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Harry Potter: Catch the Snitch

Harry Potter: Catch the Snitch Rulebook

Table of Contents

Table of Contents

  • Game Contents
  • Object of the Game
  • Elements of the Game
    • The Game Board
    • Teams
    • Balls
    • Dice
    • Cards
    • Tokens
  • Prepare to Play
    • Team Selection
    • Player Cards
    • Locked
    • Setup
  • First Phase: Outfield Play
    • Kick-Off
    • Game Sequence
    • Attacking Team / Defending Team
    • Friendly Players and Rivals
    • Tactical Cards
    • Action Blocks
    • Actions
      • Move
      • Pass
      • Shoot
      • Steal
      • Beat
      • Recover
  • Second Phase: The Snitch
    • Snitch Cards
    • Race for the Snitch
  • Build Your Team
    • Galleons
    • Unique Players
  • Optional Rules
    • Spectators
  • Quick Reference
    • Game Sequence
    • Actions
    • Dice Symbols
    • Hand Swap

Game Contents

  • 1 Game Board
  • 9 Dice (3 black dice, 3 purple dice, 3 orange dice)
  • 1 Attacking Team Token
  • 6 Block Tokens
  • 18 Stunned Tokens
  • 12 Locked Tokens
  • 12 Flag Tokens
  • 10 Goal Tokens
  • 6 Tempo Tokens
  • 32 Dice Tokens
  • 1 Spectators Tile
  • 4 Spectator Tokens
  • 4 Spectator Cards
  • 11 Snitch Cards
  • 5 Lagged Cards
  • 6 Goal Hoop Cards
  • 28 Player Cards (7 Gryffindor, 7 Slytherin, 7 Ravenclaw, 7 Hufflepuff)
  • 106 Tactical Cards (25 Gryffindor, 28 Slytherin, 28 Ravenclaw, 25 Hufflepuff)
  • 14 Coloured Base Rings (6 orange, 4 black, 2 white, 2 purple)
  • 1 Gryffindor Team (7 Miniatures)
  • 1 Slytherin Team (7 Miniatures)
  • 1 Ravenclaw Team (7 Miniatures)
  • 1 Hufflepuff Team (7 Miniatures)

Each Team is made up of 3 Chasers, 2 Beaters, 1 Keeper and 1 Seeker.

Object of the Game

Each Player takes the role of a Coach, in charge of a Team of Players (each represented by a miniature). The aim of the game is to be the first Team to catch the Golden Snitch. The game is divided into two distinct 'phases', each of which affects the other.

In the first phase, the Teams compete on the Pitch, trying to overcome their rivals by executing the best tactics, and gaining Snitch cards.

When the Golden Snitch appears, the second phase begins, and the Team's Seekers begin a frenetic race to catch this elusive ball. Success in the first phase will place you in the best possible situation to outrun the rival Seeker and claim victory.

Elements of the Game

The Game Board

The game board represents a Quidditch stadium with its characteristic oval-shaped playing area, or 'Pitch'. The Pitch is divided into 12 Zones, as follows:

  1. Halves. The Pitch is divided into two halves by a central line. Each Team starts the game in a different half.
  2. Deployment Zones. At the start of the game, each Team's Players are placed in one of the two deployment Zones either side of the Central Circle.
  3. Scoring Areas. These Zones contain the team's Goal Hoops. The Hoops are targeted by the Team's Chasers in order to score goals, but they're defended by each Team's Keeper. Only the Keeper of the Defending Team and up to one Chaser of the Attacking Team in Possession of the Quaffle may occupy this Zone at the same time. No other Player may enter a Scoring Area.
  4. Out of Bounds. The area beyond the standard Zones is Out of Bounds. No Player may enter this area during the first Phase of the game.

Note: The orange Zones are considered to be in both Halves - they are treated as single Zones even though they straddle the halfway line.

Teams

Each Team comprises seven Players, represented by a finely detailed miniature: 1 Keeper, 2 Beaters, 3 Chasers and 1 Seeker. The box contains four complete Teams.

  1. Chasers. These Players are responsible for scoring goals by throwing the Quaffle through the opponent's Goal Hoops (See "Score a Goal" page 18).
  2. Beaters. These Players are charged with deflecting the Bludgers, and Beating them into the path of rival Players.
  3. Keeper. This Player must defend the Goal Hoops from shots from rival Chasers. At certain points in the game, the Keeper behaves like a Chaser while outside the Scoring Zone.
  4. Seeker. This Player's only task is to catch the Golden Snitch - staying alert for any sign of this most elusive ball.

