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nee ref ter“. Catch the Snitch HARRY POTTER: CATCH THE SNITCH INDEX GAME CONTENTS cn ncnnncnnomnnncnne OBJECT OP THE GAME vrnmerencnimemnr anes [ELEMENTS OF THE GAME-wrwrovenovemnrnnres The Game Board ceencnenwnnnunnnninnina ‘Teams Balls Dice Cards .. Tokens... é i PREPARE TO PLAY weveneenmevenenrnenemeirnnan’? ‘Team Selection we Player Cards 7 Setup. [FIRST PHASE: OUTFIELD PLAY ewsnmrenimnnenenimrenn Kick-Off. 9 Game Sequence. Arracking Team / Defending Team Friendly Players and Rivals Tactical Cards ‘Action Blocks . Actions, Free Actions Reactions. Disadvantage. Intrepid Movements Dice Tokens.. Hand Swa shit ‘Change of Possession and Loose Quaffles. Score a Goal Keeper's Kick-Ot Bludger Movement... Stunned. End of Game Sequence ‘Tempo Points. End of the First Phasi a ‘SECOND PHASE: THE SNITCH vrwrmrnmreenire BL Sire Cong aM OOO anc 2 Race for the Snitch. 1 [BUILD YOUR TEAM wevevevnrnmrencneer ne 2 GAlCOMS een 22, Unique Players. 2 OPTIONAL RULES.evnnnnnnninnaninenniennnndS Spectators 23 CREDITS eeernrnnen nner QUICK REFERENCE vnnnaninonaninisnansennann 2 GAME CONTENTS 9Dicr Gblack dice, 3 purple dice, 3orange dice) ATTACKING TEAM. 1GAME BoaRrD Toad sew @ @ 6 BLOCK TOKENS I8STUNNED 12 LOCKED oes S08 © » 12. FLAG TOKENS 10GOAL 6TEMPO TOKENS TOKENS 2990080 Dice Toxsns i u SPECTATORS . * Tue ee ee ‘TOKENS Cards y = i \6/ uuSnitch sLagged 6Goal Hoop Cards Cards Cards A WIZARDS SPORT BOARD GAME 28 Player Cards, 106 Tactical Cards \ (7 Gryffindor, 7 Slytherin, 7 Ravenclaw, 7 Hufflepuff) (25 Gryffindor, 28 Slytherin, 28 Ravenclaw, : 25 Hufflepuff) 4 14CoLoureD Base RIncs (orange, « black, 2 white, 2 purple) 1 SLYTHERIN TEAM (7MintaTuRES) Seek * Pras 2 Beaters eee 1 Keeper \ 1 Reeper 1GRYFFINDOR TEAM (7 MINIATURES) 2 Beaters 3.Chasers 1 Seeker > URAVENCLAW TEAM (7 MINIATURES) A HUFFLEPUFE TEAM * (7Muviarures) 1 Reeper 2 Beaters 3 rere x * Bae 1 Reeper Seeker 3Chasers HARRY POTTER: CATCH THE SNITCH OBJECT OF THE GAME Each Player takes the role of a Coach, in charge of a ‘Team of Players (each represented by a miniacure). 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 che 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 be- Yins, 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 Welcome to the most popular sportin the — The game board represents 2 Quidditch stadium with ‘magic community! _ ts characteristic oval-shaped playing area, or ee ty The Pitch is divided into12 Zones, as follows: Fast, paced, electrifying and always O@xawes risky, Quidditch has become a true — the Pitch is divided into wo halves by a central line. sensation across the Wizarding World. Fach Teamscartsthe game in different halt The greatest Playersachievefameand @ peproyvment Zones fortune, admired and recognized for their atthestart ofthe game, each Team's Players are placed skill and courage. Fans roar in pached _ it one of the wo deployment Zones ether side ofthe 5 - Central Circle, stadiums as their teams enact their dazzling strategies. @ Scontnc Angas ‘These Zones contain the team’s Goal Hoops. The Are you ready to get the Quaffle into Hoops are targeted by the Team's Chasers in order 5 to score goals, but they're defended by each Teams play? Mount your broomsticks and pr. only the Keeper ofthe Defending Team and up prepare for a dizzying duel. © toone Chaser of the Attacking Team in Possession of the Quaffle may occupy this Zone at the same time. No Letthe game begin! other Player may enter a Scoring Area. © ovr or Bounps The area beyond the standard Zones is Out of Bounds No Player may enter this area during the first Phase of the game. [ote The orange Zones are considered tobe in both Halves they are treated as single Zones even though thy straddle the hal ln TEAMS Each Team comprises seven Players, represented by 2 finely derailed miniacures 1 Keeper, 2 Beaters, 3 Chasers and 1 Seeker, The box contains four complete Teams. © cuasers These Players are responsible for scoring goals by chrowing the Quaffle through the opponent’s Goal Hoops (See “Score a Goal” page 18). © Bearers These Players are charged with deflecting the Bludgers, and Beating them inco the path of rival Players. © Keever ‘This Player must defend the Goal Hoops from shors from rival Chasers. At certain points in the game, the Keeper behaves like a Chaser while outside the Scoring Zone. A WIZARDS SPORT BOARD CAME O scexrr This Player's only task is to catch the Golden Snitch — staying alert for any sign of this most elusive bal. BE ‘The game includes 4 balls, of three different types: 1 Quaffie, 2 Bludgers, and 1 Golden Snitch. @ THe Quarries A single