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TM

Casting Stones Chart


TM

Dumbledore Professor Snape House Shields

Dumbledore Mirror of Erised Wand Put-Outer Dragon’s Blood Sorting Hat Prof. Snape Bezoar Horned Slugs Root of Asphodel Infusion of Crushed Black Flames
25 20 15 15 10 50 25 10 5 5 Wormwood Snake Fangs 5 Shield Gryffindor Shield Slytherin Shield Hufflepuff Shield Ravenclaw
5 5 15 15 15 15

Music Lemon Drops


Purple Fire Cauldron Magical Drafts  Potion Bottles Porcupine Quills Dried Nettles Chocolate Frog Wizards
5 6 and Potions 6 4 3
10 10 8

Voldemort Professor McGonagall Ptolemy Merlin Grindelwald Emeric the Evil Uric the Oddball
15 15 15 15 15

Voldemort Wand Unicorn Blood Green Light Prof. McGonagall White Queen Snuff Box Needle A Beginners Guide
to Transfiguration
Mouse Cat Centaurs
25 20 10 5 25 10 10 10 9 9
8

Harry Potter Professor Binns Firenze Ronan Bane Mars Telescope


20 15 15 7 7

Harry Potter Wand Hedwig


15
Flute Phoenix Feather Cloak of Invisibility Prof. Binns A History Spells
25 20 15 10 50 25 of Magic
8

Professor Quirrell Professor Sprout


Bluebell Flame Alohomora-Opening Locomotor Mortis Petrificus Totalus Curse of the Bogies Wingardium Leviosa
5 5 -Leg Locker 5 5 5
5

Prof. Quirrell Turban Dragon Egg Garlic The Dark Forces One Thousand Magical 
25 20 15 10 10
Prof. Sprout
25 Herbs & Fungi
Devil's Snare
9
Fungi
1 Hogwarts Supplies
8

Draco Malfoy Professor Flitwick


Brass Scales Crystal Phials Parchment Quills Standard Book of Spells
6 6 6 6 8

Draco Malfoy Eagle Owl Goyle Crabbe Prof. Flitwick Winged Keys
25 15 15 15 25 9 Gringotts

Ron Weasley Ghosts


Griphook Galleon Knut Sickle
10 7 7 7

Ron Weasley Scabbers Black Knight Weasley Sweater Bloody Baron Peeves
25 15 10 9 15 15
Basic Elements
Lily Potter
Hermione Granger
Unicorn Hair Dittany Bat Spleen Beetles Eyes Dragon Liver Eels Eyes
5 1 2 1 3 2

Lily Potter Willow Wand Love


Hermione Granger Troll Feather
25 15 10
25 9 4

Fangs Holly Mistletoe Silver Snarled Claws Spine of Lionfish

Hagrid James Potter 2 3 3 4 1 2

Quidditch
Hagrid Pink Umbrella Norbert Fang Violet Light Fluffy James Potter Mahogany Wand
25 15 15 15 5 50 25 15

Snitch Nimbus Two Thousand


9 50
Neville Longbottom Nicolas Flamel
Chaser
Rare Foil
Rare
Nicolas Flamel Elixir of Life Gold Sorcerer's Stone Uncommon
Neville Longbottom Remembrall Trevor
25 5 4 50
20 15 10 Common Character Artifacts Elements Chaser

TM & © 2001 WARNER BROS.


