HARRY POTTER CCG
INTRODUCTION
Common deck Variant Rules for the HP Collectible Card Game.
YOUR WIZARDS
Choose one Wizard card to be your persona.
It starts in play.
THE DECKS
There are 8 Common decks:
Put all Wizard cards in a single deck.
Put all Lesson cards in a single deck.
Put all Adventure cards in a single deck.
Put all Red (Transformation) Spell cards in a Red spell deck.
Put all Blue (Charm) Spell cards in a Blue spell deck.
Put all Green (Potions) Spell cards in a Green spell deck.
Put all Yellow (Quidditch) Spell cards in a Yellow spell deck.
Put all Brown Creature/Spell cards in a Brown spell deck.
STARTING LESSONS
Each player starts with five lesson cards in play, one for each color:
Red, Blue, Green, Brown, and Yellow.
PLAY
On your turn, draw 1 card from the lesson deck & put it into play.
Draw 5 Spell cards, one from each of the 5 Spell Decks.
Spell cards are played as normal.
Max hand size is 7 cards:
At the end of your turn discard down to 7.
ADVENTURES
Each player starts the game with 1 randomly drawn Adventure in play.
If this is solved, the player draws a new Adventure card at the
beginning of his next turn.
HITS & HEALING
Instead of losing by going through your deck, you get 20 Hit Points.
If you are reduced to zero hit points you loose.
When you are damaged, you loose Hit Points instead of losing
cards from the top of your deck.
Healing cards make you regain lost Hits instead of shuffling cards back
into your deck.
OTHER ABILITIES
Search your deck: Search an appropriate deck.
CARD MODIFICATIONS
Some Wizard powers go out-of-wack like the Lee Jordan Character.
In this case, limit the Power use to once per game.
Some Adventure cards adapt poorly to this scheme.
Your group will have to make house rules for each.
DECK CONSTRUCTION
For the Adventure and Spell decks, you may want to make a limit
of one copy of each card. (10 or so copies for the Lesson Deck)
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