ball, passed berween the Players, and used by ‘Chasers to score goals for their team. © Bruvcrns These wo sentient balls move around the pitch, at- tacking any Player in theis path! © TaeGouen SwircH A small, winged bal, very fast and evasive. It must be caught by a Seekerto end the match. { HARRY POTTER: CATCH THE SNITCH DICE CARDS Player Actions are often resolved by rolling dice. There ‘The game makes use of four different types of cards. are three different coloured dice in the game, which > Their uses are detailed later. all contain varying numbers of the following symbols on their faces: Success Add one Success to the result of the roll. Douste Success ‘Add cwo 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 Dovsie OrrorTumITY When performing a Reaction, this symbol Snitch Cards Goi Cards subtracts two Successes from the rival's roll. Some special skills specify other effects for this resu TOKENS This game makes use of different kind of tokens, ex- @ wy @ plained later. Rerolls: In some situations, the rules allow you to're- Block Tokens ‘Tempo Tokens 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 @ @ wo same Coach. The rerolled score always counts, even if iis worse than the original stunned Locked Goal Tokens Tokens Tokens Dice Tokens Flag Tokens ArackingTeam Token PREPARE TO PLAY TEAM SELECTION Each Coach chooses a Team from their available Players. Welll 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 o 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. PLAYER CARDS To represent the various roles and abilities of the dif- ferent 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 ex- ample of a Player card: Onaxe The Player's name for normal Players, this will sim- ply reiterate the Team and Position (e.g. Gryffindor Keeper). For Unique Players, cis will be the character name (e.g. Harry Potter). © 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. O arriuiation The Team(s) in which the Player can be included (e.g. Gryffindon. © Prayer Portrait An image of the Player miniature to aid identification during the march. You may not include more than one of the same model in the Team. A WIZARDS SPORT BOARD GAME @ Actions The different Actions a Player can perform, and the number of dice they roll ro execute them. @Orrart Ifthe Player has a special rule, itis presented here — ‘Traits are what make Players unique. Where the rule for a Trait contradicts a rule from this manual, the Teait takes priority. @Cosr Icis the amount of Galleons you will have to spend so the Player may get in your Teams Alignment. ff Locxen ff Some Traits and other rules display the Locked icon. This means that when the rule is used, you must place the ff token on the card. —the rule cannot be used again until the token is removed. Orem Ifyou Break Tempo after a successful Piss from this Player, ou do not lose ‘the Tempo point you had earned. HARRY POTTER: CATCH THE SNITCH | i SETUP 1* Step — Place the Pitch between the Goaches - each. Coach picks one halfas their own. 2" Step — Place your Keeper in the Scoring Zone of your own half, and the rest of your Players in your hls Deployment Zone. 3" Step— Place your Team's Payer cards infront of you. 4% 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, shufflethem with the Golden Snitch card. Once shufiled, place all five cards back on the bottom ofthe 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 aline where both Coaches can see them. s*® 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 thema secret from the rival Coach this, is your starting hand of Tactical cards, 6 Step —Now the game begins withthe kick-off (see page 9). FIRST PHASE: OUTFIELD PLAY In this phase, Players perform Actions with the aim of carrying the Quaffeto the opponent’ 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 @. The Coach whose chosen symbol matches the dice roll gets the advantage, and the Quaffleis given 10 one of that Goach’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 Conch plac- es one Bludger in thei rivals half of the Pitch. The A WIZARDS SPORT BOARD GAME 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 ittoan adjacent Zone. b. The Defending Goach chooses two Playersin their Deployment Zone and moves them into adjacent Zones. c. The attacking Coach moves two more of their Players, as above. . 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 Quafle always moves with the Player assigned to, remaining in contact. 