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Learning the Advanced
Game
By now you should have played a few games using the basic
rules from the playmat. All the rules you need to play with
the cards in the Harry Potter trading card game (TCG)
Starter Set are there on the playmat. This rulebook covers
the rules you'll need for cards you'll find in the Harry
Potter TCG boosters.
In these advanced rules, you'll learn about new kinds of cards
like Adventure cards and Item cards. You'll also learn some
new things about the cards you've already seen in the basic
game. And best of all, you'll learn how to build your very
own Harry Potter TCG deck!
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Advanced Play:
Adventure Cards
Adventure cards are a new kind of card you can play to give
your opponent a challenge to overcome. You don't need any
Lessons on the table to play Adventure cards, but you do have
to use 2 Actions to play them instead of 1. Each player can
have only one Adventure on the table ('in play') at
a time, so if you already have an Adventure in play, you can't
play another one. An Adventure card has three parts:
Effect: This is what the Adventure does as long as
it's in play.
To Solve: This is what your opponent needs to do to
solve the Adventure. She can do this any time during her turn
after she's drawn her first card, but she has to solve the
Adventure all at once -- not one piece at a time (unless the
card specifically says otherwise).
Opponent's Reward: If your opponent solves the Adventure,
she's the school hero! The Adventure card will say what her
reward is. Then you put the Adventure card in your discard
pile.

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Advanced Play: Item
Cards
Item cards are a new kind of card that are a lot like Creatures:
you need to have a certain amount of Power to play them, and
then once you play them they stay on the table (unless some
card tells you to discard them). Some Items (Wands and Cauldrons)
give you extra Power -- just like Lessons, but even better.
Other Items have all sorts of different effects.

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Advanced Play:
More About Character Cards
When you play the Harry Potter trading card game, you
always start with a Character in play that represents you.
In the advanced game, you can also have other Character cards
in your deck! Just like Adventure cards, you play a Character
card by using up 2 Actions, and it doesn't matter if you have
any Lessons in play or not.
Once you've played a Character card, you can use its special
ability. Whether it's the Character you started with or one
you played during the game, you can use the ability any time
during your turn after you've drawn your first card.
Your starting Character is special in another important way:
it can never be discarded from play for any reason. For example,
if a card tells you to discard three of your cards from play,
you can't pick your starting Character as one of those three.
As long as the game is still going, your starting Character
is there -- because it's you!
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Advanced Play:
Uniqueness
All Character cards, and a few other special cards, say 'Unique'
on them. This means there can be only one of them in play
at a time. There's one exception -- if you and your opponent
both have the same starting Character, that's fine. Otherwise,
once a Unique card is in play, nobody else can play another
copy of that same card.
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Advanced Play:
Damage
If you do less damage to a Creature than its Health, you'll
need to mark the damage somehow. You can use counters or markers
of any kind (such as coins). For example, if you have a Creature
on the table with 6 Health and it takes 2 damage, put 2 counters
on it. If later on it takes 4 or more damage, discard it.
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Advanced Play: 'In Play'
Cards are described as 'in play' when they're on the table.
The cards in your hand, your deck and your discard pile are
not in play. Cards that can be in play are printed sideways
(Lessons, Creatures, Characters, Items and Adventures); cards
that can't be put in play are printed vertically (Spells).
Unless the card says otherwise, whatever is written on the
'sideways' cards happens only while that card is in play.
In general, there's no limit to how many cards you can have
in play. The only exceptions are Adventures (only one Adventure
can be in play on each side at a time) and cards that are
Unique (see 'Uniqueness').
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Advanced Play:
Keywords
Some cards have special words on them that other cards, or
the rules, refer to (see p. 4 for an example). These keywords
come right after the type of card. For example, the card Boil
Cure has the keyword 'Healing' after 'Spell.' If some other
card makes you discard all your Healing cards from your hand,
and you have Boil Cure in your hand, you'd have to discard
it.
For most keywords, everything you need to know is on the cards,
but there are special rules for the Unique, Wizard, Witch
and House keywords (Gryffindor, Slytherin, Ravenclaw
and Hufflepuff). (See 'Building Your Own Deck' for
more about the Wizard, Witch and House keywords.) Other keywords
are there for fun or for other cards to refer to.
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Advanced Play:
Power Needed
Spell, Item and Creature cards have a 'Power needed' number
that tells you how much Power you need in play if you want
to play the card. Each Lesson gives you 1 Power. So in the
basic game, you can just count the number of Lessons you have
in play to see if you have enough Power to play a card.
In the advanced game, there are cards that give you more than
1 Power each. So if a card needs 8 Power to play it, and you
have in play a Wand that provides 3 Power, a Cauldron that
provides 2 Power, and 3 (or more) Lessons, you would be able
to play the card. Just like in the basic game, only one Power
has to match the symbol underneath the Power needed number
on the card you wish to play.
Power Symbol Lesson Type
Care
of Magical Creatures
Charms
Potions
Transfiguration

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Advanced Play: Building Your Own Deck
One of the most exciting parts of the Harry Potter
trading card game is building your own personal deck! You
can build your deck however you like, as long as you follow
these simple rules:
1. Your deck must have exactly 60 cards. You must also have
1 card that's your starting Character (which has to be a Wizard
or a Witch).
2. Your deck can have, at most, 4 copies of any card, except
for Lesson cards (you can have any number of those).
It's tricky to build a good deck, but a good way to start
is by picking two or three Lesson types. Put in some Spell
and Creature cards that use those Lesson types, but be sure
to put in plenty of Lessons -- about half is a good starting
point. Then play your deck a lot, and replace cards that don't
help you or that you can rarely play. Keep playing and refining
your deck, and soon you'll be able to out-duel your opponents!
Optional deckbuilding rule: If you want, you can build
a 'House deck.' This means that all the cards you choose are
from a single House (Gryffindor, Slytherin,
Ravenclaw or Hufflepuff). Pick a House, and
use cards that have keywords from that House or cards that
have no House keywords at all. But don't use any cards from
any of the other Houses.
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Advanced Play:
Steps of Your Turn
You'll probably find the steps on the playmat are all you
need, but a few more things can happen in the advanced game.
Here are all the steps, just in case:
1. Before your turn
If a card tells you to do something before your turn begins,
do it now.
2. You draw a card
3. Your Creatures damage your opponent
4. You use 2 Actions
5. End of your turn
If a card tells you to do something at the end of your
turn, do it now.
You can solve Adventures and use your Characters' special
abilities any time during your turn, after you draw your first
card (step 2).
Usually it doesn't matter in what order things happen within
a step, but if for some reason it does, the player whose turn
it is decides the order.
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Glossary
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