
There are five Lesson types in the game, each applying to different cards. There can be only one Location in play at any one time playing a Location removes any previous Locations from play. Locations have the same effect on both players. They have a printed Power cost and can be of any Lesson type. Locations were introduced in the Diagon Alley expansion.Only one Match is allowed in play at one time. They have a condition "To Win", and a "Prize" for the first player to fulfill that condition. They all have a printed Power cost of one, requiring Quidditch Power. Matches were introduced in the Quidditch Cup expansion.Some have effects that can be used, while others provide extra Power. Each player can have only one Adventure in play at a time. They have an Effect on the opposing player a "To Solve" condition that must be accomplished for the opposing player to remove the Adventure and a Reward, which the opposing player receives when they have solved the Adventure. Adventures, like Characters, do not require Lessons to play, and require two Actions.Only Characters with the "Witch" or "Wizard" keyword designation can be used as starting Characters. Each player must have a starting Character to represent them: the starting Character begins the game on the table and cannot be discarded from play. Characters stay on the table and have special abilities that can be used by the player some also provide Power. Characters do not have a printed Power cost or Lesson type and thus do not require Lessons to play, although they do require two Actions.Not all Creatures do damage some have special abilities. They have a Health number that determines how much damage they can take, and a "Damage each turn" number that dictates the amount of damage done to the opposing player each turn. All Creatures have a printed Power cost, and require Care of Magical Creatures Lessons to play. Creatures stay on the table when played.They have a printed Power cost there are Spells for each Lesson type. Spells are cards that are played directly into the discard pile and have a given effect.There are five different Lesson cards, each of which has a different symbol and colour that is used to identify it on other cards. The number of Lessons in play determines the player's capabilities to play cards with different costs. Each provides 1 "Power", which is needed to play other cards. Lessons are the basic units of the game.There are eight different types of cards in the Harry Potter Trading Card Game. Each player begins with a hand of seven cards, and draws a card before each of their turns. When cards do "damage" to a player, cards from the deck are placed into the discard pile. The aim is to force the opposite player to run out of cards from their deck first.
ZEROHOUR20XX HARRY POTTER THE GAME HOW TO
Meeting secretly with a small group of students who name themselves “Dumbledore’s Army”, Harry teaches them how to defend themselves against the Dark Arts, preparing the courageous young wizards for the extraordinary battle that lies ahead.The game is for two players, each with 60-card decks (with the addition of a starting Character see below). But Professor Dolores Umbridge’s Ministry-approved course of defensive magic leaves the young wizards woefully unprepared to defend themselves against the dark forces threatening them and the entire wizarding community, so at the prompting of his friends Hermione and Ron, Harry takes matters into his own hands. Fearing that Hogwarts’ venerable Headmaster, Albus Dumbledore, is lying about Voldemort’s return in order to undermine his power and take his job, the Minister for Magic, Cornelius Fudge, appoints a new Defense Against the Dark Arts teacher to keep watch over Dumbledore and the Hogwarts students. In Harry Potter and the Order of the Phoenix, Harry returns for his fifth year of study at Hogwarts and discovers that much of the wizarding community has been denied the truth about the teenager’s recent encounter with the evil Lord Voldemort.