4, Start the Game Sequence (see below). HARRY POTTER: CATCH THE SNITCH 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 ex- ecute 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 eards in their hands. If either Goack 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 ofthem. ‘When both Coaches have completed this step, they both reveal the chosen cards. 3. Starting with the Attacking Team and then alter- nating, 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. Ifany Intrepid Moves were played, their effects are now resolved in reverse order~ right toleft, as the cards were laid out. The Attacking Coach resolves a.card first, then the defending Coach, and then the Goaches aleernate until all Intrepid Moves are resolved. 5. The Action Blocks of che 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. cc. Ifthe Attacking Coach still has Action Blocks left co play, they may execute another Action Block. d. Ifthe Defending Coach still has Action Blocks left toplay, 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, £ 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 ofthe 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 posses- sion of the Quafle. Ifthe 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 rake the Attack token. As soon as play switches, pass this token to the opponent. FRIENDLY PLAYERS AND Rivas ‘Throughout these rules you will find refer- ‘ences to friendly Players and rival Players. A friendly Player is any miniature Playeron your own Team. A rival Playeris any Player min- iature on your opponent’s Team (che other Player is sometimes calted the ‘ival Coach’. A WIZARDS SPORT BOARD GAME TACTICAL CARDS At the start of the game, each Coach will draws five cards from their Tactical deck. These cards will form the Goack's ‘hand’. Tactical Cards contain the follow- ing information: © action Brocns © Inrreri Moves © cosr Every Tactical Cards has a value in Gold Galleons, which serves to balance the power ofthe opposing ‘Teams (see page 22). oes cepeberaeee. Soe 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 tothe 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 2 number of Action icons. Actions in the same block may be performed consec- utively 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. ue An action Blok with only 1Action. HARRY POTTER: CATCH THE SNITCH 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 moveit toan adjacent Zone. No dice roll is required. Slytherin’ Secker may use. Move ation to move toanp ofthe adjacent Zones. Pass ‘This Action may only be performed by a Player with the Quaffie. Target a friendly model up to 2 Zones away, and take a dice roll. ifthe roll is successful, place the Quaffie in possession of the target Player. If the roll fails, place the Quaffle Loose — your opponent chooses whether the Quafle goes Loose in the target Player's Zone, or a Zone adjacent toi 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 is. ‘The Grffindor Chaser tris to Pass the Quat Zones. toa teammate within 2 SHoot This Action may only be performed by a Chaser with the Quafflein 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 page18). Ifthe roll is unsuccessful, place the Quaife in possession of the Defending Team's Keeper (ifthey are inside the Scoring Area) your opponent immediately performs a Keeper's Kickoff (See page 18). Ifthe Keeper is not inside the Scoring Area, your opponent places the Quaffe Loose in a Zone adjacent to:that Scoring Area (see page 17) Sreat Only a Player on the Defending Team may perform this Action, Nominate one of your Playersin the same Zone as the Player with the Quaffl. Take a dice roll. If the rol is successful, place the Quafflein possession of the nominated Player ‘The Gryfindor Chaser isin the same Zone a the Slytherin Chaser with the Quai The Gryffindor Player attempts o Stal the Quaffle but the Slytherin Chaser uses a Reaction tory and hep posession seepage 4 A WIZARDS SPORT BOARD GAME Brat 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 successfi, place a Stunned token on the target Player's card. [f that Player was carrying the Quaffl, 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 oppo- nent places the beaten Bludger in the Zone containing their target Player, or an adjacent Zone, ‘The Siytherin Beater my Beat the Bludgerupto2 Zone nore tatack aGinffindor Player. If thetangt ia Chaser, thy may ry to evade the im pac with a Manoauvre Reaction. Ithere ia Gryfindor Beater nthe tar- _gets space, they may use the Defense Reaction o protect their teammate Remove a Stunned token from the Player card of one of your Players Fane Actions In some situations, a Player will be instructed to perform a free Action’. This is exactly as itsounds—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 ‘free Pass). HARRY