HPTCG: QUIDDITCH CUP PLAYERS GUIDE

Quidditch Cup Rules

To play a Match card, you need the required amount of Power and you use up 1 of your Actions. There can be only one Match on the table (“in play”) at a time. So if you or your opponent already has a Match in play, neither of you can play another one. A Match card has two parts:

To Win: This is what a player needs to do to win the Match. Unlike Adventures, it doesn’t all have to be done at once. So a player might win Practice Match by doing 2 damage to his or her opponent one turn and 3 more the next turn. (This means each player needs to keep track of how much damage he or she has done towards winning the Match.) Also, unlike solving an Adventure, either player can win the Match.

Prize: The winner gets the prize explained on the card. When a player wins a Match, the Match is put in the discard pile of the person who played it.

Uniqueness

The uniqueness rule does apply to two different unique cards that represent the same character. For example, if Harry the Seeker is in play, nobody can play Harry Potter or Harry the Seeker.

1. Bludger                                 4          ITEM

Before each of your turns, Bludger does 3 damage to your opponent if a match is in play.  (If no match, Bludger does no damage).

2. Catch the Snitch                     7

You win the current Match.  You get the Prize.

3. Charms Exam                                    7          SPELL

Your opponent discards his/her hand.  He/She may draw any number of cards

4. Fluffy                                     10         CREATURE Dog Unique               12/21

To play this card, discard 2 CMC Lessons in play.

5. Fred and George Weasley                   WIZARDS  GRYFFINDOR  UNIQUE

You may use 1 Action (instead of 2) to put an Adventure card from your hand into play, even if you already have one in play. If you already had one in play, discard the old one.

6. Gaze Into the Mirror

Effect:  During your opponent’s turns, prevent all Spells damage done to you. To Solve: Opponent chooses 5 Spell cards in hand and discards them. Opponent’s Reward: Opponent gets 1 more Action.

7. Golden Cauldron                    9          ITEM

To play this card, return 2 of your P lessons from play to your hand. Provides 5 Potions Power.

8. Golden Snitch                         11         ITEM

At the end of your opponent’s turn, you win the game unless your opponent has at least 10 more cards in his or her deck than you do. (If he or she does, your opponent wins the game instead.)

9. Hagrid Needs Help

Effect: Opponent gets one less Action per turn (never to zero Actions though). To Solve: Take 8 damage. Opponent’s Reward: Your opponent may draw 3 cards.

10. Halloween Feast                    4          SPELL

Put up to 4 Creature cards from your discard pile into your hand.

11. Harry the Seeker                  WIZARD GRYFFINDOR UNIQUE

Once during each of your turns, when you use an Action to play a Quidditch lesson, you may draw a card.

12. Hospital Bed                         9          ITEM

You may use an Action to search your deck. You may take a Healing card, show it to your opponent and put it into your hand. Then shuffle your deck.

13. Madam Rolanda Hooch                      WITCH UNIQUE

Once per game, you may search your deck. When you do, you may take a Broom card from your deck, show it to your opponent and put it into your hand.  Then shuffle your deck. Provides 1Q.

14. Marcus Flint                          WIZARD SLYTHERIN UNIQUE

Once per game, you may make your opponent choose 3 cards in his or her hand and discard them. (If there are fewer than 3 cards in your opponent’s hand, he or she discards them all.)

15. Neville Longbottom               WIZARD GRYFFINDOR UNIQUE

Your may prevent all but the first 8 damage done to you each turn.

16. Nimbus Two Thousand                       7          ITEM Broom

Provides 1 Quidditch power. Whenever 1 of your Item or Spell cards that needs Q power does damage, it does 2 more damage. If you play this card, and you already have a Broom in play, discard the old one.

17. No Time To Play                   4          SPELL

Discard all Matches and Items that need Q power to play (even your own). If a match is disacrded, no one gets the prize.

18. Oliver Wood                         WIZARD GRYFFINDOR UNIQUE

Once per game, when 1 of your Spell cards that needs Q Power does damage, you may have it do 8 more damage.

19. Out of Control                      10         SPELL

Do 6 damage to your opponent. Then your opponent chooses 4 cards in his or her hand and discards them. (If there are fewer than 4 cards in your opponent’s hand, he or she discards them all.)

20. Potions Class Disaster                       12         SPELL

Your opponent chooses 5 of his or her cards and discards them. Those cards can come from his or her hand or from play or from both. (If there are fewer than 5 total cards in your opponent’s hand and in play, he or she discards them all.)

21. Professor Minerva McGonagall                        WITCH GRYFFINDOR UNIQUE

Once per game, you may discard the Adventure your opponent has played. (You don’t get the reward.) Provides 1T.