TM
CONTENTS OF OBJECTIVE
F CONCORDANE OF 21.
22.
23.
24.
Draco Malfoy
Eagle Owl
Ron Weasley
Scabbers (Rat)
42.
43.
44.
45.
Bezoar
Goyle
Dried Nettles
Crushed Snake
61. Lily Potter
62. Lily’s Wand (10
Willow Wand)
63. James Potter
81.
82.
83.
84.
Mars
Telescope
Elixir of Life
Dittany
104. Snitch
105. Dragon Liver
106. Weasley
Sweater
116. Silver
117. Wingardium
Leviosa
118. Snarled Claws
®
STARTER SET CASTING STONES 25.
26.
Black Knight
Hermione Granger 46.
Fangs
Cauldron
64. James Potter’s
Wand (11
85.
86.
Black Flames
Purple Fire
107. Eels Eyes
108. Fangs
119. Spine of Lionfish
120. Unicorn Hair
Following is a list of all the Casting Stones 27. Bluebell Flame 47. Magical Drafts Mahogany Wand) 87. Locomotor 109. Gold 121. Sorcerer’s Stone
issued in the first edition of the game. You can 28. Alohomora and Potions 65. Nicolas Flamel Mortis (Leg 110. Feather 122. Sorting Hat
• 1 Tower Mat look up a picture of each Casting Stone—along 66. Shield Locker) 111. Holly 123. Cloak of
Casting Stones Game TM

(converts into a sack to carry You hold in your hands an ancient with its Name, Type and Rarity—on the chart
included on the back of these instructions.
29.
(Opening)
Hagrid
48. Professor
McGonagall Gryffindor 88. Petrificus 112. Cat Invisibility
30. Pink Umbrella 49. White Queen 67. Shield Slytherin Totalus 113. Mistletoe 124. Nimbus Two
TM
your Casting Stones ) game of both skill and luck, played by Be aware, some Stones are much harder to find
(16 Oak Wand) 50. Snuff Box 68. Shield 89. Brass Scales 114. Troll Thousand
than others. The easiest to locate are listed as
 wizards of all ages – the game of Common, followed by Uncommon, then Rare, 31. Norbert 51. Needle Hufflepuff 90. Crystal Phials 115. Flying Keys 125. Fluffy
(Norwegian 52. A Beginner’s 69. Shield 91. Devil’s Snare
Starter Set Rare Foil, with black Chasers being the hardest
TM

• 12 Casting Stones  Casting Stones . 


TM

to find of all. Good luck! Ridgeback) Guide to Ravenclaw 92. Galleon © 2001 Mattel, Inc., El Segundo, CA 90245 U.S.A. All Rights
Reserved. ® and ™ designate U.S. trademarks of Mattel, Inc.,
(2 Silver, 4 White, 6 Brown)  70. Music 93. Knut
Instructions  The objective is simple. You and your
1.
2.
Dumbledore
Mirror of Erised
11.
12.
Harry Potter™
Harry’s Wand
32.
33.
Fang
Violet Light 53.
Transfiguration
Professor Binns 71. Love
72. Ptolemy
94.
95.
Griphook
Parchment
except as noted.
HARRY POTTER, characters, names, and related indicia are
trademarks of Warner Bros. ©2001.
TM
3. Dragon’s Blood 13. Hedwig (Owl) 34. Neville 54. A History of
CASTER’S MANUAL • 2 Casting Cards opponent compete with your Casting 4. Dumbledore’s 14. Flute Longbottom Magic 73. Merlin
74. Grindelwald
96.
97.
Potion Bottles
Quills
2-YEAR LIMITED WARRANTY Mattel, Inc. warrants to the original
consumer purchaser that this product will be free of defects in
(1 Double Potion, 1 Charms) Wand 15. Phoenix Feather 35. Remembrall 55. Professor Sprout material or workmanship for two years (unless specified in
TM
8 and Up Stones , conjuring Spells, Potions and
TM