POTTER: CATCH THE SNITCH REACTIONS In some situations, when any of your Players are tar- geted by an Action from a rival Player, you may be able to perform a Reaction in response. Reactions are sim- ilar 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 toa specific ri- val Action, or when attacked by a Bludger, as explained below. Check the Player card of the Player making the Reaction, and rol the dice that correspond tothe spec- ified 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’ Action fails. No more than one Reaction may be performed against the same Action. For example, if a Beater Defends ateammate against 2 Bhudger bu fails the rol, the target teammate cannot then attempt a Defense or Manoeuvre Reaction against the same attack ‘The Reactions available to Players are: Strat When a Player is targeted by an opponent's Steal Action, they may use their own Steal value to make a Reaction roll. MaNocuvre When a Playeris targeted by a Bludyer (either because of, rival's Beat Action, or because ofthe Bludgers move- ment at the end of the Game Sequence), they may use their Manoeuvre value to make 2 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 ifthe Beater is not the target of che 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 earget. Carce When a rival Chaser in your Scoring Area attempts a Shoot Action, your Keeper may use their Catch value to make a Reaction roll. Or a “The Slytherin Chaser iin the opponents Scoring Ara. Thy attempt 0 score withthe 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 minoricy are at a Severe Disadvantage. + Players at a Disadvantage or Severe Disadvantage ‘cannot move out of their Zone + Players at a Disadvantage deduce 1 Success from their Action rolls, or 1 Opportunity from their Reaction rolls. The Gryffindor Chaser res to Puss th Qual toa teammate. A WIZARDS SPORT BOARD GAME + 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 isthe Beat Action —this Action ignores the Disadvantage and Severe Disadvantage rules, Although the Chasers nota a Disadvantage, the target Players. The ice roll result deducts 1 Success. HARRY POTTER: CATCH THE SNITCH INTREPID MOVEMENTS Some Tactical cards include rules text for Intrepid Moves— game effects that modify the rules ofthe game. Inthe 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 withthe powerful effects of Intrepid Moves. Starting with the Arcacking 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 atime, anda single Coach may not play more than two ina 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. DICE TOKENS Some effects award Bonus Dice tokens or Penalty Dice tokens to a Player, ofa specified colour. These are as- signed co the Player card. Any time the Player makes a dice roll, hey 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, forexample. 29 ® However, if 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 G before rolling the dice HAND SWAP If, acthe 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. Ifyou perform a Hand Swap but the other Coach does not, your opponent immediately interrupts the se- quence of play and performs one free Action with one of their Players. As soon as this Action is resolved, the op- posing Coach gains 1 Tempo Point for their Team, and then play resutmes from where itleft off. Ifboth 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 im- mediately remover Stunned token from 2 Playeron your ‘Team (see page 19)and all f 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, slufllethe 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. The Gnd coacisin possesion of he Qual and as played a card with an rtrepid Mow. The Sythern Coach playa card oftheir own. When thee cards ar rele its dane in reverse oder—the Slytherin Coach sles trad int. ‘Slytherin’ Secker cannot ordinarily Move outside their Zone, deta being ata Disadvantage, However, the Shift fe allows then: tobe moved nto 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 ofa Steal Action, ora failed Shoot Action. A WIZARDS SPORT BOARD GAME However, sometimes the Quaffe 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 pur- poses 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 automat- ically pick it up, taking Possession of the Quaffle (for example, a Player may perform a Mave Action to the Zone containing the Quaffe, picking it up as they com- plete the Move). Their Team becomes the Attacking ‘Team ifthey weren't already. Note: A Chaser in Possession of the Quafle within the Scoring Area that loses the Possession, mustimmedi- ately Shift to an adjacent Zone outside the Scoring Area (before the Defending