Harry Potter: Death Eaters Rising Rulebook
A cooperative card and dice game for 2-4 players.
Age: 13+ | Players: 2-4 | Time: 60 Min.
Overview
HARRY POTTER™: Death Eaters™ Rising is a cooperative card and dice game for 2-4 players set during the events of The Order of the Phoenix. In the game, each player will assemble witches and wizards from the Order of the Phoenix, Dumbledore's Army, and Hogwarts™ to fight against the growing threat of Lord Voldemort™ and his Death Eaters™. These teams must work together to face off against Voldemort and his Death Eaters to stop them before they spread too much of their dark influence throughout various Places of the Wizarding World.
Components
- 44 Character Cards (33 Hero Cards, 10 Death Eater Cards, 1 Voldemort Card)
- 1 Custom-Sculpted Figure (Lord Voldemort)
- 1 Location Board made of 3 interlocking pieces
- 6 Headquarters Cards (2 for each of the 3 Affiliations)
- 1 Large Villain Card
- 6 Mission Tokens
- 6 Place Cards
- 14 Wizard Dice
- 1 8-Sided Voldemort Die
- 24 Spell Tokens
- 60 Damage Counters
- 15 Corruption Counters
- Rules
Object of the Game
Defeat Lord Voldemort and thwart his rise to power! Players must recruit Wizards and defeat Death Eaters before Lord Voldemort and his evil forces corrupt locations in the Wizarding World or too many Wizards are lost! Players win by defeating Lord Voldemort, but can lose in four different ways:
- Too many Wizards are defeated (see End of the Game for more details).
- Any one player has all the Wizards on their team defeated and has no Wizards remaining.
- Four (or more) Places are corrupted.
- Any one Location is corrupted completely (the two Places at the Location and the base Location itself).
Set Up
1. Lord Voldemort, Game Board and Places:
- Connect the 3 Location board pieces with the Lord Voldemort figure in the center of it facing a random Place. This board depicts Locations (Ministry of Magic, Diagon Alley™, and Hogsmeade) throughout the Wizarding World.
- Stack the two Place cards for each Location face-up in a random order. See the table below.
2. Tokens and Counters:
- Place the Spell Tokens face down on the table.
- Place the Damage and Corruption counters in a supply.
3. Headquarters card, Mission token, and Character cards:
- Each player chooses an Affiliation: Hogwarts, Order of the Phoenix, or Dumbledore's Army.
- Collect a Headquarters card, choose a starting character from the options on page 5 and choose a Mission token of your Affiliation to represent you. NOTE: Two players may choose the same Affiliation.
4. Prepare the Character card deck:
- Set aside the Lord Voldemort card from the Character cards.
- Shuffle all of the Character cards, including remaining starting characters and Death Eaters to form a draw pile.
- Place 3 Character cards face-up next to each of the 3 Places.
- Finally, insert the Lord Voldemort card in the middle of the deck.
5. Place the Villain card face up on the table with room beside it. Defeated Heroes and Death Eaters will be placed beside this card as the game progresses.
LOCATION | PLACE | PLACE |
---|---|---|
Ministry of Magic [Magic Symbol] | Department of Mysteries | The Atrium |
Diagon Alley™ | Ollivander's Wand Shop | Gringotts Bank |
Hogsmeade | Hog's Head Inn | Hogsmeade Train Platform |
Game Play
The player who most recently watched a Harry Potter movie goes first, and play proceeds clockwise. On a player's turn, they progress through the following phases:
- Travel to a Location
- Roll Voldemort die and resolve Lord Voldemort and Death Eater actions
- Roll, assign and resolve Wizard dice
- End Turn
1. Travel to a Location
The active player chooses where to send their team for their mission, by placing their Mission token in one of the three Location spaces. During their turn players can only interact with the three face-up characters at this Place, the Place itself, and the Wizards on their team (who are also present in the chosen Place), unless an ability says otherwise.
2. Roll Voldemort die and resolve Lord Voldemort and Death Eater actions
After placing their token, the active player rolls the Voldemort die, and resolves its effects. Three faces rotate Voldemort to the Location to his left, and three to his right. The final two depict the Dark Mark which keeps Voldemort at his current Location.
Voldemort Die Results:
- Rotation: Voldemort rotates one Location clockwise [Clockwise Arrow] or counter-clockwise [Counter-Clockwise Arrow].
- Dark Mark: Voldemort remains in the current Location. When the Dark Mark is rolled, Voldemort also activates the abilities of ALL Death Eaters. Resolve Death Eater abilities first in Voldemort's Location, and proceed clockwise to Death Eaters in the other two Locations. Lastly, the penalties from any completely Corrupted Places are also triggered.
Voldemort will then attack the Wizards in his current Location, adding a [Damage Counter] to them. This includes Wizards on the active player's team if their team (as indicated by their Mission token) is where Voldemort is present. Next, add a [Corruption Counter] to Voldemort's Location, indicating his increasing evil influence. Death Eaters in Voldemort's Location will then have their regular abilities activated. This usually results in more Damage being applied to Wizards, or more Corruption added to the Place.
3. Roll, Assign and Resolve Wizard Dice
After resolving the Voldemort die and Death Eater actions, the active player collects and rolls their Wizard dice (the four Wizard dice indicated on their Headquarters card plus any extra dice from character abilities and Spell tokens). The dice pool is limited to the dice provided in the game. If a player has earned more dice of a color than are available, they roll all of the dice of that color but may not substitute other colors of dice.
There are 4 colors of Wizard dice which each have different combinations of Trait symbols, weighted to favor the Trait they most represent. Each die type features a different double symbol [2x Symbol] on one face which counts as two of that Trait.