5. Lemon Drops 16. Professor Quirrell 36. Trevor (Toad) 56. Fungi 75. Professor 98. Sickle alternate warranties) from the date of purchase. If defective, return
 37. Professor Snape 57. One Thousand Flitwick 99. Standard Book the product along with proof of the date of purchase, postage
prepaid, to Consumer Relations, 636 Girard Avenue, East Aurora,
2 players TM Charms until one of you conquers four 6. Voldemort 17. Turban
38. Horned Slugs Magical Herbs 76. Emeric the Evil of Spells New York, 14052 for replacement or refund at our option. This
• 12 Turret Gems  adjacent Turrets around the Tower
7.
8.
Voldemort’s Wand
Unicorn Blood
18.
19.
Garlic
Dragon Egg 39. Porcupine Quills and Fungi 77. Uric the Oddball 100. Mouse
warranty does not cover damage resulting from accident, misuse,
or abuse. In no event shall we be responsible for incidental or
consequential damages (except in those states that o not allow
A Magical game of Collecting, (6 of two different colors – red, green, 9. Put-Outer 20. The Dark Forces: 40. Root of Asphodel 58. Bloody Baron 78. Ronan 101. Bat Spleen this exclusion or limitation) Valid only in U.S.A. This warranty gives
Collectible Stones & Card Game yellow or blue. Contents will vary.) Mat. The first to do so wins the game. 10. Green Light A Guide to Self- 41. Infusion of 59. Peeves 79. Bane 102. Beetles Eyes you specific legal rights and you may also have other rights, which
vary, from state to state. Some states do not allow the exclusion
Casting, and Conquering Wormwood 60. Crabbe 80. Firenze 103. Curse of the of incidental or consequential damages, so the above exclusions
 Protection Bogies or limitations may not apply to you.


A WHAT ARE CASTING STONES ? B Whoever cast first in Step 1 goes ∑ Swap one of your in-play D ADVANCED GAME
THE BASIC GAME first again and decides whether or
not they want to make a second
(already on a Turret) Turret
Gems™ with an adjacent Turret
cast. If they decide to cast again, Gem belonging to your
their opponent waits until they The Advanced Casting game introduces specifies are cast exactly as they
Casting Stones™ comprise the heart You have a Potion if you cast opponent. This is a great way a new level of complexity to Casting appear on the Card. You must also
of this game. Each is a coin-like symbols on all your Stones. SEQUENCE OF PLAY A Spell finish. The opponent may then Stones by moving you beyond the win the turn for these Cards to work.
stone with a rune (symbol) on one make a second cast if they want to prevent your opponent from confines of your Starter Set. In order to
In the advanced game, COUNTER
side and a number on the other. 3 6 one. getting four in a row. play the Advanced Game you will need
SPELLS on Casting Cards play just
Each rune represents something A Basic Game of Casting to collect additional Casting Stones and
like SPELLS, even if the Casting
Stones™ is played in a series Casting Cards to build up your Casting
magical from the wizarding world; Potion When a cast shows symbols on 1 To make a second cast, choose ∑ Swap one of the Casting Hand.
Stones pictured are different than a
this particular series of Casting of turns, and each turn is Stones in your Casting Hand normal spell. If you cast the Counter
Character (Silver) Stone, 1 the Casting Stones from your Spell shown on a Casting Card, score it
Stones™ focuses on the fantastic comprised of 5 steps: first cast that you want to keep
You have a Charm if you cast Artifact (White) Stone and 1 for any Casting Stone in the COLLECTING CASTING STONES just like a spell and then take the card
events at Hogwarts School of
Witchcraft and Wizardry. numbers on all your Stones. Element (Brown) Stone, and and place them in the small Vault. out of play by turning it over. Once the
1. Both players cast (throw) Casting Circles located on your Casting Card with the Counter Spell is
numbers on the remaining two Casting Stones is a collectible game— out of play, the Counter Spell
Casting Stones™ come in three their Casting Stones. side of the Tower Mat. part of the fun is trying to find the
colors. Each color represents a
6 10 4 3 6 Casting Stones, you have conjured CHARM beats SPELL: combination is no longer a valid spell.
2. Both players take their Stones and Cards you need to complete
different category of Stone. a Spell. A Spell will beat any your collection. This edition of the game The Cards may make other specifica-
Charm KNOCK-OUT
Second cast if they require Potion your opponent throws. The has 70 different Casting Cards and 125 tions as well, such as requiring you to
one, re-casting any or all of cast must show two numbers–the Casting Stones for you to collect (for a control certain Turrets on the Tower
You have a Spell if your cast yields the Stones in their Casting You must choose one of the full list of Casting Stones, see the chart Mat with your Turret Gems™, etc.
numbers determine how powerful 3
included on the back of these
symbols on 1 Character (Silver) following options: Note: Every condition listed on the
Hand. your Spell is. If both players instructions.) Card must be met to use the Card.
Stone, 1 Artifact (White) Stone, and
1 Element (Brown) Stone, and 3. Compare the casts and throw a Spell at the same time, Your Starter Set contains 12 Casting
∑ Knock your opponent’s
Silver: Is a Character numbers on the remaining two determine who won the turn. add the numbers cast with each Stones and 2 Casting Cards, everything
Spell then compare the totals to Turret Gem off its Turret and you need to play the Basic and
White: Is an Artifact Stones. 4. The winner executes his foy
back into its owner’s line. Intermediate Games. “Refill Sets” Draco Mal
Brown: Is an Element victory action. decide which is more powerful. If Then take your remaining Casting contain 4 Casting Stones and 1 Casting Place a
3 6 5. Whoever won the turn casts the Spells are a tie, no one wins Stones and cast them as you Card you can use for Advanced Eagle Owl
Shield
Slytheri
n Turret
Gem
∑ Knock one of your
15