Team chooses where to place the Quafif) Note: A Player can never place a Loose Quaffle in a ‘Scoring Area. HARRY POTTER: CATCH THE SNITCH SCORE AGOAL A Goal is scored when a Chaser with the Quaffle suc- cessfilly performs a Shoot Action while in the oppo- nents Scoring Area, as described on page 12. ‘AIM ATTHE HOOP IE 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 se cretly 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. Ifthe Shoot Action is successful, the Coach of the Team shat scored must take a Score token and place it be- side 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 im- mediately 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 ofthe 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 pos- session of the Keeper within their own Scoring Area, in addition to the Change of Possession, the Game Sequence is immediately interrupted for the Keepers Kick-off. Resolve the following events in order: 1. Any opposing Chaser within that Keeper's Scoring Area must Shift toan adjacent Zone outside the Scoring Area, 2, Beginning wich the Attacking Team, both Coaches may immediately Shift one of their Players toan ad- jacent Zone (not a Scoring Area). 3. The Keeperin possession ofthe Quaffle may perform a Pass — no Action needs to be spent to resolve this, Pass, and the Pass automatically succeeds (no dice rollis required), ‘Once the Keeper's Kick-off is resolved, the Game Sequence continues from the point it left off. “After taking contol ofthe Qual, the Slytherin Keeper is performs the Keepers Kih-ff Fst, the Gfindor Chaser that attempted to scores Shifted cutside the Scoring Area. Next, starting with Slytherin, each Team may Shift one oft Players. Finally, the Slytherin Keeper picks friendly Player within _2 Zones and performs afiee Pass, which automatically succeeds BLUDGER MOVEMENT At the end of the Game Sequence, each Coach gets to move one ofthe Bludgers to see what chaos they cause! The Defending Coach picks a Bludger first, and che Areacking Coach must move the other. Bludgers are moved accordingto 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. Ifthere are several eligible Zones, the Coach chat controls the Bluger chooses one, 2, there are no Playersin an adjacent Zone, the Bhudger remains where it is. It still counts as having moved this turn. 3. After finishing the Bludger’s move, the Coach con- trolling 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 2 friendly Beaterin the Zone (or he/she is designated as, the target of the Bludger) the hitis 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, Ifa Player is hit, place a assign a Stunned token to that Player's card. A WIZARDS SPORT BOARD GAME <= ‘BludgerB is moved by into Zone A by the Slytherin Coach. The Coach selects the Gryffindor Chaser in that Zone as the Bhdgers target. STUNNED Players with a Stunned token on their Player card de- duct 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 cumul2- tive (so a Player with 3 Stunned tokens reduces the re- sult of their dice rolls by 3). These reductions are also cumulative with the Disadvantaged nule. ‘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 Beat Action, targeting the the Gryffindor (Chaser Because the Chaser is Stunned they must deduct x Opportunity {from their Reaction rll to avoid getting anather Stunned ten! HARRY POTTER: CATCH THE SNITCH 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 pil TEMPO POINTS Each time one of your Players successfully performs one ofthe following Actions, add one Tempo Point to your pook + Pass. + Steal (As an Action, not 2 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 fromthe 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 im- portant in the second phase ofthe game (see page 2) BREAKING THE TEMPO Afier successfully completing one of che Actions list- ced 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 ex pend 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 2 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 begin: SECOND PHASE: THE SNITCH During the Second Phase, the Seekers of both teams have spotted the Golden Snitch and will try co reach it before the rival Seeker. The first oneto.carch ic wll 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 A WIZARDS SPORT BOARD GAME 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 Conch 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 Smitch 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 Secker in the Team that had the most Score to- ens in the First Phase is considered to be ahead. Ifthereis still atie, roll @, 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 