Wizarding World
MinaLima
1. Movement & Board Navigation
1.1 General Movement Mechanics
Answer: When you play a card with a movement value, your pawn moves across the Main Board. Each movement point lets you move your pawn to an adjacent space sharing a border line or space divider. Keep in mind that moving through castle walls isn't allowed, though you can use the red dividers as valid castle entrances and exits!"
Answer: Single-value cards let you move 1 un-stunned pawn up to the exact number shown in the card’s top diamond. Multi-move cards (like a 3 + 3 value) give you a choice between two options: Move two separate un-stunned pawns up to 3 spaces each, in whichever order you prefer. Move a single un-stunned pawn up to the combined total of 6 spaces.
Answer: Nope! You can't split multi-move values in any other combination. For instance, a 2 + 2 card can never be split to move one pawn 1 space and another 3 spaces.
Answer: Backtracking isn't allowed during the same turn. Your pawns can't pass back through spaces they've already visited that turn, and they can't end their move on the space where they started.
Answer: When the Dark Arts Player wants to bring an off-board Dark Arts Pawn onto the Main Board, they spend 1 movement point to place it on an open Dark Arts Deployment Space (marked with a Dark Mask icon ). Just remember, you can't deploy a Dark Arts Pawn to a space that already has a Dark Arts Pawn on it (even if it's stunned).
1.2 Navigating Board Obstacles
Answer: You'll encounter four types of obstacles blocking paths across the board: Locked Doors, Protective Spells, Physical Objects and Water.
Answer: House Player Pawns can't cross any obstacle unless they play a card that explicitly allows it for that move. On the other hand, Dark Arts Pawns can travel freely through all four obstacle types without needing any special cards!
1.3 Fast Travel: Fly Off Points & Secret Passageways
Answer: Fly Off Points offer a great way to zip around the castle grounds! Whenever you play a card permitting flight, any of your pawns can leap directly from one Fly Off Point to another Fly Off Point without spending any movement points.
Answer: Secret Passageways (the colour-coded Red, Green, or Blue links between non-adjacent spaces) are reserved strictly for House Players. A House Player can only enter a Secret Passageway when a card effect allows it, and moving from one end to the other costs exactly 1 movement point.
1.4 Protected Area Spaces
Answer: Protected Area Spaces are marked with a blue shield icon, and Dark Arts Pawns can never enter, cross, or stop on any of these four safe spots. This means any House Player Pawn resting on a Protected Area Space is completely safe from being bumped by the Dark Arts Player!
2. Pawn Interactions: Stunning vs Bumping
2.1 The Stunning Mechanic
Answer: A pawn gets stunned in one of two situations:
Answer: Place both the House Player Pawn and Dark Arts Pawn on their sides to show they're stunned. Then, the active House Player MUST shift the Dark Arts Pawn to any adjacent space of their choice.
Answer: A stunned pawn can't move at all – not even through card values or special effects. To shake off a stun, the active player must take a Replenish Main Action, which stands all their stunned pawns back upright (Reversing a Stun).
2.2 The Bumping Mechanic
Answer: Bumping happens only on the Dark Arts Player turn whenever a Dark Arts Pawn finishes its move on a space occupied by one or more House Player Pawns.
1. Target Selection: If several House Player Pawns are on the space, the Dark Arts Player picks which one to bump.
2. Pawn Repositioning: Send the bumped House Player Pawn back to the Great Hall, and return the attacking Dark Arts Pawn off-board to the pool.
3. House Marker Transfer: The Dark Arts Player claims the bumped player's House Marker (unless they already have it). If this completes the set of all House Markers, move the Dark Arts Marker ahead 1 space on the Dark Arts Path and hand all House Markers back to their respective House Players.
4. Card Draw Benefit: The Dark Arts Player draws the top 2 cards from the Dark Arts Acquire Deck, places 1 face-down on top of their Draw Deck, and slides the other to the bottom of the Dark Arts Acquire Deck. Note: You only get this draw benefit once per turn, no matter how many bumps you pull off during that turn!
2.3 Quick Comparison: Stunning vs Bumping
2.4 Multiple Bumps in a Single Turn
Answer: No. The bonus of drawing 2 cards from the Dark Arts Acquire Deck (keeping one and returning the other) is resolved only once per turn, regardless of how many individual bumps occur during that turn.