TM & ©
Spell
A fourth type of Stone exists.
Malfoy
Draco 15

that turn and the players must Gameplay. Refill Sets are how you build 25

2001 WARN
These black Stones are called
first on the following turn. would normally. These new your collection, and they're available at
15 Swap
Charm
opponent’s Casting Stones into 15

ER BROS
Spell cast a new Hand. Casting Stones are immediately toy stores, game stores and bookstores
Goyle
Knockout

.
Chasers and they are very rare. In
Crabbe
your
turret of
Potion
the Vault. Your opponent must
on the
Gem™ If your
Turret n turret. e
Place a et, plac

placed on the empty Casting everywhere. Each set sold separately and the
Slytheri herin turr et Gem
™.

Advanced Games, Chasers are wild


choice the Slyt his Turr
t controls and remove

If, after 2 casts, you have not Let’s explore each step in and subject to availability.
opponen
your Turr
et Gem

Counter

– they can become Character, A Potion Circles with the Stones you chose choose a new Casting Stone Spell
generated any of the above more detail. Both you and your opponent will need
Artifact or Element Stones as the combinations, you have a Bungle
Bungle. to keep from your first cast. from the Vault (players may The “Draco Malfoy” Card is typical of
to buy at least one Refill Set apiece to this type of Casting Card. As you can
player wishes. This is a failed cast. (FOLLOW THE not choose the Casting Stone play the Advanced Game. see, it is much more specific than the
By casting different combinations Once you and your opponent INSTRUCTIONS BELOW After the Second cast, players that was just knocked into the Double Potion or Charm. In order to
of symbols and numbers with your complete your casts, compare them STEP BY STEP TO PLAY A If all 5 Casting Stones land must go with whatever Vault). make this particular Card work, you
symbol-side up, you have pictured combination they are left with. If CASTING HANDS (ADVANCED) will need to have the Draco Malfoy,
Casting Stones™ you can create to determine who wins that turn: PRACTICE GAME. WHEN Eagle Owl, Shield Slytherin, Crabbe,
various Spells, Potions and BOTH PLAYERS a Potion. A Potion will beat any they still haven't thrown a Spell, Note: The Knock-out is the To play an Advanced Game, you and and Goyle Casting Stones in your
Charms to battle your opponent. Spell beats Potion UNDERSTAND THE GAME Charm your opponent throws. If Potion or Charm, they are left most effective way to prevent your opponent must each have 10 Casting Hand (You won’t get all of
both players cast a Potion, they with a Bungle and have failed Casting Stones and 3 Casting Cards in these Stones in your Starter Set. That’s
Potion beats Charm YOU CAN PLAY FOR your opponent from placing your Hands. Note: You
Y may play with where collecting comes in.). Once you
have a tie (2 Potions are always a their cast. more than 3 Casting Cards as long as
REAL.) Turret Gems on Turrets–if you have the proper Stones in your Hand,
tie); no one wins that turn and
GAME SUMMARY Charm beats Spell
THE CAST the players must cast a new AND THE WINNER Knock their Character Stone
you and your opponent have agreed to
this and you both play with the same
the Casting Card tells you the proper
way to throw them: Draco Malfoy, the
into the Vault, they will be number of Cards. Eagle Owl and Shield Slytherin need to
Depending on the winning cast, the Hand.
victor of that turn is granted Note: You may throw a Potion
IS…? unable to Cast any Spells until Set up the game the same way you be picture-side up while Crabbe and
In many ways, the Game of Casting 1. Both players cast their would for Intermediate play; but this Goyle need to be number-side up. If
different powers. For example, a with any combination of Casting
Stones is a lot like the old Muggle winning Spell allows the winner to Casting Stones. 3. Compare the casts and recovering it. time, instead of 1 Casting Card you will you succeed in casting this combination,
Stones. You do not need to have have at least 3 Casting Cards face-up in you gain the bonus play indicated on
