HARRY POTTERS FIRST YEAR ADVENTURE
INTRODUCTION
Board game for 2-4 players.
Help Harry recover the Sorcerers Stone.
DISCLAIMER
Harry Potter & the Sorcerers Stone is a Licensed, trademarked, copyrighted property.
This is merely a fan site.
VICTORY
The player with the most house points at the end of the game wins.
The game ends when someone defeats Voldemort in the last space of the dungeon.
THE BOARD
The board is composed of 3 parts:
The first straight run: Dagon Alley
The Center Loop: Hogwarts
The last straight run: The Dungeon
(Diagram Format):
Invitation to Hogwarts {Start}
V
Gringotts Bank
V
Ollivanders Wand Makers
V
Familiar Shoppes
V
Platform 9¾
V
Mirror of Aricept --------------------> Great Hall -----------------> Hall Ways
/\ V
Herbology Class Dorm Rooms
/\ V
Wizards Chess Transformations
Class
/\ V
Dark Woods Hogwarts Library
/\ V
Defense Against the Quidditch
Dark Arts Class Field
/\ V
Hagrids Cottage Hospital
/\ V
Charms Class <----------------------- 3rd Floor <-------------------- Potions Class
V
Fluffy
V
Devils Root
V
Flying Keys
V
Live Chess Match
V
Sorcerers Stone
THE PIECES
Each player gets one pawn representing their young Wizard (& Friends).
SETUP
Players put their pawns on the Invitation to Hogwarts Starting space.
Roll high on 1D6 to see who goes first. Reroll ties.
RECORD KEEPING
Each player has several Attributes (skills, abilities) to keep track of:
- House Affiliation
- Magic skill
- Flying skill
- Study skill
- Chess skill
- House Points
- Clues
- Wealth
- Wand Type
- Familiar Type
- Chocolate Frogs
- All Flavor Beans
- Other Possessions
TURN SEQUENCE
Players take turns.
On your turn move your pawn.
Follow the direction of the arrows.
On the straight runs, move one space per turn.
You automatically move forward one space unless otherwise directed.
While on the center loop move 1 space or roll 1D6 and move that many spaces.
You move counterclockwise on the loop.
Each space has its own special rules to follow when you enter it.
INVITATION TO HOGWARTS SPACE
Starting space.
Roll 1D6 to determine your early childhood:
1D6 Result:
1-2 Raised by nice Wizards
3 Raised by mean Wizards
4 Raised by nice Muggles
5-6 Raised by mean Muggles
Roll 1D6 to determine your Magical talents:
1D6 Result: Notes:
1 Inept Magic skill -1
2-3 Mediocre
4-5 Gifted Magic skill +1
6 Wizards Mark Automatically defeat Voldemort
Roll 1D6 to determine additional talents:
1D6 Result: Notes:
1-2 Studious Study skill +1
3-4 Natural Flyer Flying skill +1
5-6 Chess player Chess skill +1
Roll 1D6 to see how soon you get in:
1D6 Result: Notes:
1-2 Early admissions Move forward one space now
3-4 Standard admissions No effect: Move forward next turn
5-6 Letter hidden by Muggles Do not move. Roll again on this table next turn.
GRINGOTTS BANK SPACE
Roll 1D6 to determine how much wealth you have:
1D6 Wealth: Wealth Modifier:
1-2 Poor -1
3-4 Modest 0
5-6 Rich +1
Roll 1D6 to determine other circumstances of your visit to the bank:
1D6 Result:
1-3 Escorted by Hagrid: Gain 1 Clue.
4-6 Uneventfull
OLLIVANDERS WAND MAKERS SPACE
Roll 1D6 to determine the quality of the Wand you get:
Add your Wealth Modifier to the roll.
1D6 Wand Notes
1 Hand me down Magic skill -1
2-4 Oak wood
5-6 Pheonix Tail Magic skill +1
FAMILIAR SHOPPES SPACE
Roll 1D6 to determine what familiar you get:
Add your Wealth Modifier to the roll.
1D6 Familiar
1 Toad
2 Rat
3 Cat
4-5 Barn Owl
6 Snow Owl
PLATFORM 9¾ SPACE
Roll 1D6 to determine what happens:
Add 1 if you were raised by Wizards. Subtract one if Muggles raised you.
1D6 Event: Notes:
1-2 Miss the Train Do not move forward: Roll again next turn
3-4 Enjoy the Ride No effect: Move forward beginning of next turn
5-6 Catch the Express Cain extra turn: Move forward one space now
Also gain 1D6 Chocolate Frogs & 2D6 All Flavor Beans.
