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Fantastic Beasts and Where to Find Them

Fantastic Beasts and Where to Find Them Rulebook

Table of Contents

Table of Contents

  • Game Mode I: First Capture Attempts (Ages 4 and Up)
    • Setup
    • Turn Sequence
    • Apparating
  • Game Mode II: Magizoology Training (Ages 7 and Up)
    • Setup
    • Goal of the Game
    • Turn Sequence
    • Spell Card Variant
  • Game Mode III: Advanced Magizoology (Ages 12 and Up)
    • Goal of the Game
    • Setup
    • Turn Sequence
    • End of a Round: New Salemers Appear
    • The Salem Track
    • Second Salemer Cards

Game Mode I: First Capture Attempts (Ages 4 and Up)

Setup

In this game mode you need only the game board, the resource tokens and the creature tokens and cards.

Each player chooses one character, takes the matching standee and places it on the start space. You may lay out your character cards in front of you, but the text on them only matters in Game Mode III. Return the remaining material to the box.

Place the creature cards face up beside the game board. Shuffle the resource tokens and the creature tokens together and place one token face down on every space of the game board. Set the remaining tokens aside as a face-down supply next to the game board.

The setup graphic shows the resource icons (suitcase, potion, dragot, tea kettle and wild) and the creature icon.

Turn Sequence

Whoever was last at the zoo begins the game. Then play proceeds clockwise.

On your turn, roll the die and move your standee forward. You may choose your route and move as many spaces as you rolled. You may also stop earlier. Reveal the token on the space you stop on:

  • If it is a creature, you capture it immediately and receive the matching creature card.
  • If it is a resource, simply set it aside.

Then place a new token from the supply face down on your space.

The first player to capture 3 creatures wins the game. If all 10 creatures have been captured but no player has 3, every player who has captured 2 creatures wins.

Apparating

If you are on a space with a blue circle (spaces 4, 13, 16 or 29), or you move onto one, you may Apparate to any other space with a blue circle. This action counts as one normal step from space to space.

Game Mode II: Magizoology Training (Ages 7 and Up)

Setup

In this game mode you do not need the Salemer tokens, the location cards, the character cards or the Second Salemer cards. Return them to the box.

Each player chooses one character, takes the matching standee and places it on the start space. You may lay out your character cards in front of you, but the text on them only matters in Game Mode III.

Place the creature cards face up beside the game board. They show how many resources you need to capture each creature.

Shuffle the resource tokens and the creature tokens together and place one token face down on every space of the game board. Set the remaining tokens aside as a face-down supply next to the game board.

Goal of the Game

Explore the various locations in the city and collect the resources you need to capture the fantastic creatures faster than the other players. The first player to capture 2 creatures wins the game.

Turn Sequence

Whoever was last at the zoo begins the game. Then play proceeds clockwise.

On your turn, roll the die and move your standee forward. You may choose your route and move as many spaces as you rolled. You may also stop earlier. Reveal the token on the space you stop on:

  • If it is a creature, you may capture it once you have collected the resources it requires. If you do not yet have the necessary resources, leave the token face up on the location where it lies. For example, to capture the Thunderbird you need: 2 suitcases (red), 3 potions (blue), 3 dragots (yellow) and 2 tea kettles (green). When you capture a creature, return the resources you used to the supply face down, shuffle the supply, and place a new token from the supply face down on the space.
  • If it is a resource, collect it and place it in front of you. Then place a new token from the supply face down on your space.

The first player to capture 2 creatures wins the game.

Spell Card Variant

You begin the game with 2 spell cards in your hand. At the start of each of your turns, draw one more spell card. During your turn you may play up to 3 spell cards.

Game Mode III: Advanced Magizoology (Ages 12 and Up)

Goal of the Game

Many magical creatures are hidden in New York City. You must work together to explore the various locations and recapture the creatures before the followers of the Second Salemers catch you.

In this game mode you play together with a shared goal. With 2 players you must capture 2 creatures; with 3 players you must capture 3 creatures; and with 4, 5 or 6 players you must capture 4 creatures.

Setup

  1. Each player chooses one character, takes the matching character card and places the matching standee on the start space.

  2. Shuffle the Second Salemer cards and place them as a face-down stack next to the Salem track.

  3. Shuffle the location cards and place them as a face-down location deck on the location space.

  4. Shuffle the event cards and place them as a face-down stack next to the game board.

  5. Shuffle the creature cards and reveal 2 of them with 2 players, 3 with 3 players, or 4 with 4, 5 or 6 players. Find the matching creature tokens and reveal the same number of location cards. Place the creature tokens randomly on these locations.

