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Basic Rules From
the Playmat
For reference, here are the rules that appear on the
Harry Potter TCG Starter Set playmat. If you want to
play without using the playmat, you can just refer to this
section if you forget anything!
Start Here!
You and your opponent are wizards duelling at Hogwarts
School of Witchcraft and Wizardry.
Many spells and magical creatures you play will 'damage'
your opponent, which means your opponent has to discard cards
from his or her deck.
You win the game when your opponent's deck runs out of
cards.
Before You Play
o Pick which deck you want.
o Put your Wizard or Witch card in the 'Wizard/Witch' spot.
o Shuffle your deck and put it in the 'Deck' spot.
o Draw 7 cards for your starting hand.
o Decide who goes first.
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Steps of Your Turn
Step 1. Draw a card from your deck and put it into
your hand.
Do this first every turn!
Step 2. Damage your opponent with your Creatures that are
already on the table. (Don't worry about this on your
first turn -- you won't have any Creatures on the table yet.)
Step 3. You have 2 Actions.
You can use an Action to:
o Play a Lesson card; or
o Play a Creature card (you'll need enough Lesson cards
on the table -- see 'Types of Cards' on p. 12); or
o Play a Spell card (you'll need enough Lesson cards
on the table -- see 'Types of Cards' on p. 12); or
o Draw an extra card.
You can do the same Action twice instead of doing two
different Actions.
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Lesson Cards
Lessons give you the power you need to play other cards.
When you play a Lesson card, all you need to do is take it
from your hand and put it on the table. Lessons stay on the
table ('in play') after you play them.

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Creature Cards
Creatures damage your opponent's deck -- not other Creatures.
They stay on the table ('in play') after you play them.
Power needed: You must have this many Lessons already
on the table to play this card. Only one of your
Lessons has to match the Lesson symbol.
For example, Surly Hound has a cost of 3 Lesson cards. To
play it, you'd need 3 Lessons on the table, and only 1 of
them would have to be a Care of Magical Creatures Lesson card.
Health: If your opponent's Spell card does this much
damage or more
to your Creature, discard it.
Damage each turn: Your opponent discards this many
cards from his or her deck every turn. The damage happens
on step 2 of your turn
(so your Creature doesn't do damage on the turn that you play
it).

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Spell Cards
To play a Spell card, show it to your opponent, do what
it says and put it in your discard pile. Spell cards don't
stay on the table like the other cards do.
Power needed: You must have this many Lessons already
on the table to use this card. Only one of your Lessons
has to match the symbol.
What the card does: This is what happens when you
play the card. Some cards do damage to your opponent (which
makes your opponent discard that many cards from his or her
deck) or to one Creature that's on the table.

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Next: Learning
the Advanced Game
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