game “Rock-Scissors-Paper” except place a Turret Gem™ on one of the determine who won that turn. your Library. the bottom of the card.
that in this case it is “Spells- Turrets surrounding the Tower Mat. When casting your Stones, you one of each kind as you do for a WHO GOES NEXT? Choose 5 Casting Stones for your You must show your opponent that you
Potions-Charms.” You will come to realize that Spells and your opponent take turns. Spell (i.e. a Potion could be To determine who wins the turn, Casting Hand and place the remainder did indeed cast the right Stones to
You and your opponent start the are the most important cast in the During the first turn of a new thrown with only Element remember that: 5. Whoever won the turn casts in your Vault. satisfy your Casting Card.
game with 5 Casting Stones. These game. They are the only cast that game, the youngest player [Brown] Casting Stones). first on the following turn. Once a Casting Card has been
allows you to place Turret Gems™ casts first, followed by the THE VAULT (ADVANCED) successfully used, it must be turned
5 Stones form your Casting HandHand. on the Tower Mat, and placing Spell (3 Symbols + 2 Numbers)
You throw your Casting Hand to oldest player. A Charm The winner of the previous face-down and remains out of play until
Gems in a row upon four adjacent BEATS the end of that game.
That’s right. “Your” vault. In the
generate Spells, Potions or Charms. Turrets is the only way to win. Potion (Symbols Only) turn must cast first on the next Advanced Game, each player gets their
Each turn you make is called a
To perform a cast, hold your 5 6 10 4 3 6
SWAPS AND KNOCK-OUTS
affect the
Potions allow you to aff turn. This allows the loser of own private Vault. This Vault is not
Casting Stones in both hands shared with your opponent as it was in
cast. If either you or your opponent contents of your Casting Hand. the previous turn a chance to (ADVANCED)
fails to cast a Spell, Potion or
about six inches above the If all 5 Casting Stones land Potion (Symbols Only) the Basic and Intermediate Games.
Charms allow you to attack the table. Shake the Stones numbered-side up, you have see what their opponent casts What is stored in your Vault is for you To make the Advanced Game even
Charm after your first throw, you opponent’s Casting
contents of your opponent BEATS and you alone. Your opponent cannot more interesting, your Casting Cards
vigorously at least three times, calculated a Charm. A Charm will before they cast their own touch anything you keep there. Each
may choose to cast any or all of Hand. Charm (Numbers Only) now become vulnerable to Swaps and
your Stones a second time. You are
and then drop them all at beat any Spell your opponent Stones; they can adjust their player should set up their Vault on Knock-outs just like your Casting
REMEMBER: Once a player once in front of you (they do opposite sides of the Tower Mat. Stones.
each allowed two casts per turn. succeeds in placing 4 Turret Gems™ throws. If both players throw attack accordingly. For
side-by-side on 4 Turrets around the not need to land on the Tower Charms, add up the numbers on Charm (Numbers Only) example: if they see that their CHARM beats SPELL: KNOCK-OUT
Tower Mat, that player wins and Mat). both sets of Stones and compare opponent has cast a Spell, they
ADVANCED CASTING ∑ Knock one of your opponent’s in-play
game is over. BEATS (face-up) Casting Cards out of play and
the totals to determine who has realize that they need to cast a into their Vault. 
Spell (3 Symbols + 2 Numbers) The Advanced Game follows the same
If the Stones land on top of the most powerful Charm. If the turn sequence as the Intermediate Game 
each other unstack them, Charm to beat it. POTION beats CHARM: SWAP
Charms are a tie, no one wins
GETTING STARTED leaving whichever side was on that turn and the players must And any good cast (Spell, Potion
as well as the same rules regarding
Casting Cards. The only real change ∑ Swap one of your in-play (face-up)
Casting Cards for any Card that is in
top face-up. cast a new Hand. or Charm) always beats a Bungle. ENDGAME involves the Casting Cards themselves.