appeat 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. Ifthe 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. HARRY POTTER: CATCH THE SNITCH 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 s Gold Galleons. A Teamis formed of the following elements: Players, Tactical cards, and Spectators (if you've decided to use the optional Spectator rules, below). Each has acostin Gold Galleons, which should be subtracted from your Funding value. You don't havetto 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 contains cards. + Teams must always have: 1 Keeper, 1 Seeker, 2 Beaters and 3 Chasers, + Ifusing the optional Spectator rules, each Coach re- ceives a Fervent Fan card atno cost, and may purchase upto2 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 scart! 3% UNIQUE Players If a Player has the 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 minia~ ture in your collection, but you may only ever use one ofthem in a Team at any one time. Examples of layers and a Tactical cars available only tthe Gryffindor Team. 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 Teams available Funding. A.Coach can play a Spectator card at any time by plac- ing 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 ic 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 mark- ers are removed from the Spectator stand. A WIZARDS SPORT BOARD GAME CREDITS Published by Knight Games. Art Direction: José Miguel Caballero Delso. Game Design and Development: José Miguel Caballero Delso, Sergio Garcia Vicente & Gonzo Brios. English Edition Text: Mark Latham. Miniature Design: Alfonso Gozalo Torres, José Miguel Caballero Delso, Aaron Fernandez Fernandez & Jorge Velizquez Boyero. Editors: Mark Latham, Sergio Gareia Vicente, Gonzo Brios & Adrian Fuertes Borjabad, Graphic Design & Layout: Israel Pato, Juan Garcia & Humberto Ortega. Special Thanks to; José Gorris Bernabeu, Diego Pardo Elvira & José Luis Villanueva Fernandez, Copyright © 2021 [4 ROWLING'S WIZARDING WoRLD. Allcharac- tets, their distinctive ikenestes and related elements featured this publication are trademarks of LX. Rowling. Tair stories, characters and incidents featured in this publication are en- tirely fetional. Copyright © Knight Games. ll Rights Reserved. Published by Knight Games under license from Warner Bros. Entertainment Ine. Any inquiries should be addessed to Warner ‘Bros. Entertainment Inc. lo Knight Games. Printed in China Allsights reserved. No part of this publication may be reproduced, distributed, or transminced in any form or by any means, includ- ing photocopying, recording, or other electronic or mechanical ‘methods, without the prior writcen permission of the publisher, ‘except inthe case of brief quotations embodied inertial reviews and certain other noncommercial uses permitted by copyzight aw. OY apatites mamma a QUICK REFERENCE GAME SEQUENCE + Checking the Tactical cardsin hand. Ifeither or both Coaches have no Tactical cards in hand, a Hand Swap will be resolved, Choice of Tactical eard. Both Goaches choose a Tactical card that will decide how many Actions they can perform during this Sequence of Play. This card is placed face-down. Mote 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 complet- ing the Action Blocks from their chosen card, alzer- nating one Block at atime. + The Bludger movement is resolved, and any corre- sponding Reaction rolls are resolved. «+ End of Sequence of Play DICE SYMBOLS Success Add one Success to the roll’s result. Dousie Succe! Add two Successes to the roll’s result. OprorTuxITy Ina Reaction roll, this symbol subtracts one Success from the rival’s roll. Some Players Traits may have other uses for this result. Douste OpporTunrry Ina Reaction roll, this symbol subtracts two Successes from the rival's roll. Some Players Traits may have other uses for this result NZ WIZARDING WORLD characters, names and elated ACTIONS Mow Movea Player to an adjacent Zone, Pass A Player in possession of the Quaffle tries to make a pass toa friendly Chaser up to 2 Zones away. ‘Snoor 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 asa rival Playerin possession of the Quaffle may try to steal it. ir One of your Beaters in the same Zone as a Bludger at- tacks a rival Player up to 2 Zones away. RECOVER Removea Stunned token from one of your Player cards, 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 f{ tokens from their Team. + Ifthe 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. Vn a a pn AA Ac WIZARDING Vann (a, wattnanrnate ‘We SHIELD: ©& * WE. Publishing Fights © KR. (521)

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