Battle of Hogwarts - defense against dark forces
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π° "Harry Potter: Battle of Hogwarts: Defense Against the Dark Arts" is a competitionΒ Between two players, inspired by the Battle of Hogwarts.
β«οΈ Due to a noticeable increase in Dark Force activity, Hogwarts Headmaster Albus Dumbledore allowed the teachers to conduct a practical Defense Against the Dark Force lesson to ensure that students are prepared to defend themselves.
π The game is divided into several rounds, the goal of each round is to fire the opponent. To win the game, one player needs to kill the other player three times.
π The game includes:
- cards of 4 Hogwarts clubs (Gryffindor, Slytherin, Ravenclaw and Hufflepuff);
- 8 actions of the club;
- 8 attack tokens;
- 8 life tokens;
- 5 fire tokens;
- 14 influence tokens;
- Cards containing spells and characters, 31 curse cards, 8 book cards, 24 starter cards.
π Place the practice board lengthwise between both players, close to the tokens. Each player chooses a house (since there are clubs on both sides of the card, players can choose the same club). Place the club card in front of you and on the side of the moving exercise objects in the house at the starting point.
βοΈ Reveal the four best cards in the game and place them along the practice subjects to form a classroom.
π€ ββPlace curse cards backwards so players can't see their meaning.
π Book cards form a library that should be next to the practice subjects. These cards can be purchased at any time by picking up a card from the classroom.
ππ» At the start, each player receives 7 "Alohomora!" cards, a magic wand card, a cauldron card, and chooses one of three starter cards: a cat, a toad, or an owl. The rest of the cards are returned to the box. The 10 cards chosen by each player are placed face down, and five are held in their hand.
π« Don't worry if your opponent has an early lead. With the addition of curse cards, things get more interesting. Simply choose a spell that curses your opponent, causing them to eventually draw a card that limits them during their turn.
π At the end of the 1st round, you cannot use the same cards in the second round. They should be put aside and only picked up when there are no more cards left.
π₯ The player who defeats his opponent three times π wins
Code: 700304150257