HP Witch's Brew Rules
Transcript of HP Witch's Brew Rules
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The players take on the activitys of the students at Hogwarts School of
Witchcraft and Wizardry and try to brew the most valuable magic brews toearn victory points. In addition, the players will try to gain knowledge in
brewing magic such as Potions, Herbology and Healing and also practice
spellcraft and care of magical creatures. Proper planning and a bit of luck
will ensure a player victory!
The game is played over several sets of rounds. For each set of rounds, the
players select 5 activity cards from 12 available to use in the set. These cardsare played, one at a time, with the players vying to be the one who gets to usethe full action of the activity or choosing to accept merely the less powerful
action of the activity.
The less powerful action is less favorable, but less risky. A player trying to
claim the full action could have it taken away by another player. So, players
must decide when the risk is worth it and when to allow another the full
action and to settle for the lesser action.
The player with the most points at the end is the winner!
99 cards:- 60 activity cards (12 per player)
- 31 recipe cards (7 each of 3 brewing magic; 5 each for Transfiguration
and Magizoology)- 8 spell books from the Restricted Section
60 brewing knowledge markers (20 each of red, green, and purplecubes)
45 Defense Against the Dark Arts markers(grey/black cubes)
24 Transfiguration knowledge (yellow cubes)
Expansion: Witchs Brew may be played with 6 players. Add in the
12 additional Activity Cards and all Recipes and Spells with a *.
Overview
Contents
OVERVIEW
By using of 12 differen
activity cards, th
players try to concoc
magical brews.
All activity cards show a
full action and a lesse
action. The full action i
always more valuablebut can be lost.
At the end, the playe
with the most victory
points is the winner!
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Each player picks a color and takes: the 12 activity cards of his color (card back shows player color),
3 brewing knowledge (1 red, 1 green, and 1 purple cube), and 2 Transfiguration knowledge (2 yellow cubes).
Knowledge is kept in each players area and is visible throughout the
game. Players hold the activity cards in their hands.
Place the remaining knowledge markers in separate supplies in the
middle of the table.
Separate the 21 brewing recipes into three groups each of 7: Potions,
Herbology and Healing. Within each group, sort them by value (shown
in the glass vial in the bottom center with the lowest on top and thehighest on the bottom and place each stack face up in the middle of the
table.
Also, separate the 5 Transfiguration Spells and 5 Care for Magical
Creaturecardsinto two groups of 5 according to the symbols at the top
of each card: brewing knowledge or Transfiguration knowledge.
As with the brewing recipes, sort each group by value with lowest on the
top and place them face up in the middle of the table.
Shuffle the 8 spell books from the Restricted Section and place themface up near the other sets in the middle of the table.
The players choose a starting player using any method they prefer.
The game is played over several sets. In each set, each player first selects
the five activity cards she wants to use in the set. The players go through
the different activities one at a time attempting to claim the full right to
the activitys ability, or its secondary ability. Once all the activities havebeen played (at least 5 or at most 12), the set ends and the next one
begins.
Preparation
Playing the Game
PREPARATION
Each player takes:
12 activity cards
1 green, 1 red, and 1
purple brewing
knowledge cube
2 yellow
Transfiguration
knowledge cubes
PLAYING THE GAM
The game is played o
several sets. Each set
5 to 12 rounds.
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Each player, simultaneously, selects 5 of his 12 activity cards to use inthe set. He keeps the 5 selected cards in his hand (secretly) and placesthe other 7 face down in a stack in his play area. Each activity card
represents two possible actions: the upper part is the full action of the
card and the lower part is the lesser action of the card.
The starting player begins the set by selecting one of his five hand cards
and placing it face up in his play area. He then announces what card he
has chosen by reading out loud the title of the card, for example, I amgoing to impress Professor Sprout! Thus, the player indicates he plans to
take the activity of the witch this round, and the other players, in
clockwise order, must each do one of the following:
1) If the player does not have the card played in his hand, he does
nothing but simply says, pass.
2) If the player has the card played in his hand, he must play it face
up in his play area and then either:
2 a) He announces that he will take over the action of the card
from the previous player who has it by saying out loud the words at the
top of the card, for example. No, I am going to impress Professor
Sprout! The player who had the activity card face up in his play areaplaces his card face down on his stack of face down cards. He is done for
this round.
