move the number of spaces indicated by the die (or fewer).

Movement rules

  • You are not obliged to use the whole score of the green die.
  • You may move horizontally and vertically but not diagonally.
  • A door is open if it is black and closed if it is red. As soon as you enter a location (through an open door), STOP YOUR MOVEMENT!
  • You cannot go through a closed door unless you have an Alohomora help card. Once used, put the card aside in the discard pile and continue your move.
  • Do you have a Felix Felicis help card? Use it to replace the number obtained on the green die and move 7 spaces. You can use it only once.
  • If you pass over a star space, STOP YOUR MOVEMENT and take a help card.
  • You may pass through a space occupied by another player but you cannot stay there.
  • If your pawn is in one of the locations of the board at the end of your turn, you must leave it on the next turn. You cannot re-enter a room you have just left.

4. Make a hypothesis, take a help card, or end your turn

Make a hypothesis (only if you are in a location on the board)

If you enter a location (other than the Burrow), you may make a hypothesis by naming:

  • the suspect,
  • the object,
  • and the location in which you are.

Example: you enter Gringotts. You make the following hypothesis: "I think it was Rafleur (Scabior) with the cursed necklace at Gringotts."

Then move the corresponding suspect and object tokens into the room where you are.

The other players must now prove that the hypothesis is false. To do this, the first player on your left looks at his cards and checks whether he holds one of the 3 cards you have just mentioned:

  • If this player holds one of the mystery cards you named, he must show it to you (in secret).
  • If he holds more than one of them, he chooses only one and shows it to you in secret.

As soon as a card is shown to you, it is proof that it is not in the confidential envelope: your hypothesis is therefore false. Eliminate that element by checking it off on your detective sheet. Your turn is over.

  • If the player on your left holds none of the mystery cards you named, it is up to the player on his left to try to prove your hypothesis false, and so on. If no player shows you one of his cards, your turn is over.

Take a help card (only if you obtained the star symbol)

If your pawn lands on a space of the board showing this symbol, you must draw the top help card of the pile and place it in front of you, face up. Help cards can bring you an ally, a magical object or a precious spell.

Visit to the Burrow

Enter the Burrow to make an accusation.

5. Make an accusation

When you are sure you have found the solution to the riddle, go as quickly as possible to the Burrow (Au Terrier), using the green die, to make an accusation by announcing the 3 elements aloud: the suspect, the object and the location.

Example: "I accuse Peter Pettigrew with the booby-trapped broom at Malfoy Manor."

Then secretly look at the cards in the confidential envelope.

Warning: if your accusation is false, you are eliminated! You continue to prove that the hypotheses made by the other players are false by showing them your cards, but you can no longer win the game! So beware of accusations made lightly!

Winning the game

If the 3 elements inside the confidential envelope are those you named in your accusation, you win the game! Show the cards to the other players and savour your victory!

If your accusation is false, put the 3 cards back in the confidential envelope without showing them to the other players.

  • You can no longer move around the board and cannot win this game.
  • However, you continue to show your cards to the other players still in the game to prove that their hypothesis is false when asked to do so.

Detective Notebook

The detective notebook sheet lists the elements of the mystery (names given in the French edition, with English equivalents where obvious), with columns for each player's notes.

  • Suspect (Suspect): Fenrir Greyback, Lucius Malefoy (Malfoy), Peter Pettigrow, Drago Malefoy (Malfoy), Rafleur (Scabior), Bellatrix Lestrange
  • Object (Objet): Balai piégé (booby-trapped broom), Collier maudit (cursed necklace), Philtre d'amour (love potion), Hydromel empoisonné (poisoned mead), Incendio, Stupéfix
  • Location (Lieu): Manoir Malefoy (Malfoy Manor), Tête de Sanglier (Hog's Head), Cabane Hurlante (Shrieking Shack), Poudlard (Hogwarts), Forêt interdite (Forbidden Forest), Gringotts, Chez Weasley, Farces pour sorciers facétieux (Weasleys' Wizard Wheezes), Ministère de la Magie (Ministry of Magic), 12, Square Grimmaurd (12 Grimmauld Place)
  • Shuffle all the remaining mystery cards and deal the same number of them, face down, to each player. If there are cards left over, place them face up at the Burrow (Au Terrier).

  • Look at the cards you received and those at the Burrow. Check them off on your detective notebook, because if you hold these cards, they cannot be in the confidential envelope, of course! Be careful not to show your notes to the other players.

  • Make 2 piles of the object and suspect tokens and place them within reach of all players.