Balls

The game includes 4 balls, of three different types: 1 Quaffle, 2 Bludgers, and 1 Golden Snitch.

  1. The Quaffle. A single ball, passed between the Players, and used by Chasers to score goals for their team.
  2. Bludgers. These two sentient balls move around the pitch, attacking any Player in their path!
  3. The Golden Snitch. A small, winged ball, very fast and evasive. It must be caught by a Seeker to end the match.

Dice

Player Actions are often resolved by rolling dice. There are three different coloured dice in the game, which all contain varying numbers of the following symbols on their faces:

  • Success: Add one Success to the result of the roll.
  • Double Success: Add two Successes to the result of the roll.
  • Opportunity: When performing a Reaction, this symbol subtracts one Success from the rival's roll. Some special skills specify other effects for this result.
  • Double Opportunity: When performing a Reaction, this symbol subtracts two Successes from the rival's roll. Some special skills specify other effects for this result.

Rerolls: In some situations, the rules allow you to 're-roll' your dice, or even your opponent's dice. Simply pick up all the dice you wish to reroll, and roll them again. A die cannot be rerolled more than once by the same Coach. The rerolled score always counts, even if it is worse than the original.

Cards

The game makes use of four different types of cards. Their uses are detailed later: Player Cards, Tactical Cards, Snitch Cards and Goal Cards.

Tokens

This game makes use of different kind of tokens, explained later: Block Tokens, Tempo Tokens, Stunned Tokens, Locked Tokens, Goal Tokens, Dice Tokens, Flag Tokens and the Attacking Team Token.

Prepare to Play

Team Selection

Each Coach chooses a Team from their available Players. We'll explain more about Team Affiliations and choosing Players on page 22. For your first play-through, we suggest you simply pick one of the teams provided in this box. Each Coach takes the Player cards with a Galleon cost of 0 and the deck of Tactical cards that belong to their Team, and three Goal Cards (each card should have a different number - 1, 2 and 3).

You can tailor your Tactical deck in various ways. However, for your first game, we suggest that your deck contains only those Tactical cards with a Galleon Cost of 0.

Player Cards

To represent the various roles and abilities of the different types of Player, each miniature in your Team has a corresponding Player card. All of the Player's skills are explained on this card. Let's look at an example of a Player card:

  1. Name. The Player's name - for normal Players, this will simply reiterate the Team and Position (e.g. Gryffindor Keeper). For Unique Players, this will be the character name (e.g. Harry Potter).
  2. Position. The role the Player fulfils on the Pitch: Keeper, Chaser, Beater or Seeker. Remember, you must include 1 Keeper, 2 Beaters, 3 Chasers, and 1 Seeker in the Team.
  3. Affiliation. The Team(s) in which the Player can be included (e.g. Gryffindor).
  4. Player Portrait. An image of the Player miniature to aid identification during the match. You may not include more than one of the same model in the Team.
  5. Actions. The different Actions a Player can perform, and the number of dice they roll to execute them.
  6. Trait. If the Player has a special rule, it is presented here - Traits are what make Players unique. Where the rule for a Trait contradicts a rule from this manual, the Trait takes priority.
  7. Cost. It is the amount of Galleons you will have to spend so the Player may get in your Teams Alignment.

Locked

Some Traits and other rules display the Locked icon. This means that when the rule is used, you must place the Locked token on the card - the rule cannot be used again until the token is removed.

Setup

1st Step - Place the Pitch between the Coaches - each Coach picks one half as their own.

2nd Step - Place your Keeper in the Scoring Zone of your own half, and the rest of your Players in your half's Deployment Zone.

3rd Step - Place your Team's Player cards in front of you.

4th Step - Prepare the Snitch deck. First, remove all of the cards marked 'Lagged' - these are only used in the Second Phase (see page 21). Then, set the Golden Snitch card aside. Randomly deal 10 of the other Snitch cards from those you have available, shuffle them, and place them face-down to form the deck. Take the bottom four cards of the deck and, without looking at them, shuffle them with the Golden Snitch card. Once shuffled, place all five cards back on the bottom of the deck, face-down (so the Golden Snitch is one of the last five cards in the deck). Finally, place the Snitch deck in the reach of both Coaches and turn over the top 3 cards, placing them face-up in a line where both Coaches can see them.

5th Step - Each Coach shuffles their Tactical cards and places them face-down in front of them, to form a Tactical deck. Then, draw the top five cards from this deck, keeping them a secret from the rival Coach - this is your starting hand of Tactical cards.

6th Step - Now the game begins with the kick-off (see page 9).

