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