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