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Harry Potter: Potions Challenge Game

Harry Potter: Potions Challenge Game Rulebook

Table of Contents

Table of Contents

  • Contents
  • Object
  • Setup
  • Let's Play
    • The Dice
  • Gameboard Grounds
  • To Win

Contents

  • 1 Argus Filch Mover
  • 4 House Movers
  • 5 Game Mover Stands
  • 4 Lenticular Wands
  • 2 Dice
  • 1 Sticker Sheet
  • 30 Potion Cards
  • 1 Ingredients Collection Pad
  • 1 Gameboard
  • 1 Instruction Sheet

Object

Be the first player to collect the ingredients on 1 Potion Card and make it back to start to win.

Setup

  • Choose your house and put your mover into its stand and onto either Start space on the gameboard.
  • Someone needs to put the Argus Filch mover into its stand and onto a board Start space (bravo on your gamesmanship, thanks!).
  • Shuffle the Potion Cards and give each player 3.
  • Put the remaining cards in similarly sized piles facedown on each of the bottle visuals on the board.
  • Everyone take a wand. Use it to search for potion ingredients around Hogwarts.
  • Each player take an ingredient list (and a pen or pencil, not included) to check off ingredients as you find them.
  • Put each footprint sticker on one of the 8 sides of 1 die.
  • Place 1 of each remaining sticker on each side of the 2nd die.

Let's Play

Allow today's class to commence. Youngest wizard goes first. The potion pursuit then moves left.

  1. Player 1 rolls both dice and moves the mover and number of spaces indicated.

The Dice

One die indicates which player to move and the other indicates how many spaces to move.

  • Die face showing the house mover icon: move your own mover.
  • Die face showing the Argus Filch icon: move Argus Filch.

Movement rules:

  • You may move in any direction on the board.
  • If a player occupies the space on which you're to land, move to the empty space right beyond that one.
  • If you roll Argus Filch, you must move Argus Filch. (Hint: Consider moving him away from your own mover.) Argus can move on all paths and through portals.
  • If Filch passes you, lose one potion: place the lost potion on the bottom of the deck.
  • If Argus is on your tail, you may stop on a Start space if it's along your path. Move only to Start, even if your die roll would take you past it. You're safe on this space.
  • You may stay on a Start space as long as you want. Each time you stay put, it counts as your turn.

Gameboard Grounds

  • Ingredient icon (a small pouch): check off any ingredient on your list.
  • Potion bottle icon: earn a potion card. If you have the maximum of 3, don't take another.
  • Portal icon: you may only move between portals of the same color.
  • Red X icon: stay here. Lose a turn.
  • Wand Reveal icon (a circle with a line through it): land here and use your wand to reveal ingredients. If you need it, check it off on your ingredient list. If not, oh well.
  • Footprints icon: only Argus may move on this path. All others, KEEP OFF!

Rotate your wand within each quadrant to reveal an ingredient (4 ingredients appear in each circle).

  • If you land on a Wand Reveal space, use your lenticular wand to search for an ingredient.
  • Roll the numbers die to see how many ingredients you may search for.
  • Place the wand on the ingredients circle. Reveal a different ingredient by slowly rotating your wand within one circle quadrant (hopefully you paid attention in geometry class, Muggle).
  1. Play continues in turn until the first player finds all 3 ingredients on one Potion Card and makes it back to either Start space.

To Win

Be the first player to collect the ingredients on 1 Potion Card and make it back to start to win.