First Phase: Outfield Play

In this phase, Players perform Actions with the aim of carrying the Quaffle to the opponent's Scoring Area, and passing it through the Goal Hoops to score for their Team.

Kick-Off

Follow these steps to begin play.

  1. One Coach must choose the Success symbol and the other chooses the Opportunity symbol. Roll one die. The Coach whose chosen symbol matches the dice roll gets the advantage, and the Quaffle is given to one of that Coach's Chasers (they must place the Quaffle miniature in contact with a Chaser). That Coach now controls the Attacking Team. The rival Coach controls the Defending Team.

  2. Starting with the Attacking Team, each Coach places one Bludger in their rival's half of the Pitch. The Bludger must not be placed within a Deployment Zone, or the Scoring Zone.

  3. Players then break off from the Deployment Zone and take up positions, in this order: a. The Attacking Coach chooses one Player in their Deployment Zone and moves it to an adjacent Zone. b. The Defending Coach chooses two Players in their Deployment Zone and moves them into adjacent Zones. c. The Attacking Coach moves two more of their Players, as above. d. Finally, the Defending Coach moves one of their Players, as above.

    During this part of the Kick-Off sequence, no player may be moved more than once, by any means.

    Note: The Quaffle always moves with the Player it was assigned to, remaining in contact.

  4. Start the Game Sequence (see below).

Game Sequence

During the game, both Coaches play Tactical cards from their hands in order to perform Actions with their Players. Through these Actions, Players try to execute manoeuvres to attack or defend.

In the First Phase, play proceeds through a series of steps which must be followed in strict order - this is called the Game Sequence. When a Game Sequence is concluded, a new one begins, repeating the same steps, until the conditions to end the First Phase are met (see page 20).

  1. Both Coaches check if they have Tactical cards in their hands. If either Coach has no Tactical cards remaining, a Hand Swap must be resolved (see page 16).
  2. In secret, each Coach chooses a Tactical card from their hand and places it face-down in front of them. When both Coaches have completed this step, they both reveal the chosen cards.
  3. Starting with the Attacking Team and then alternating, each Coach must decide whether they will add more Tactical cards, this time face-up - these do not grant further Actions, but are instead played for the Intrepid Move effect (see page 16). Each Coach may play up to two Intrepid Moves. Place these additional cards to the right of the first one you revealed.
  4. If any Intrepid Moves were played, their effects are now resolved in reverse order - right to left, as the cards were laid out. The Attacking Coach resolves a card first, then the defending Coach, and then the Coaches alternate until all Intrepid Moves are resolved.
  5. The Action Blocks of the first Tactical card revealed by each Coach are resolved in the following order: a. The Attacking Coach resolves their first Action Block. b. The Defending Coach may then execute their first Action Block. c. If the Attacking Coach still has Action Blocks left to play, they may execute another Action Block. d. If the Defending Coach still has Action Blocks left to play, they may execute another Action Block. e. Continue alternating in this way until both Coaches have finished all of the Action Blocks available on their Tactical cards. f. If, at any time, one Team has no more Action Blocks available, the rival may play all the blocks they have left without interruption.
  6. Resolve Bludger Movement (see page 19).
  7. End of the Game Sequence.

Attacking Team / Defending Team

One Team is always the Attacker, and one is always the Defender. The Attacking Team is always the one with a Player in possession of the Quaffle. If the other Team takes possession, or if the Quaffle goes loose, the rival Team automatically becomes the new Attacking Team (see page 17).

The Attacking Coach must take the Attack token. As soon as play switches, pass this token to the opponent.

Friendly Players and Rivals

Throughout these rules you will find references to friendly Players and rival Players. A friendly Player is any miniature Player on your own Team. A rival Player is any Player miniature on your opponent's Team (the other Player is sometimes called the 'rival Coach').

Tactical Cards

At the start of the game, each Coach will draws five cards from their Tactical deck. These cards will form the Coach's 'hand'. Tactical Cards contain the following information:

  1. Action Blocks
  2. Intrepid Moves
  3. Cost - Every Tactical Card has a value in Gold Galleons, which serves to balance the power of the opposing Teams (see page 22).

Action Blocks

When a Tactical card is played at the beginning of a Game Sequence, the Coach may perform a number of Actions with their Players equal to the Action icons depicted on the card (the different kinds of Actions available are explained in the following section).

Actions are grouped into Action Blocks, and each Action Block displays a number of Action icons. Actions in the same block may be performed consecutively before the rival Coach plays one of their own Action Blocks. Action Blocks must be resolved in the order in which they appear on the Tactical card. You must perform all the Actions listed in an Action Block.