your Vault.
BASIC GAME the Tower Mat. Beginning with
the youngest player, both players Note: You may throw a Charm
∑ Set aside the Casting Cards.
take turns selecting one Stone at a Sometimes the Stones land on with any combination of Casting
REWARDS Once a player has taken over CASTING CARDS (ADVANCED) GAME HINTS & STRATEGIES
When designing your Casting Hand,
You don’t need the Cards to play time until they each have five their side, sticking straight up. four adjoining Turrets on the remember that a number of excellent
Stones. You do not need to have
the Basic Game. Stones in their Casting Hands. This is called a Leaner. With a 4. The winner executes his The Casting Cards you collect in Refill Casting Cards are connected to specific
one of each kind as you do for a victory action. Tower Mat, the game is at an Sets will differ significantly from the
∑ Open the T Tower Mat in the Both players must choose one Leaner, you can tip the Stone Double Potion and Charms Casting
Casting Stones. With this in mind, try
center of your playing surface. Character (Silver) Stone, 2 Spell (i.e. a Charm could be end. Kind wizards celebrate by designing your Hand around a theme.
whichever way you desire, Cards you received in your Starter Set.
Position the Mat so that both Artifact (White) Stones, and 2 thrown with only Artifact [White] When you win a cast, here’s what shaking hands with their The Double Potion and Charms Cards Perhaps you’ll be interested in the
Element (Brown) Stones to toward a picture or a number Casting Stones). allowed you to use any Stones in your Harry Potter™ Hand, or the Voldemort
players are seated behind one of you can do. opponents. Dark wizards tend Hand, or maybe even give Hermione or
the Turrets with the five small complete their Casting Hands. as you require. But don’t be Hand to make them work. The
to gloat. Advanced Casting Cards require specific Ron Weasley a try. Whichever way you
Casting Circles in front of it. ∑ Place the remaining Stones in hasty! Figure out what you SECONDS decide to go, the possibilities are
the “Vault”. SPELL beats POTION: PLACE Casting Stones to work, and they only
∑ Divide the Turret Gems™.
Gems need before you tip the Stone work if the Casting Stones the Card endless!
The Vault is an area to the side of because once you tip it, you’re A TURRET GEM™ That’s all you need to know to
Each player chooses what color 2. Both players take their second
the Tower Mat where you store stuck with your choice. play a Basic Game of Casting
Turret Gem they wish to play and
extra Casting Stones. Take the cast if they require one. ∑ Place a Turret Gem on the
sets all six Turret Gems of that Stones! Take some time to play
color in a line to their left.
Stones.
∑ Divide the Casting Stones
Place all the Casting Stones,
two Casting Stones that neither
player selected and place them in
the Vault.
∑ Players are now ready to cast!
Note: You must tip all Leaners
before the second cast begins.
Either player may choose to keep
the combination of symbols and
numbers showing after their first
empty Turret of your choice.
Remember that you need to get
four Turrets in a row to win!
several games. Once you feel
comfortable casting Spells,
Potions and Charms, then it
E QUICK-REFERENCE CHART
symbol side up, in the center of As mentioned above, cast. However, if they failed to will be time to move on to the
Player One depending on which sides are POTION beats CHARM: SWAP
throw a Spell, Potion or Charm Intermediate Game where you’ll Seem like a lot to keep track of? The following
face up when the Stones land they may choose to cast any or all
Gryffindor
determines whether you have learn how to add some punch chart makes it easier than turning beetles into buttons.
Turret
of their Casting Stones a second You must choose one of the
cast a Spell, Potion, Charm. to your Hand with Casting
time to get the combination they following options:
Tower Cards! MAGIC TYPE SPELL POTION CHARM
Mat want.
Vault Spell
Area Turret
6 10 4
THE CAST
Charms 3 6
Turret 3 6