THE GREAT HALL SPACE
If it is your first time landing on the Great Hall space, you must
undergo the sorting ceremony:
Roll to determine what House you belong to:
1D6 House:
1 Gryphendor
2 Hufflepuff
3 Ravenclaw
4 Slytheryn
5-6 Pick one
If you roll a House someone already has roll again.
All players should belong to different Houses.
This space is considered to part of the center loop.
Second and later times you land on this space roll to see what happens:
1D6 Event:
1-2 Holiday Dinner: Miss your Next turn.
3 Troll in the Dungeon: Roll on the Troll Incident Table.
4-5 Common Meal: Nothing
6 Mail Call: Roll on the Mail Table.
Troll Incident Table
Add your Magic Skill to the roll.
2D6 Outcome:
1-7 Mauled by Troll: Go to Hospital and miss next 2 turns & Lose 10 House Points.
8+ Defeat Troll: Gain 10 House Points.
Mail Table
Add 1 if you have a Barn Owl
Add 2 if you have a Snow Owl
1D6 Mail:
1 No Mail
2-3 Letters
4 Newspaper: Gain 1 clue
5-6 Get a Package: Roll on the package table
Package Table
Roll to determine the contents of the package:
1D6 Contents:
1 Sweater from Home
2 1D6 Chocolate Frogs
3 Rememberall: Reroll one roll in the future
4 2D6 All Flavor Beans
5 Cloak of Invisibility (roll again if you have one)
6 Nimbus 2000: Flying Skill +1 (roll again if you have one)
HALLWAYS SPACE
Roll to determine what happens:
Add 1 if you have a cloak of Invisibility.
1D6 Event
1 Caught after hours by the grounds keeper: Lose 5 House Points
2 Lost: Miss your next turn.
3 No Event
4 Moving Staircases: Immediately move 1D6 spaces.
5 Waylaid by Peeves: Miss your next turn.
6 Secret Passage: Immediately go to any other space in the loop
7 Observe altercation between Snape & Quirrel: Gain 1 Clue.
DORM ROOMS SPACE
Roll to determine what happens:
1D6 Result:
1-3 Get a good nights sleep.
4-5 Midnight jaunt: Go immediately to the Hallways Space.
6 Go home for Break: Miss next 2 turns
TRANSFORMATIONS CLASS SPACE
Roll to determine what happens:
Add Study Skill to roll.
1D6 Result
1 Late to class: Lose 5 House points from Professor McGonigill.
2-3 Daydreaming
4-5 Complete Assignments: Gain 1D6 House points
6+ Study hard: Magic Skill +1
LIBRARY SPACE
Roll to determine what happens:
Add Study Skill to roll.
1D6 Result
1 Get Tutored: Study Skill +1
2 Daydream
3-4 Cram: Get +1 to next Study skill roll.
5 Caught in the forbidden book section: Lose 5 House points
6+ Research: Gain 1 Clue
QUIDDITCH FIELD SPACE
Roll on the Flying Lessons Table:
Add your flying skill to the roll.
1D6 Result:
1 Broken Wrist: Go to Hospital and miss next 2 turns
2 Miss Hooch catches you flying without permission: Lose 5 House points
3-4 Flying Skill +1
5-6 Remedial Lessons
7+ Get accepted on the Quidditch Team
If you get on the team roll on the Quidditch Team Table instead of the Flying Table.
If you join the team you get a -1 to your Study Skill.
You may decline to go on the team. If so, treat the accept result as: Remedial Lessons.
Quidditch Team Table
1D6 Schedule:
1 Minor Injury: Go to Hospital and miss next turn
2 Good workout
3-4 Practice: Flying Skill +1
5 Quidditch Match: Roll on the Quidditch Match Table
6 Quidditch Match: Roll on the Quidditch Match Table. Plus someone casts a spell
on your broomstick during play (Gain 1 clue one time only)
Quidditch Match Table
Add your flying skill to the roll.
1D6 Results
1-5 You lose
6 You win: Gain 50 House Points
Roll to see if you were injured during the Match:
Add one to the roll if your broom was bewitched.
1D6 Results
1-3 No Injury
4-5 Minor Injury: Go to Hospital and miss next turn
6 Grievous Injury: Go to Hospital and miss next 2 turns
HOSPITAL SPACE
The end result of many a misadventure.
POTIONS CLASS SPACE
Roll to determine what happens:
Add Study Skill to roll.