22. Put-Outer                             4          ITEM

You may use 2 Actions to choose 1 of your opponent’s cards in play (other than his or her starting Character) and return it to his or her hand.

23. Ravenclaw Match                  1          MATCH

To Win: Do 10 damage to your opponent while this card is in play. (That damage doesn’t have to be done all at once.) Prize: The winner searches his or her deck. He or she may take up to 2 Lesson cards from his or her deck and put them into play. Then that player shuffles his or her deck.

24. Scabbers                             4          CREATURE Rat Unique                1/3

If Scabbers is discarded from play during your opponent’s turn, put it into your hand.

25. Seamus Finnigan                  WIZARD GRYFFINDOR UNIQUE

Once during each of your turns, you may discard 2 cards from your hand to get 1 more Action.

26. Slytherin Match                     1          MATCH Healing

To Win: Do 15 damage to your opponent while this card is in play (That damage doesn’t have to be done all at once.) Prize: The winner may shuffle up to 15 non-Healing cards from his or her discard pile into his or her deck.

27. Start-of-Term Feast              4          SPELL

Put up to 4 lesson cards from your discard pile into your hand.

28. Support Banner                    5          ITEM

At the end of your turn, draw a card if you played at least 1 Spell card that needs Q Power that turn.

29. The Sorting Hat                    8          ITEM

You may use 2 Actions to search your deck. You may take a Character card of a Character that isn’t already in play and put it into play. Then shuffle your deck.

30. Trevor                                 3          CREATURE Toad Unique     Health=1

When you play this card, you may put a Lesson card from your discard pile into your hand. Whenever a Spell card damages you, you may let Trevor take that damage instead.

31. Chocolate Frog                     U          1          SPELL

Search your deck. You may take a Wizard or a Witch card from your deck, show it to your opponent and put it into your hand. Then shuffle your deck.

32. Comet Two-Sixty                  U          3          ITEM Broom

Once during each of your opponent’s turns, you may prevent 1 damage done to you. If you play this card, and you already have a Broom in play, discard the old one. Provides 1Q.

33. Defence!                              U          10         SPELL

During your opponent’s next turn, prevent all damage done to you.

34. Devil’s Snare                                    U          4          CREATURE Plant             2/6

To play this card, discard 1 of your CMC Lessons from play. At the end of each of your turns, remove all damage counters from Devil’s Snare.

35. Diffindo                                U          8          SPELL

Choose 1 of your opponent’s cards in play (other than his or her starting Character). Your opponent discards that card.

36. Doxy                                   U          6          CREATURE Fairy                        2/1

When you play this card, you may choose another Creature in play. Do 2 damage to it.

37. Hufflepuff Match                    U          1          MATCH

To Win: Do 8 damage to your opponent while this card is in play. (That damage doesn’t have to be done all at once.) The winner may draw 5 cards, the loose takes 5 damage.

38. In the Stands                                   U

Effect: Your opponent can’t play creature cards. To solve: Your opponent chooses 4 Creature Cards in his or her hand and discard them. Opponent’s Reward:

39. Into the Forbidden Forest       U

Effect: Whenever 1 of your Creatures does damage to your opponent, it does 1 more damage. To Solve: Your opponent skips a total of 5 Actions (Those Actions don’t need to be one right after the other). Opponent’s Reward: Your opponent may draw a card.

40. Jawbind Potion                      U          4          SPELL

Do 2 damage to your opponent. During your opponent’s next turn, he or she can’t play Spell cards.

41. Missing Parchment                U          2          SPELL

Look at your opponent’s hand. If there are any Spell cards there, choose 1 of them and discard it.

42. Penalty Shot                         U          5          SPELL

Draw 3 cards.

43. Pep Talk                              U

Effect: The first Action your opponent uses on each of his or her turns must be used to draw a card. To Solve: Your opponent shows you a card from his or her hand with a (printed) Power needed of 8 or more. Opponent’s Reward: Your opponent may draw 2 cards.

44. Petrificus Totalus                  U          1          SPELL

Choose 1 of either player’s Creatures in play and a Lesson card in that player’s discard pile. Discard that Creature and put that Lesson card into play.

45. Power Play                           U          6          SPELL

Play this card only if a Match is in play. Do 7 damage to your opponent.

46. Race for the Snitch               U

Effect: Your opponent discards the card he or she draws at the start of each of his or her turns. To solve: Your opponent discards his or her hand. Opponent’s Reward: You discard your hand.

47. Snape’s Bias                                    U

Effect: Your opponent can’t use Actions to draw cards. To Solve: Your opponent lets you search your deck for up to 2 cards and put them into your hand. Then shuffle your deck. Opponent’s Reward: Your opponent may draw a card.