An action Block with only 1 Action.

Actions

In order to perform an Action, a Coach must nominate one of their Players, and pick an Action listed on that miniature's Player card. The rules for each Action are presented below.

Actions List: Move*, Recover*, Beat, Shoot, Pass, Steal.

* These Actions can be used by any Player, regardless of Position, and are not listed on the Player card.

Move

Choose one of your Players and move it to an adjacent Zone. No dice roll is required.

Slytherin's Seeker may use a Move action to move to any of the adjacent Zones.

Pass

This Action may only be performed by a Player with the Quaffle. Target a friendly model up to 2 Zones away, and take a dice roll. If the roll is successful, place the Quaffle in possession of the target Player. If the roll fails, place the Quaffle Loose - your opponent chooses whether the Quaffle goes Loose in the target Player's Zone, or a Zone adjacent to it.

Note: This Action suffers the Disadvantage rule if either Player (the Player performing the Pass, or the target of the Pass) is at a Disadvantage. See page 15.

The Gryffindor Chaser tries to Pass the Quaffle to a teammate within 2 Zones.

Shoot

This Action may only be performed by a Chaser with the Quaffle in the Scoring Area. That Chaser attempts to Shoot at the opponent's Goal Hoop. To perform this Action, you must:

  1. Aim at the Hoop (see Score a Goal, page 18)
  2. Take a dice roll to check if the shot is successful.

If the roll is successful, you have Scored a Goal (See page 18). If the roll is unsuccessful, place the Quaffle in possession of the Defending Team's Keeper (if they are inside the Scoring Area) your opponent immediately performs a Keeper's Kickoff (See page 18). If the Keeper is not inside the Scoring Area, your opponent places the Quaffle Loose in a Zone adjacent to that Scoring Area (see page 17).

Steal

Only a Player on the Defending Team may perform this Action. Nominate one of your Players in the same Zone as the Player with the Quaffle. Take a dice roll. If the roll is successful, place the Quaffle in possession of the nominated Player.

The Gryffindor Chaser is in the same Zone as the Slytherin Chaser with the Quaffle. The Gryffindor Player attempts to Steal the Quaffle - but the Slytherin Chaser uses a Reaction to try and keep possession - see page 14.

Beat

Choose one of your Beaters in the same Zone as a Bludger. That Beater targets a rival Player up to 2 Zones away. Take a dice roll. If successful, place a Stunned token on the target Player's card. If that Player was carrying the Quaffle, place it Loose - you may choose whether the Quaffle goes Loose in the target Player's Zone, or a Zone adjacent to it.

Whether or not this Action is successful, your opponent places the beaten Bludger in the Zone containing their target Player, or an adjacent Zone.

The Slytherin Beater may Beat the Bludger up to 2 Zones in order to attack a Gryffindor Player. If the target is a Chaser, they may try to evade the impact with a Manoeuvre Reaction. If there is a Gryffindor Beater in the target's space, they may use the Defense Reaction to protect their teammate.

Recover

Remove a Stunned token from the Player card of one of your Players.

Free Actions

In some situations, a Player will be instructed to perform a 'free Action'. This is exactly as it sounds - it does not require you to expend an Action from your Action Block. Note, that sometimes, the type of Action will be specified (such as a 'free Pass').

Reactions

In some situations, when any of your Players are targeted by an Action from a rival Player, you may be able to perform a Reaction in response. Reactions are similar to Actions, but unlike Actions they do not require the use of an Action from one of your Action Blocks.

Reactions can only be used in response to a specific rival Action, or when attacked by a Bludger, as explained below. Check the Player card of the Player making the Reaction, and roll the dice that correspond to the specified value (for example, Defense, or Manoeuvre). For each Opportunity result you roll, remove one Success result from the rival's roll. This may mean the rival's Action fails.

No more than one Reaction may be performed against the same Action. For example, if a Beater Defends a teammate against a Bludger but fails the roll, the target teammate cannot then attempt a Defense or Manoeuvre Reaction against the same attack.

The Reactions available to Players are:

Steal

When a Player is targeted by an opponent's Steal Action, they may use their own Steal value to make a Reaction roll.

Manoeuvre

When a Player is targeted by a Bludger (either because of a rival's Beat Action, or because of the Bludger's movement at the end of the Game Sequence), they may use their Manoeuvre value to make a Reaction roll.

Defense

When a Beater is targeted by a rival's Beat Action, they may use their Defense value to make a roll as a Reaction.