C INTERMEDIATE GAMES
The Double Potion Card requires that
you cast a Potion two turns in a row, and
the Charms requires that you cast a
THE LIBRARY VICTORY Spell beats potion
or a bungle
Potion beats charm
or a bungle
Charm beats spell
or a bungle
Basic
Game
Ravenclaw
Turret Charm two turns in a row. With these
TYPE
Only When setting up for an Intermediate
Cards it doesn’t matter if you win the Game, after you and your opponent PLACE A SWAP KNOCK-OUT
The Intermediate Game is action the Card entitles you to. Every turns or not—as long as you successfully have chosen your Casting Stones VICTORY TURRET GEM
almost identical to the Basic Starter Set comes with the same two cast two Potions or two Charms in a row, divide the Casting Cards. Place the
Counter- Game. The only difference is Casting Cards—a Double Potion and a you will gain the benefits listed on those Cards face-down on the table and have EFFECT
Hufflepuff Spell
the introduction of Casting Charms Card. Let’s examine what they do. Cards. In this case, as the Cards indicate, the youngest player select one. The
Turret Turret oldest player takes the remaining Card.
Cards. a Double Potion allows you to Swap two
Both players place them face-up in VICTORY •Place a Tower Gem on the •Swap one of your in- •Knock one of your
of your Turret Gems™ or Casting Stones, play Turret Gems™ with opponent’s in-play
Potions
Casting and a Charms allows you to Knock-out
front of them. This is called the
Library. As long as Cards in the
ACTIONS: empty Tower of your choice. an adjacent in-play Turret Turret Gems™ from its
Turret Gem belonging to your Turret back into your
Slytherin
Card
CASTING CARDS two of your opponent’s Turret Gems™ or Library are face-up they may be used,
but they may only be used once per
BASIC GAME opponent.
•Swap a Casting Stone in
opponent’s line.
•Knock one of your
(YOU MAY ONLY
Turret
Library for
(INTERMEDIATE) Casting Stones. (See the Quick Reference
Table for symbols and their meaning.) game. After you have successfully used
CHOOSE ONE)
ONE
your Casting Hand with
any Casting Stone in the
opponent’s Casting Stones
from their hand into the
Intermediate a Card, turn it face-down, placing it
out of play. Face-down Cards remain Vault. Vault.
& Advanced Casting Cards are enchantments that Note: Only the Charm and Double Potion  
Game Play add to the effect of a Spell, Potion or out of play until the end of the game. ADDITIONAL •Swap your in-play •Knock your
Only
Charm. By casting the combination of Cards allow you their bonus even if you
Turret Gems™ Line And that’s all there is to the VICTORY Casting Card with any opponent’s in-play
Stones listed on your Casting Card, fail to win the turn. All other Casting Card in the Vault. Casting Card into the
“Double Potion”, “Charms” Intermediate Game. You now know
Player Two you are allowed whatever victory Cards require you to win the turn in everything you need to use your ACTIONS: Vault.
order to gain the benefits of those Cards. Starter Set. ADVANCED 
A Tower Mat at the beginning of play GAME 42750-0920G1

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