(Bonus detail: If bumping multiple pawns allows the Dark Arts Player to collect all 4 House Markers, they immediately advance the Dark Arts Marker 1 space on the Dark Arts Path and must return all 4 House Markers back to the House Players.)vDescription for this block. Use this space for describing your block. Any text will do. Description for this block. You can use this space for describing your block.
3. Collecting Defence Shields & Required Items
3.1 Requirements for Collecting a Defence Shield
Answer: To grab a Defence Shield, a House Player needs to land on a Defence Shield Space (passing through isn't enough!) while holding three required items:
3.2 Acquiring Items: Library Book Cards & Parchment Scrolls
Answer: You can pick up Library Book Cards only by visiting the Library space on the Main Board.
Answer: Getting a Parchment Scroll is a handy Free Action! If a House Player has pawns in 2 of the 3 spots shown on their active House Player Location Cards, they can reveal those 2 cards, put them at the bottom of the House Player Location Deck, and grab 1 Parchment Scroll.
Answer: When claiming your second Parchment Scroll, you must discard your remaining House Player Location Card to the bottom of the deck. You are permanently locked out from drawing or receiving any more Location Cards for the remainder of the game.
3.3 The Dark Detector & Hogwarts Loyalty Track
Answer: You can move up the Hogwarts Loyalty Track by landing on spaces with a Dark Detector icon, playing specific cards, or discarding 2 cards during a Learn action for an Advanced Acquire Row card. You win the Dark Detector token when your pawn reaches space 5 or higher, provided you're further along the track than anyone else.
Answer: If you reach the last space of the Hogwarts Loyalty Track where the current Dark Detector holder is resting, they must hand the Dark Detector over to you. That player then steps back 1 space on the track and draws 1 card from their Draw Deck.
Answer: When you trade in the Dark Detector for a Defence Shield, move your pawn back 3 spaces on the Hogwarts Loyalty Track. Return the Dark Detector to its spot on the Side Board—unless another House Player is already at space 5 or higher, in which case it passes directly to them!
3.4 Dumbledore’s Army (D.A.) Coins & Room of Requirement
Answer: The Room of Requirement Board Piece makes its entrance on the Main Board as soon as any House Player Pawn hits or passes space 5 on the Hogwarts Loyalty Track.
Answer: Once the Room of Requirement is open, any House Player who steps into or ends a move on the Room of Requirement space gets 1 D.A. Coin from the supply. Just remember, you can only hold 1 D.A. Coin at a time.
Answer: The Room of Requirement vanishes from the board whenever all House Player Pawns drop below space 5 on the Hogwarts Loyalty Track. If your pawn is inside when it closes, it gets stuck there until someone reaches space 5+ to reveal the room again!
4. Player Actions, Hand Management & Replenishing
4.1 Main Actions Overview
Answer: You get to pick exactly 1 Main Action on your turn:
Answer: When a House Player chooses to Learn, they have three options:
4.2 Discard Rules & Hand Replenishment
Answer: The Replenish rules depend on which side you're playing:
4.3 Free Actions & Hogwarts Tokens
Answer: Along with their 1 Main Action, House Players can perform two Free Actions during their turn in any order:
Answer: There are 7 distinct Hogwarts Tokens matching the 7 card types (Creatures & Beings, Charms, D.A.D.A., Potions, Transfiguration & Spell Casting, Herbology, Items & Artefacts).
5. Game End & Victory Conditions
5.1 House Player Victory
Answer: Any House Player immediately secures victory the moment they collect their second Defence Shield!
5.2 Dark Arts Player Victory
Answer: The Dark Arts Player wins by meeting two combined goals:
Answer: When taking the final progress token in the Red Zone, check the active Red Event Space to see how many pawns you need:
5.3 Endgame Lock & Draw Conditions
Answer: The Endgame Lock triggers immediately when the Dark Arts Marker reaches the final space on the Dark Arts Path. Here's what happens:
Answer: The game ends in a Draw if everyone plays through their final 5-card hand without any House Player getting 2 Defence Shields and without the Dark Arts Player placing the required pawns on the Dark Arts Player Location.