2 b) He says, So be it!, accepting the previous players
claim to the activity. Then he executes the lesser action described on the
lower part of the card. If he is unable or unwilling to execute this action,he merely says so and does not do it. He then places his card face down
on his stack of face down cards.
Several players may choose the lesser action.
The lesser action is weaker than the full action, but it can be chosen by
several players and may not be lost to another player.
After all players have taken their turns in the round, the player who still
has the activity card face up in his play area wins the right to the full
action of the card and executes the action described on the upper part ofthe card.
Selecting Activity CardsFirst, all playe
simultaneously choose of their 12 cards.
When a player plays a
activity card, he rea
aloud the words from t
top, I...!
In clockwise order, t
other players must...
if the player does n
have the card, he sa
Pass!
... if he has the activi
card in his hand:
either he chooses to
for the full action b
saying, No, I...!
or he chooses the less
action by saying, So
it! and immediate
takes the lesser action.
After all players ha
taken a turn in tround, the player wi
the full action right ca
implement the action.
Then, that player star
a new round by playin
a new activity card, an
so on
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He then places his card face down on his face down stack and begins a
new round by selecting a card from his hand, placing it face up in his play
area and announcing, I...!
Fur ther important rules: The player, who wins the right to the full action, must choose toexecute the upper action described on the card. He may not select the
lower action.
A player may always choose to abstain from taking the action heis allowed, either because he cannot afford it or chooses not to do it for
another reason.
The player, who won the right to the full action of the activity
in the previous round, must begin the new round, even if he chose not to
execute the action.
If the player who is to begin the new round has no cards left in
his hand, the task of beginning the round passes to his left neighbor (andso on around the table until a player with cards remaining in his hand isfound).
If a player plays a activity card that was played previously in
this set (meaning he forgot the play it earlier when required), he must
immediately place it face down on his face down stack of cards and playanother. There is no further penalty for failing to play a required card.
Players must always hold their cards fanned so the other players
will know how many cards they have left in their hands.
The most important rule of all: before his turn in a round, aplayer is not allowed to suggest or hint whether or not he has a certain
activity card in his hand.
He must always wait until it is his turn and, only then, take the
appropriate action: Pass, I !, or So be it!
A set ends when allplayers have played all 5 cards in their hands.
It can happen that one player plays alone for several turns if he is theonly player with cards left in his hand. When playing alone, the player
always wins the full action of the card and may not choose the lesser
action.
The next set begins with each player again selecting 5 cards from his
entire set of 12 activity cards. He can choose the same 5 as before ordifferent cardsthe choice is completely his. The player who won the
The Next Set
The player who starts
new round must alwa
try for the full acti(never the lesser action
Performing a full acti
or a lesser action
always voluntary.
The winner of the f
action right starts t
new round, unless he h
no more cards. Then t
player to his left muplay a new role card.
You must play a ro
card if it matches the o
already played.
Always fan cards to
show how many you
have.
Never talk out of turn.
All further sets proce
in the same way: fi
select 5 of the 12 car
followed by playing t
activity cards.
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opportunity to take the full action of the last activity card in the previous
set begins the new set as described above.
The game ends at the end of a set when the players have collectedtogether at least 4 cards with owls on them in their play areas (there aretwo owls in each of the five stacks). *
Each player adds the victory points in the glass bulbs of his potion cardsto the number of potion vials he has to get his total victory points for the
game. The player with the most victory points is the winner! If players tie
with the most victory points, the player among them with the most
knowledge left is the winner. If there is still a tie, those tied rejoice in
their shared victory.
Players use the 3 green activity cardsto gain brewing knowledge.
Study Herbology, Healing or Potions: depending on the activity card
won, the player with the full action right, takes either three red (healing
knowledge), three purple (potions knowledge), or three green (herbologyknowledge) cubes from the supply in the middle of the table and places
them in his play area. The player(s) who choose the lesser action bysaying, So be it!, can take either a red, purple, or green cube from the
supply, depending on the activity card played.
General note: We intend for there to be sufficient red, purple, and greencubes and yellow cubes for the game. Should you run out, please use
substitutes for the missing items. These components are not limited in
their numbers for game purposes.
