Harry Potter Strike Dice Game
Harry Potter Strike Dice Game Rulebook
Table of Contents
Table of Contents
Contents
- 26 Dice
- 1 Arena
- 1 Foam Arena Mat
- Rulebook
Setup
Place the box with the arena in the middle of the table. Place the foam mat in the bottom of the arena. Each player receives a number of dice depending on the number of players (see table below).
| Witches and wizards | Dice |
|---|---|
| 2 | 8 |
| 3 | 7 |
| 4 | 6 |
| 5 | 5 |
After all players have taken their dice, roll one of the extra dice in the arena. If you roll X, reroll it or pick another dice side as the result. Set any extra dice aside; these will not be used for this game.
Playing the Game
Take turns beginning with the oldest player and continuing clockwise. The game ends when only one player has dice. That player is the champion!
On your turn, you must roll one die in the arena. It is up to you whether you drop it cautiously or throw it with reckless abandon! You may strike other dice in the arena with your roll.
WARNING! Dice that miss the arena or are bounced or knocked out are immediately removed from the game.
After each roll, check the arena for:
X: Remove any dice showing X from the game. These will not be used again. After removing these dice, check for matching symbols. (A)
Matching Symbols: If there are any dice with matching symbols, you've cast a spell! (B) Follow the spell effects as listed below. If there are multiple matching sets, carry out spells and effects in the order listed below, following the rules for each spell:
Immobulus
If an Immobulus match is made, do not collect those dice. Any other dice combinations can be removed, but their spells do not go off.
Immobulus dice remain in the arena until the combination is broken by another throw. If a new Immobulus die is rolled while other Immobulus dice are still combined in the arena, this new die cannot be removed either.
Relashio
If a Relashio match is made, all wizards must immediately and simultaneously throw a die into the arena before matching dice are collected. Any spell matches made by this throw do not take effect. The active wizard collects all matching symbols.
Accio
If an Accio match is made, the active player collects the matching dice and may also collect one additional die.
Wingardium Leviosa
If a Wingardium Leviosa match is made, collect the matching dice. If there are any dice left in the arena, stack them to make one tall tower. Only the top die of any stacked tower counts as a match if any dice are still stacked after a throw.
Confundo
If a Confundo match is made, collect the matching dice, then reverse the play order. (If you were taking turns in clockwise order, start taking turns in counterclockwise order and vice versa.)
If you have made a match, remove your matched dice (except for matched Immobulus dice). Your turn is over. Now it's the next player's turn.
If there are no matches (all dice show different symbols), you may either end your turn OR risk throwing another die into the arena! After each throw, you must follow the steps above to check the arena for X's and matching dice. If there are still no matches, you can keep trying until you make a match, or you run out of dice.
Expelliarmus!
If it is your turn and there are no dice left in the arena, then your wand has been knocked from your hand! You must throw all your remaining dice into the arena and follow the instructions above to check for matches.
I'm out of dice!
If you run out of dice, you've been stunned and are out of the game.
Tips and tricks
- You may rotate the arena before each roll to get the best shot.
- If a die leans against another die or the arena wall without lying flat, you may shift the arena until the die falls flat.
- If all players agree, you may move the dice away from the arena walls before your throw. Dice may not be rotated or stacked, nor may they have their facings changed.
- Before each game, players may decide if they want to play with their dice open for everyone to see or kept hidden. Both are acceptable.
Ending the game
When a player ends their turn and they have no longer have any dice left they are eliminated from the game. The game ends immediately when only one player has any dice left. That player is declared the winner!
Tournament rules
The goal of a Strike tournament is to have the lowest number of points when all games have been played. You will play as many games of Strike as there are players (five games in a five-player game, four in a four-player game, and so on). Each player will be the starting player once in the tournament.
When a player is eliminated, count the number of players still in the game and mark down that number. That is how many points that player receives in the game. For example, the first person eliminated in a three-player game would receive 2 points. The winner of the game gets 0 points.
After all the games have been played, the winner of the tournament is the player with the fewest points. If there is a tie, those players either share the victory or play a winner-takes-all-game.
Credits
- Game Designer: Dieter Nüßle
- Game Developer: Mike Mulvihill
- Consultant: André Maack and Sophia Absmeier
- Previous Editions Game Development: Andre Maack, Jean-Baptiste Ramassamy
- Graphic Design: Sam Dawson