This Reaction can be performed even if the Beater is not the target of the Bludger, but is in the same Zone as the target. If the Bludger is not stopped by this Reaction, it will still attack the original target.

Catch

When a rival Chaser in your Scoring Area attempts a Shoot Action, your Keeper may use their Catch value to make a Reaction roll.

The Slytherin Chaser is in the opponent's Scoring Area. They attempt to score with the Shoot Action. The Gryffindor Keeper uses a Catch Reaction to protect the Goal Hoops.

Disadvantage

When there are Players from both Teams in the same Zone, but one Team has more Players than the other, the Players in the minority are at a Disadvantage. If the difference between the two sides is 2 or more Players, then the Players in the minority are at a Severe Disadvantage.

  • Players at a Disadvantage or Severe Disadvantage cannot move out of their Zone.
  • Players at a Disadvantage deduct 1 Success from their Action rolls, or 1 Opportunity from their Reaction rolls.
  • Players at a Severe Disadvantage deduct 2 Successes from their Action rolls, or 2 Opportunities from their Reaction rolls.

If a Player is forced to modify the Successes or Opportunities rolled because of other special rules, these bonuses or penalties are cumulative with the Disadvantage or Severe Disadvantage rule.

The exception to the rule is the Beat Action - this Action ignores the Disadvantage and Severe Disadvantage rules.

Example: The Gryffindor Chaser tries to Pass the Quaffle to a teammate. Although the Chaser is not at a Disadvantage, the target Player is. The dice roll result deducts 1 Success.

Intrepid Movements

Some Tactical cards include rules text for Intrepid Moves - game effects that modify the rules of the game.

In the Game Sequence, after revealing the first Tactical Card, Coaches may choose to play more Tactical Cards to try to get more out of that Game Sequence with the powerful effects of Intrepid Moves. Starting with the Attacking Team Coach and alternating, both Coaches must declare whether they want to play Intrepid Moves during that Game Sequence. Intrepid Moves must be played one at a time, and a single Coach may not play more than two in a Game Sequence.

Unless otherwise specified, the effects of an Intrepid Move last until the end of the Game Sequence. If, for any reason, the effects of an Intrepid Move had not been applied by the end of the Game Sequence, the Intrepid Move is lost.

Note: The first Tactical card revealed at the beginning of the Game Sequence is only used to reveal the Actions Blocks you have available. Even if it has an Intrepid Move written on it, it is not taken into account.

The Gryffindor Coach is in possession of the Quaffle, and has played a card with an Intrepid Move. The Slytherin Coach plays a card of their own. When these cards are resolved, it is done in reverse order - the Slytherin Coach resolves their card first.

Dice Tokens

Some effects award Bonus Dice tokens or Penalty Dice tokens to a Player, of a specified colour. These are assigned to the Player card. Any time the Player makes a dice roll, they may spend accumulated Bonus Dice tokens to add dice of the same colour to the roll - so one Purple Bonus Dice token adds one Purple die to the roll, for example.

However, if a Player has any Dice Penalty tokens on their card, the opponent may spend them to reduce the Player's rolls by the specified dice (so an Orange Penalty Dice token means the Player must discard one Orange die before rolling the dice.

Hand Swap

If, at the beginning of a Game Sequence, a Coach has no cards in their hand, they must draw 5 cards from their Tactical deck. We call this situation a Hand Swap.

If you perform a Hand Swap but the other Coach does not, your opponent immediately interrupts the sequence of play and performs one free Action with one of their Players. As soon as this Action is resolved, the opposing Coach gains 1 Tempo Point for their Team, and then play resumes from where it left off. If both Coaches perform a Hand Swap in the same Game Sequence, nothing will happen and play will continue normally.

When your opponent makes a Hand Swap, you may immediately remove 1 Stunned token from a Player on your Team (see page 19) and all Locked tokens from their Team.

If there are not enough Tactical cards left in the deck when you go to draw, simply draw any remaining cards, shuffle the discarded cards and place these face-down to form a fresh deck. Now draw the rest of the cards you need from this deck, and continue as normal.

Shift

Some special rules or Intrepid Moves indicate that one or more Players have to Shift. Shift works the same as a Move Action, ignoring Disadvantage.

Slytherin's Seeker cannot ordinarily Move outside their Zone, due to being at a Disadvantage. However, the Shift effect allows them to be moved into an adjacent Zone.

Change of Possession and Loose Quaffles

A Change of Possession occurs whenever one team takes possession of the Quaffle from another. The Team in possession is always the Attacking Team. Commonly, possession changes as a result of a Steal Action, or a failed Shoot Action.