    Example: You have revealed the Niffler and the Demiguise. You have also revealed the Bank and Customs as locations. Place the Niffler token on space 1 and the Demiguise token on space 9 of the game board.

  6. Reveal 10 location cards with 2 or 3 players, or 12 location cards with 4, 5 or 6 players. Place a Salemer token on each of these locations. Then shuffle all the revealed location cards and return them face down to the bottom of the location deck.

    Example: You have revealed the location cards with these numbers: 1, 2, 3, 4, 5, 6, 7, 8, 9 and 10. Place the Salemer tokens on locations 1, 2, 3, 4, 5, 6, 7, 8, 9 and 10 of the game board.

  7. Reveal the top 5 cards of the location deck and place them face up from left to right on the coloured spaces of the location bar (multicoloured, blue, green, yellow, red).

Turn Sequence

Whoever was last at the zoo begins the game. Then play proceeds clockwise.

Each character may perform a certain number of actions during their turn, and may perform the same action more than once. (The number is shown in the upper right corner of your character card.) The actions are:

A) Moving: Move from your space to the next space. Each movement costs one action, so if you want to move 4 spaces, it costs 4 actions. If you are on a space with a blue circle (spaces 4, 13, 16 or 29), you may, for one action, Apparate to another of these spaces.

B) Fighting Salemers: As soon as you move onto or across a space with a Salemer token, you must stop on that space and fight it; otherwise you may not continue moving. To fight, you must roll the die (this costs one action). If you roll a 3, 4, 5 or 6, you defeat the Salemer. You must then reveal an event card from the stack, apply its effect immediately, and then return it face down to the bottom of the stack.

If you fail to defeat the Salemer, you must try again with another action (possibly as the first action of your next turn). If your turn begins on a space with a Salemer token, you must also fight it.

C) Collecting Resources (coloured tokens): If you are on a location on the game board whose card is face up on the location bar, you may take a resource token in the colour of the location space on which the card lies. Then return the location card face down to the bottom of the deck. (Do not reveal a new location card; the space remains empty until the end of the round.) Whenever you collect a resource, you must reveal an event card from the stack, apply its effect immediately, and then return it face down to the bottom of the stack.

IMPORTANT: After you have applied an event card, return it face down to the bottom of the stack.

After you have used all your actions, your turn is over.

Once you have collectively gathered the resources needed for a creature (as shown on the creature card), you must all go to the space where the creature lies in order to capture it. Capturing costs no action. The resources used to capture it are returned to the supply.

Example: If you want to capture the Thunderbird, you need 2 suitcases (red), 3 potions (blue), 3 dragots (yellow) and 2 tea kettles (green). Newt Scamander has 2 red, 2 blue and 1 yellow resource, and Queenie Goldstein has 1 blue, 2 yellow and 2 green resources. Together they therefore have all the resources needed to capture the Thunderbird. To do so, both must move to the game board space where the creature lies and put down the resources.

The multicoloured resource is a joker. It may be used in place of any resource.

End of a Round: New Salemers Appear

Once you have each had one turn, the round ends and you must refill the location cards on the location bar.

Example: Newt has collected 1 green resource at the New York harbour (3), and Queenie has collected 1 blue resource at the Statue of Liberty (2). The two location cards (2 and 3) are returned to the bottom of the deck, so there are no cards left on the blue and green spaces.

Slide all the remaining location cards to the right until the space of the Second Salemer is covered. Then reveal new location cards from the deck and place them on the free spaces.

The rearmost card, now lying on the space of the Second Salemer, shows where you must place a new Salemer token on the game board.

In our example this is card 5. You must therefore place a Salemer token on the Brooklyn Bridge. After you have placed the token, return the location card face down to the bottom of the deck.

The Salem Track

If you must place a Salemer token on a location where a Salemer or a creature token already lies, place the Salemer token instead on the first free space of the Salem track. Be careful: you lose the game if the Salemers gather enough evidence of the existence of the wizarding world and expose the No-Majs:

  • Game with 2 players: You lose as soon as you place the 7th Salemer token on the track.
  • Game with 3 players: You lose as soon as you place the 9th Salemer token on the track.
  • Game with 4, 5 or 6 players: You lose as soon as you place the 11th Salemer token on the track.

Second Salemer Cards

Whenever you reach an orange box on the Salem track, you must reveal a Second Salemer card and apply its effect immediately.