Combinations of Trait symbols must be assigned to cards in order to recruit new Wizards to a player's team, defeat Death Eaters, and activate some character and Affiliation abilities.
The active player reviews their opening Wizard dice roll, and chooses to assign at least one die (but may assign more) to match:
- The Trait symbols of characters in their Place, to either recruit a Wizard or attack a Death Eater.
- One of the abilities on their Headquarters card.
- A character ability for a Wizard on their team.
If a player cannot or does not want to assign any dice for a roll, they must select and forfeit one die from their dice pool (for the turn). The player then rolls the remaining dice in their pool, attempting to match more symbols. Usually, they will want it to be the same card(s) they assigned dice to for their first roll, but can choose another in their Place (or Headquarters card).
When dice have been assigned to match all Trait symbols for a character, that character is either successfully recruited (in the case of Wizards) or damaged (in the case of Death Eaters) at the end of the turn.
Dice assigned to a player's Headquarters card or to characters on their team may be used to activate these abilities immediately! For example, if a player assigns a die to their 'Remove a Corruption' ability on their Headquarters card, they may immediately remove a [Corruption Counter] from the Place with their Mission token.
4. End Turn
A player's turn ends when they have used, or forfeited, all of their dice (or it becomes impossible to successfully assign dice to complete at least one available card).
Any Wizards successfully recruited this turn (dice assigned to match ALL their Trait symbols) are added to the active player's team with all Damage counters on them removed. Any Death Eaters successfully attacked (assigned dice to match all their Trait symbols) have a [Damage Counter] added to them, AND the active player gains a Spell token for each Death Eater Damage added. All dice are then returned to the pool.
Any Place cards with filled corruption spaces are moved to the Villain card. Any characters with full damage are then placed in the appropriate discard area. All recruited and defeated characters in a center Place are replaced with the top card(s) from the character deck. Then it is the next player's turn, proceeding clockwise.
As players add Wizards to their team, they will also add abilities to their arsenal, including rolling additional dice for their dice pool, manipulating and re-rolling dice, and removing Damage tokens.
Additional Rules
Damage
Each Wizard and Death Eater has an amount of Damage they can take before being defeated and placed in either the Hogwarts Infirmary discard pile (Wizards) or the Azkaban discard pile (Death Eaters). These piles are formed beside the Villain card as indicated. When adding Damage to characters, place Damage counters on empty damage indicator spaces on the character.
NOTE: Damage cannot be added in excess of a character's Damage capacity. If a Wizard's damage capacity is full, it may not take additional Damage from attacks or in order to activate abilities that require taking damage.
At the end of each turn, if Damage counters on a character are equal to its damage capacity, that character is defeated and placed in the appropriate pile. Remember, if too many Wizards are defeated, players will lose the game.
Some abilities allow players to 'heal' Wizards by removing Damage counters. This may require assigning a die to activate the ability.
End of the Game
If the players can defeat Lord Voldemort (see "Lord Voldemort" on page 11) they win the game! However, they must do it before any one of the below lose conditions occurs.
Players can lose the game in a few different ways, as follows:
- Too many Wizards are defeated: 2 Players - 8, 3 Players - 10, 4 Players - 12.
- Any one player has all the Wizards on their team defeated and has no Wizards remaining.
- Four (or more) Places are corrupted.
- Any one Location is corrupted completely (the two Places at the Location and the base Location itself).
Death Eaters are damaged by players assigning dice to match their Trait symbols. NOTE: Damage cannot be added in excess of a character's Damage capacity. At the end of each turn, if Damage counters on a character are equal to its damage capacity, that character is defeated and placed in the appropriate pile. Remember, if too many Wizards are defeated, players will lose the game.
Game Variants
Beginning players may decrease the difficulty of the game by reducing Lord Voldemort's damage level to 4 instead of 5. Alternately, for a more challenging experience increase Lord Voldemort's damage level to 6 or more. This will require players to defeat more Death Eaters and deal more damage to Lord Voldemort in order to win!
Legend
Spell Tokens
- Add 1 [Friendship]
- Add 1 [Loyalty]
- Add 1 [Knowledge]
- Add 1 [Bravery]
- Add 1 Orange [Die]
- Add 1 Blue [Die]
- Add 1 Red [Die]
- Add 1 Purple [Die]
- Remove a [Corruption Counter]
- Remove a [Damage Counter] from two Wizards
- Remove two [Damage Counter] from a Wizard
- Exchange a Wizard with another Player
Wizard Dice Facings
Wizard dice are shared amongst all players over the course of the game. Much of the action in the game will focus on rolling and assigning dice to match Trait symbols depicted on Character cards. There are 4 colors of Wizard dice which each have different combinations of Trait symbols, weighted to favor the Trait they most represent. Each die type features a different double symbol [2x Symbol] on one face which counts as two of that Trait.
Voldemort Dice Facings
An 8-sided Voldemort die is included to direct the actions of the Dark Lord and his Death Eaters. The die faces show:
- Rotation: Voldemort rotates clockwise one Location [Clockwise Arrow], and attacks all Wizards in that Location including each Wizard on your team IF your Mission token is in the resulting Location.
- Rotation: Voldemort rotates counter-clockwise one Location [Counter-Clockwise Arrow], and attacks all Wizards in that Location including each Wizard on your team IF your Mission token is in the resulting Location.
- Dark Mark: Voldemort remains in the current Location, and will attack Wizards and trigger regular Death Eater abilities there. He then activates the abilities of all Death Eater abilities. Then activate all Corrupted Places penalties.