However, sometimes the Quaffle is in a Zone without being under the control of any Player. This is called a Loose Quaffle. When a Quaffle goes loose during an Action Block (as the result of an unsuccessful Pass, for example), the Action Block immediately ends, even if there were Actions still to be resolved. The opposing Team becomes the Attacking Team for any rules purposes even though they don't have the Quaffle.

Any Player in the same Zone as a Loose Quaffle during one of their Actions (including a Shift) can automatically pick it up, taking Possession of the Quaffle (for example, a Player may perform a Move Action to the Zone containing the Quaffle, picking it up as they complete the Move). Their Team becomes the Attacking Team if they weren't already.

Note: A Chaser in Possession of the Quaffle within the Scoring Area that loses the Possession, must immediately Shift to an adjacent Zone outside the Scoring Area (before the Defending Team chooses where to place the Quaffle)

Note: A Player can never place a Loose Quaffle in a Scoring Area.

Score a Goal

A Goal is scored when a Chaser with the Quaffle successfully performs a Shoot Action while in the opponent's Scoring Area, as described on page 12.

Aim at the Hoop

If the rival Keeper is also in the Scoring Area when the Shoot Action is performed, then the Chaser must first Aim at the Hoop, as follows.

  • Both Coaches take their 3 Goal Hoop cards and secretly chooses one of the 3, placing it face-down in front of them.
  • Each Coach reveals their chosen card.
  • If the cards display the same number, the Shoot Action proceeds as normal. If the cards display different numbers, the Chaser adds one additional Success to their Action roll.

If the Shoot Action is successful, the Coach of the Team that scored must take a Score token and place it beside their Player cards. In addition, they must choose a Snitch card from the face-up row and also place this beside their Player Cards. Draw a new Snitch card immediately and add it to the face-up row.

Then, the Action Block immediately ends.

Remember: only the Defending Team's Keeper and a single Chaser from the Attacking Team in Possession of the Quaffle may be inside the Scoring Area at any one time; no other Players may enter this Zone.

Keeper's Kick-Off

If, after any Action, the Quaffle ends up in the possession of the Keeper within their own Scoring Area, in addition to the Change of Possession, the Game Sequence is immediately interrupted for the Keeper's Kick-off. Resolve the following events in order:

  1. Any opposing Chaser within that Keeper's Scoring Area must Shift to an adjacent Zone outside the Scoring Area.
  2. Beginning with the Attacking Team, both Coaches may immediately Shift one of their Players to an adjacent Zone (not a Scoring Area).
  3. The Keeper in possession of the Quaffle may perform a Pass - no Action needs to be spent to resolve this Pass, and the Pass automatically succeeds (no dice roll is required).

Once the Keeper's Kick-off is resolved, the Game Sequence continues from the point it left off.

After taking control of the Quaffle, the Slytherin Keeper is performs the Keeper's Kick-off. First, the Gryffindor Chaser that attempted to score is Shifted outside the Scoring Area. Next, starting with Slytherin, each Team may Shift one of its Players. Finally, the Slytherin Keeper picks a friendly Player within 2 Zones and performs a free Pass, which automatically succeeds.

Bludger Movement

At the end of the Game Sequence, each Coach gets to move one of the Bludgers to see what chaos they cause! The Defending Coach picks a Bludger first, and the Attacking Coach must move the other. Bludgers are moved according to the following rules:

  1. If there are any Players in an adjacent Zone to the Bludger, then the Bludger must be moved to one of those Zones. If there are several eligible Zones, the Coach that controls the Bludger chooses one.
  2. If there are no Players in an adjacent Zone, the Bludger remains where it is. It still counts as having moved this turn.
  3. After finishing the Bludger's move, the Coach controlling the Bludger chooses one Player in the Bludger's Zone. The chosen Player may attempt to avoid this hit with a Manoeuvre Reaction (see below). If there is a friendly Beater in the Zone (or he/she is designated as the target of the Bludger) the hit is ignored.
  4. The Attacking Team Coach will follow these same steps for the other Bludger.

The hit from a moving Bludger is resolved as if a Player had rolled a Success on the dice; in other words, an Opportunity result on a Reaction roll would avoid this hit. If a Player is hit, place a assign a Stunned token to that Player's card.

Bludger B is moved by into Zone A by the Slytherin Coach. The Coach selects the Gryffindor Chaser in that Zone as the Bludger's target.

Stunned

Players with a Stunned token on their Player card deduct 1 Success from their Action rolls, or 1 Opportunity from their Reaction rolls.

