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.


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