1D6 Result
1 Not paying attention in Class: Lose 5 House points from Professor Snape.
2 Lab Mishap: Go to Hospital and miss next turn
3-4 Lab work
5 Complete Assignments: Gain 1D6 House points
6+ Brew Potion: Get +1 to one future Dice Roll
3RD FLOOR SPACE
Roll to determine what happens:
1D6 Event
1 Caught by the grounds keeper: Lose 5 House Points
2-4 Chased away by the grounds keeper’s cat
5-6 Scared off by Fluffy (Gain 1 clue one time only)
If you have 5 or more clues, instead of rolling to move, you may
immediately go to this space from any other space on the loop.
If you are on the 3rd floor space and have 5 or more clues, instead of
rolling to move, you may enter the dungeon part of the board.
When moving through the dungeon move one space per turn, so you must
first get past Fluffy, and then the Devils Root, and so on.
CHARMS CLASS SPACE
Roll to determine what happens:
Add Study Skill to roll.
1D6 Result
1-3 Practice Wand Technique & Levitation with Professor Flitwick.
4-5 Pass Test: Gain 1D6 House points
6 Study hard: Magic Skill +1
HAGRIDS COTTAGE SPACE
Roll to determine what happens:
1D6 Result:
1 Watch Baby Dragon hatch: Miss next turn
2-3 “I Shouldn’t have told you that”: Gain 1 Clue
4 Fluffy’s Secret: Automatically get past Fluffy
5 Hagrids Home Cooking
6 Malfoy snitches on you. Get Detention: go to Dark Woods and lose 50 House points.
DEFENSE AGAINST THE DARK ARTS CLASS SPACE
Roll to determine what happens:
1D6 Result:
1-3 Popular Demonstrations by Stuttering Professor Quirrel.
4-5 Pass Test: Gain 1D6 House points
6 Study hard: Magic Skill +1
DARK WOODS SPACE
Roll to determine what happens:
1D6 Result:
1 Attacked by Voldemort: Go to Hospital and miss next 2 turns
2-3 Saved from Voldemort by a Centaur. (Gain 1 Clue one time only)
4 Meet a Unicorn
5 Avoid Werewolves
6 Lost in the Woods: Miss next turn.
WIZARDS CHESS SPACE
Roll to determine what happens:
1D6 Result:
1-3 Friendly Game
4 Long Game: Miss next turn
5-6 Study Strategy: Chess Skills +1
HERBOLOGY CLASS SPACE
Roll to determine what happens:
1D6 Result:
1-3 Collections
4 Plant Lore: Automatically get past Devils Root
5 Pass Exam: Gain 1D6 House points
6 Pick Herbs: Get +1 to one future Dice Roll
MIRROR OF ARICEPT SPACE
Roll to determine what happens:
Subtract 2 if you have previously been obsessed.
Add 1 if you were raised by a mean family.
1D6 Result: Notes:
1-2 Glance
3-5 Linger Miss next turn
6 Obsessed Stay in this space for 1D6 turns.
FLUFFY SPACE
Try to get past the giant three headed dog.
Roll to determine what happens:
Add your Magic skill to the roll.
(You automatically get past Fluffy if Hagrid told you the secret.)
2D6 Result:
2-8 Get Bitten: Go to Hospital and miss next 2 turns
9+ Get past Fluffy: You may continue.
DEVILS ROOT SPACE
Find the weakness of this dangerous plant.
Roll to determine what happens:
Add your Magic skill to the roll.
(You automatically get past the roots if you learned your plant lore in Herbology class)
2D6 Result:
2-8 Left Hanging: Go to Hospital and miss next 2 turns
9+ Get past the Roots: You may continue.
FLYING KEYS SPACE
Try to capture the correct key.
Roll to determine what happens:
Add your flying skill to the roll.
1D6 Result:
1-5 Multiple puncture wounds: Go to Hospital and miss next 2 turns
6 Get past the Keys: You may continue.
LIVE CHESS MATCH SPACE
Try to outmaneuver the White side
Roll to determine what happens:
Add your chess skill to the roll.
1D6 Result:
1-3 Cut down by the White Queen: Go to Hospital and miss next 2 turns
4-6 Checkmate the White King: You may continue.
SORCERERS STONE SPACE
You must face Voldemort and keep him from getting the Stone.
Roll to determine what happens:
Add your Magic skill to the roll.
(You automatically defeat Voldemort if you have a Wizards Mark)
2D6 Result:
2-11 Voldemort overpowers you: Go to Hospital and miss next 2 turns
12 Defeat Voldemort: Everyone goes to the Great Hall.
If you defeat Voldemort, Dumbledorff awards you 170 House points & Game Ends.
LINKS
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