A Player may have more than one Stunned token at the same time, to a maximum of 3 - the effect is cumulative (so a Player with 3 Stunned tokens reduces the result of their dice rolls by 3). These reductions are also cumulative with the Disadvantaged rule.

As noted earlier, when your opponent makes a Hand Swap, you may remove a Stunned token from one of your Player cards.

The Slytherin Beater performs a Beat Action, targeting the Gryffindor Chaser. Because the Chaser is Stunned, they must deduct 1 Opportunity from their Reaction roll to avoid getting another Stunned token!

End of Game Sequence

When a Game Sequence is over, each Coach discards all their used Tactical cards in a separate face-up pile beside their deck - this is called a 'discard pile'.

Tempo Points

Each time one of your Players successfully performs one of the following Actions, add one Tempo Point to your pool:

  • Pass
  • Steal (As an Action, not a Reaction)
  • Beat
  • Shoot

You do not earn Tempo Points if you didn't make a dice roll to successfully perform the Action.

Place your Tempo Points near your Player Cards. Any time you accumulate more than 3 Tempo Points, you must use them to acquire cards from the face-up row of Snitch Cards. Discard all your Tempo Points, and choose a card from the row.

Once you have picked your Snitch Card, draw a card from the Snitch deck and place it face-up in the row so that there are three cards again. These cards become important in the second phase of the game (see page 21).

Breaking the Tempo

After successfully completing one of the Actions listed above (except the Shoot Action), you may instead choose to Break the Tempo. You do not receive a Tempo Point for successfully performing the Action, but instead you may immediately perform a free Pass Action with one of your Players (you don't need to expend an Action from an Action Block for this), or Shift one of your Players one Zone. This interrupts the Game Sequence - once you have resolved the Pass or Shift, play immediately picks up where you left off.

Performing a Pass Action by Breaking the Tempo doesn't give you a Tempo Point.

End of the First Phase

As soon as the golden Snitch is drawn from the Snitch deck, the Snitch has arrived in play! The First Phase ends immediately, even if you were only partway through a Game Sequence. Both Coaches discard their Tactical cards - these won't be needed again. Keep the Snitch cards you have acquired - these will be vital. Now, the Second Phase begins.

Second Phase: The Snitch

During the Second Phase, the Seekers of both teams have spotted the Golden Snitch and will try to reach it before the rival Seeker. The first one to catch it will win the game for their Team!

Snitch Cards

The Snitch cards that you obtained during the First Phase are integral to this Phase of the game. These cards each list two effects that help the Seekers win the race for the Snitch, as detailed below.

Race for the Snitch

Place both Seekers in the space at the end of the Snitch Track - this is the starting point. Each Coach takes the Snitch Cards they collected during the First Phase and places them in their hand.

Place the Golden Snitch miniature at the other end of the track. Advance the Golden Snitch towards the Seekers a number of spaces equal to twice the number of Snitch Cards left in the Snitch deck and in the row (not including the Snitch card itself).

The Coach with fewest Snitch Cards will receive as many Lagged cards as the difference between the number Snitch Cards with the opponent (so if the Slytherin Coach has five Snitch cards, and the Gryffindor Coach has three, the Gryffindor Coach must take two Lagged cards). Lagged cards are added to your hand, and are treated like Snitch cards.

From then on, the action is resolved in this order:

  1. Secretly, each Coach chooses a card from their hand and places it face down in front of them. Once both Coaches have completed this step, they reveal the chosen cards.
  2. The Coach whose Seeker is ahead on the Snitch track resolved their card first: execute the two effects that appear on the Snitch card in the order they appear.
    • If both Seekers are in the same space, the Seeker who reached that space first is considered to be ahead.
    • If this is the first time the cards are resolved, the Seeker in the Team that had the most Score tokens in the First Phase is considered to be ahead. If there is still a tie, roll one die, nominating one Seeker as Successes, and one as Opportunities - whoever wins this roll goes first.
  3. The rival Seeker then executes the two effects that appear on their Snitch card, in the order they appear.
  4. Repeat these steps until one of the Seekers has reached the space containing the Golden Snitch, or either Coach runs out of cards in their hand.

If, during, the execution of a Snitch Card, one of the Seekers reaches the space containing the Golden Snitch, your Coach is declared the winner. If the Coaches run out of cards and are unable to play one, and the Snitch has not yet been reached, the Coach whose Seeker is closest to the Golden Snitch is declared the winner.