Players use the 3 gold activity cardsto take or use yellow cubes. YellowTransfiguration cubes is used for the favor of the light blue activity cards.
Study Transfiguration: the player with the full action right, can
convert any one brewing knowledge (represented on the card by a white,
neutral cube) into five Transfiguration knowledge. Thus, she places anyone of the cubes from her play area back into the supply and takes from
the supply 5 Transfiguration knowledge, placing them in her play area.
Game End
The Activity Cards
GAME END
When there are four (
cards showing owls
the players areas at t
end of the set, the gam
ends.
The player with the mo
victory points wins!
3 or 1 green cubes
3 or 1 red cubes
3 or 1 purple cubes
convert green/red/purp
cube to 5 or 2 yellow
(*) With the 6-player expansion, the game
ends when 6 owls are collectively in the
playersareas.
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The player(s) who choose the lesser action of the Study Transfigur ation,
can convert any one brewing knowledge into two yellow Transfiguration
knowledge.
Study Defense Against the Dark Arts: the player with the full action
right, can trade one of his Transfiguration knowledge for two blackDefense Against the Dark Arts cubes (which he may hide under hisvictory cards). Thus, he places a gold nugget from his play area back in
the supply and takes 2 potion vials from the supply, which he places in
his play area. The player(s) who choose the lesser action of StudyDefense Against the Dark Ar tscan trade one Transfiguration knowledge
for one black Defense Against the Dark Arts knowledge cube.
Study Di vination: the player with the full action right, can trade one ofhis Transfiguration for any three brewing knowledge. Thus, he places
one yellow Transfiguration knowledge cube from his play area back in
the supply and takes three brewing knowledge from the supply, which heplaces in his play area (2 red and 1 green; or 3 purple, etc.). The
player(s) who choose the lesser action of Study Divination, can trade oneyellow Transfiguration knowledge for any onebrewing knowledge.
Players use the 3 light blue activity cardsto concoct magical brews and
impress your professors and staff. Each of these three blue activities
allows the production of a specific brew:
- Brew a Healing Draught to impress Madam Pomfrey
- Brew a Potion to impress Professor Slughorn
- Brew an Herbological Tincture to impress Pomona Sprout
Brewing: the player with the full action right can brew the concoction
of the indicated type by placing all ingredients shown at the top of therecipe brew card in the indicated stack from his play area back into the
supply. He then takes the top-most recipe brew card from the indicated
stack, which he places in his play area. If the brew taken has an owlpictured on it, he leaves it face up in his play area (so players will know
when the game ends, see above). Otherwise, he places it face down in his
play area.
The player(s), who choose the lesser action of the card, can acquire a
brew of the indicated type by placing 2 Transfiguration knowledge plus
all ingredients shown at the top of the top-most cauldron card in the
indicated stack from his play area back into the supply. He then takes thetop-most cauldron from the indicated stack, which he places in his play
area. If the brew taken has an owl pictured on it, he leaves it face up in
his play area (so players will know when the game ends, see above).Otherwise, he places it face down in his play area.
convert 1 yellow cube to 2
or 1 black cube(s)
Convert 1 yellow cube to
any 3 cubes, or 1 cube.
Required
knowledge
Victory
points
with the indicated
knowledge (and 0
or 2Transfiguration
brew a Healing
Draught
with the indicated
knowledge (and 0or 2Transfiguration
brew a Potion.
with the indicated
knowledge (and 0
or 2Transfiguration
brew an Herbologica
Tincture.
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Whenever a player acquires a brew card (regardless whether by full
action or lesser action), he can place any one additional ingredient from
his play area back into the supply to take onepotion vial from the supply,which he places in his play area. The player may use this ability only tocovert one additional ingredient to one potion vial!
Note: because the players who choose the lesser action acquire theirrecipe cards before the player who wins the full action, it can happen that
the player with the full action does not have sufficient knowledge to
concoct a brew (or, perhaps, there are none left of the indicated type).This is in tended! For this reason, players may look at the cards in the
recipe stacks at any time (but not change their order).
Players use the grey activity cardsto cast the spells shown on the spellbook cards (see last page: spells).
Restricted Section: the player with the full action right, can cast thespell shown on the top-most spell book card. The player(s), who choose
the lesser action, can take one yellow Transfiguration knowledge from
the supply, which they place in their play areas.