48. Sticking Up for Neville                       U

Effect: Before each of your turns, your opponent takes 4 damage. To solve: Your opponent discards his or her hand. Opponent’s Reward: Your opponent may put up to 4 non-Healing cards from his or her discard pile on the bottom of his or her deck (in any order).

49. Strategy Session                  U          3          SPELL

You may put up to 3 Quidditch Lessons from your hand into play

50. Weakness Potion                  U          7          SPELL

To play this card, discard 1 of your Potions Lessons from play. Do 5 damage to your opponent. During your opponenet’s next turn, prevent all damage done to you by your opponent’s Creatures.

51. Bloodroot Poison                   C          2          SPELL

To play this card, discard 1 of your Potions Lessons from play. Do 4 damage to your opponent or to a Creature of your choice.

52. Bravado                               C          3          SPELL

For the rest of this turn, your Spell cards need 5 less Power to play. You still need at least 1 Power that matches.

53. Bruisewort Balm                   C          3          SPELL Healing

Shuffle up to 5 non-healing cards from your discard pile into your deck.

54. Cleansweep Seven               C          2          ITEM Broom

When you play this card, look at the top 4 cards of your deck and put them back on top in any order. (If there are fewer than 4, look at all of them.) If you play this card, and you already have a Broom in play, discard the old one. Provides 1 Q.

55. Cobbing                               C          7          SPELL

Do 4 damage to your opponent.  Then, if your opponent has any cards in play, he or she chooses 1 of them and discards it.

56. Cobra Lily                            C          5          CREATURE Plant              2/3

At the end of each of your turns, remove all damage counters from Cobra Lily.

57. Cunning Fox                         C          5          CREATURE Fox                3/1

58. Desk Into Pig                                   C          1          SPELL

To play this card, discard 1 of your Lessons from play. Search your deck.  You may take up to 3 Creature cards from your deck, show them to your opponent and put them into your hand. Then shuffle your deck.

59. Drowsiness Draught              C          8          SPELL

Do 3 damage to your opponent. During your opponent’s next turn, he or she can’t use Actions to play Lesson cards.

60. Fouled!                                C          4          SPELL

Do 4 damage to your opponent.  During your opponent’s next turn, he or she gets 1 fewer Action.  (If this would mean your opponent has fewer than 1 Action, he or she still gets 1 Action).

61. Gone!                                  C          1          SPELL

Look at your opponent’s hand.  If there are any Creature cards there, choose one and discard it.

62. Mice to Snuffleboxes             C          5          SPELL

Choose up to 2 Creatures in play and return them to their owners’ hands.

63. Mopsus Potion                      C          8          SPELL

Do 3 damage to your opponent or to a Creature of your choice.

64. Ouch!                                  C          5          SPELL

Do 5 damage to your opponent. Then, if your opponent has any cards in his or her hand, he or she chooses 1 of them and discards it.

65. Practice Match                      C          1          MATCH

To Win: Do 5 damage to your opponent while this card is in play (You don’t have to all At once). Prize: The winner may draw 4 cards.

66. Pulling Up                             C          4          SPELL

Do 2 damage to your opponent. Then draw 2 cards.

67. Research                             C          5          SPELL

To play this card, discard 1 of your Lessons from play. Search your deck. You may put up to 2 Lesson cards from your deck into play. Then shuffle your deck.

68. Rope Bind                            C          3          SPELL

Do 2 damage to your opponent or to a creature of your choice. Then draw a card.

69. Searching for the Snitch        C          2          SPELL

Search you deck. You may take a Quidditch lesson or a card that needs Quidditch power from you deck, show it to your opponent and put it into your hand. Then shuffle your deck.

70. Smash!                                C          2          SPELL

Choose 1 of your opponent’s Items in play and discard it.

71. Stream of Flames                 C          5          SPELL

Do 3 Damage to your opponent.  You may also choose a Creature in play and do 3 damage to it.

72. Streeler                               C          4          CREATURE Snail             1/2

When you play this card, you may choose another Creature in play. Do 1 damage to it.

73. Swarm!                                C          5          SPELL               

Count the number or Creatures in play (yours and your opponent’s) Do that much damage to your opponent.

74. Time Out                              C          1          SPELL

Look at the top 6 cards of your deck and put them back on top in any order. (If there are fewer than 6, look at all of them.)

75. Vanish                                 C          7          SPELL

Choose 1 of your opponent’s Creatures or Characters in play (other than his or her starting Character) and put it on the bottom of his or her deck.

76. Care of Magical Creatures     C          Lesson

77. Charms                               C          Lesson

78. Potions                                C          Lesson

79. Quidditch                             C          Lesson

80. Transfiguration                     C          Lesson