Build Your Team

Galleons

Before choosing a Team, the Coaches should agree how many gold Galleons they wish to spend. This value is called 'Funding'. Each Coach has an identical Funding limit. To begin with, we recommend a Funding value of 5 Gold Galleons.

A Team is formed of the following elements: Players, Tactical cards, and Spectators (if you've decided to use the optional Spectator rules, below). Each has a cost in Gold Galleons, which should be subtracted from your Funding value. You don't have to spend every Galleon, but you may never exceed the Funding value.

Coaches then select their Team components from their available collection, and form their team for the game. The following restrictions always apply:

  • The Tactical card deck must always contain 15 cards.
  • Teams must always have: 1 Keeper, 1 Seeker, 2 Beaters and 3 Chasers.
  • If using the optional Spectator rules, each Coach receives a Fervent Fan card at no cost, and may purchase up to 2 additional Spectators using their Galleons.

Some elements are restricted to certain teams. Only the Teams listed may purchase these elements.

Once both Coaches have formed their Team, the game will start!

Unique Players

If a Player has the asterisk after their name, you may not include more than one Player with that Name in your Team. For example, you may have more than one Harry Potter Player miniature in your collection, but you may only ever use one of them in a Team at any one time.

Optional Rules

Spectators

Spectators are an advanced rule that add more depth to the game. We recommend that you master the basic rules of play first, and then introduce Spectators when you're ready for a new challenge.

Place the Spectator Stand near the Pitch. The Stand has two different Zones: the Magic Zone and the Encouragement Zone.

Both Coaches receive a Fervent Fan card for free, but any other Spectator card that a Coach wishes to include in their Team has a cost in Gold Galleons, which must be subtracted from the Team's available Funding.

A Coach can play a Spectator card at any time by placing the marker in one of the empty zones or occupied by a rival Spectator on the Spectator Stand. Each Spectator card specifies which Zones it can be placed in, and the effect it triggers by doing so. When the Spectator is placed in an empty Zone, apply the first effect listed on the card. However, when the Spectator is placed in a Zone containing a rival Spectator, apply the second listed effect instead.

When a Hand Swap happens, all the Spectator markers are removed from the Spectator stand.

Quick Reference

Game Sequence

  • Checking the Tactical cards in hand. If either or both Coaches have no Tactical cards in hand, a Hand Swap will be resolved.
  • Choice of Tactical card. Both Coaches choose a Tactical card that will decide how many Actions they can perform during this Sequence of Play. This card is placed face-down.
  • More Tactical cards are added. Each Player may play a maximum of 2 extra cards, placing them face-up. These cards trigger Intrepid Moves, and are resolved in reverse order.
  • Resolve Action Blocks. Coaches take turns completing the Action Blocks from their chosen card, alternating one Block at a time.
  • The Bludger movement is resolved, and any corresponding Reaction rolls are resolved.
  • End of Sequence of Play

Actions

  • Move: Move a Player to an adjacent Zone.
  • Pass: A Player in possession of the Quaffle tries to make a pass to a friendly Chaser up to 2 Zones away.
  • Shoot: An attacking Chaser with the Quaffle inside the rival Scoring Area shoots at the Goal Hoops.
  • Steal: One of your Players in the same Zone as a rival Player in possession of the Quaffle may try to steal it.
  • Beat: One of your Beaters in the same Zone as a Bludger attacks a rival Player up to 2 Zones away.
  • Recover: Remove a Stunned token from one of your Player cards.

Dice Symbols

  • Success: Add one Success to the roll's result.
  • Double Success: Add two Successes to the roll's result.
  • Opportunity: In a Reaction roll, this symbol subtracts one Success from the rival's roll. Some Players Traits may have other uses for this result.
  • Double Opportunity: In a Reaction roll, this symbol subtracts two Successes from the rival's roll. Some Players Traits may have other uses for this result.

Hand Swap

When you have no more cards in your hand, draw 5 new cards.

  • The rival Coach may remove a Stunned token from one of their Player cards, and all Locked tokens from their Team.
  • If the rival Coach does not also make a Hand Swap, they may perform an extra, free Action immediately with any one of their Players, and receive 1 Tempo Point.
  • Free Actions
  • Reactions
    • Steal
    • Manoeuvre
    • Defense
    • Catch
  • Disadvantage
  • Intrepid Movements
  • Dice Tokens
  • Hand Swap
  • Shift
  • Change of Possession and Loose Quaffles
  • Score a Goal
    • Aim at the Hoop
  • Keeper's Kick-Off
  • Bludger Movement
  • Stunned
  • End of Game Sequence
  • Tempo Points
    • Breaking the Tempo
  • End of the First Phase