Notes:
- At the end of each set, place the top-most spell card face up at the
bottom of the stack. This is done in every case, even if the spell book wasnot used in this set.
- When you use a spell from the Restricted Section to concoct a brew,
you may not use additional brewing knowledge to gain a Defense Against
the Dark Arts knowledge cube.
Players use the 2 red role cards to form study groups and rely on the
knowledge of other players.
Care for Magical Creatures: this role works exactly the same as the
Cast Transfiguration Spell study group, except that brewing knowledgeinstead of Transfiguration knowledge are used to contribute to the Study
Group-- and the fellow players only give up 1/4 of their brewing
knowledgeients (rounded down) to the cause. Each player chooses which
ingredients he loses when he must lose some.Note: unlike the cauldrons, when a player takes a potion shelf, he does
not have the option of placing an ingredient in the supply to take a potion
vial.
Cast Transfiguration Spell: the player with the full action right uses
one-third of each fellow players Transfiguration knowledge (yellowcubes), rounded down. However, the wizard using this full action does
For one addition
brewing knowledge, tak
one Defense Against th
Dark Arts knowledg
cube.
Use current spell book o
take 1 yellow cube
Care for a magica
creature wit
1/4 of the
brewing
knowledge o
your fellow
players (+ you
own) or lose 1
yellow cube les
Cast a transfiguration
Spell with 1/3 of
the gold of
your fellow
players (+
your own) or
lose one gold
less
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not place this acquired knowledge in his play area, but places them on the
top-most Transfiguration Spell card. After all his fellow players have
been relieved of their Transfiguration knowledge, the player using thefull action may choose to place one or more Transfiguration knowledge
cubes from his play area onto the top-most Transfiguration Spell card. If
there are now at least as many Transfiguration knowledge cubes on thetop-most Transfiguration Spell card as are pictured at the top of the card,the player places all the Transfiguration knowledge on the card in the
supply and takes the card, placing it in his play area. Remember to keep
any acquired cards with an owl face up (so players will know when thegame ends. See above). Otherwise, he places it face down in his play
area.
Note: If there are not as many Transfiguration knowledge cubes on thetop-most Transfiguration spell card as are pictured at the top of the card,
the card and the knowledge remain for the next Transfiguration Study
Group to occur.
The player(s), who choose the lesser action of the Study Group/ Cast
Transfiguration Spell activity lose one less Transfiguration knowledge
cube to the wizard taking the full action than they would have otherwisehad to surrender. .
Example: Blaise (with 2 Transfiguration knowledge) plays the CastTransfiguration Spell activity card: I am organizing a Transfiguration Study
Group.Draco (with 5 Transfiguration knowledge) does not have this card inhis hand and says, Pass. Millicent (with 6 Transfiguration knowledge) hasthe card and chooses the lesser action, So be it! Daphne (with 3
Transfiguration knowledge) plays the Cast Transfiguration activity card and iscourageous, No, I am organizing the Transfiguration Study Group! But,
unfortunately for Daphne, Pansy also has the card and says, I dont think so--I am organizing the Transfiguration Study Group!ending the round andwinning the full action right. Now, Pansy relieves her fellow players of 1/3 of
their Transfiguration knowledge each: Blaise loses nothing as 1/3 of 2 roundeddown is 0; Draco loses 1 yellow cube (5/3=1); Millicent loses 1 yellow cube
(6:3=2, but she chose the lesser action and loses 1 less Transfigurationknowledge for that); and Daphne pays 1 Transfiguration knowledge (3/3=1).There are now 3 Transfiguration knowledge cubes lying on the top-most
Transfiguration spell card. As 5 Transfiguration knowledge are pictured on thecard, Pansy decides to place the additional 2 Transfiguration knowledge from
her play area on the card so she can take it. Since there are now 5Transfiguration knowledge on the card and 5 pictured on the card, Pansy places
the 5 Transfiguration knowledge in the supply and takes the card, which sheplaces in her play area. If Pansy did not have or did not want to place 2Transfiguration knowledge on the card, it would have remained with 3Transfiguration knowledge on it for the next Transfiguration Study Group.
Number of yellow cube
required to be able t
cast the spell and tak
the card