Fisher-Price 42750 Instruction Sheet

Dumbledore
Dumbledore
TM
Casting Stones Chart
Professor Snape
Professor Snape
TM
House Shields
House Shields
Dumbledore
Harry Potter
25
25
Mirror of Erised
20
Voldemort
Wand
20
25
Wand
15
Music
10
Voldemort
Voldemort
Wand
20
Harry Potter
Harry Potter
Harry Potter
Hedwig
15
Put-Outer
Lemon Drops
Unicorn Blood
Flute
10
Sorting Hat
Cloak of Invisibility
50
50
Prof. Snape
25
Purple Fire
Prof. McGonagall
25
Bezoar
5
White Queen
10
10
Horned Slugs
Cauldron
6
Snuff Box
Prof. Binns
Root of Asphodel
5
Magical Drafts 
and Potions
8
Professor Binns
Professor Binns
25
Potion Bottles
Needle
1010
5
6
A Beginners Guide
to Transfiguration
A History
Infusion of Wormwood
of Magic
8
Snake Fangs
5
Porcupine Quills
4
8
Crushed
Mouse
5
Dried Nettles
9
Black Flames
5
3
Cat
9
Bane
Shield Hufflepuff
15
Emeric the Evil Uric the Oddball
Shield Ravenclaw
Mars Telescope
Shield Gryffindor
Ptolemy
15 15 15 15 15
Firenze
20 15 15 7 7
Shield Slytherin
Chocolate Frog Wizards
Chocolate Frog Wizards
Merlin
Ronan
1515
Grindelwald
Centaurs
Centaurs
Spells
Spells
15
10
Dragon’s Blood
10
Green Light
5
Phoenix Feather
10
15
15
Prof. Quirrell
25
Draco Malfoy
Ron Weasley
25
25
Professor Quirrell
Professor Quirrell
Turban
20
Dragon Egg
Draco Malfoy
Draco Malfoy
Eagle Owl
15
Ron Weasley
Ron Weasley
Scabbers
15
15
Goyle
Black Knight
15
10
Garlic
10
Crabbe
Weasley Sweater
9
The Dark Forces
10
15
Prof. Sprout
25
Prof. Flitwick
Bloody Baron
Professor Sprout
Professor Sprout
One Thousand Magical 
Herbs & Fungi
8
Professor Flitwick
Professor Flitwick
25
Ghosts
Ghosts
15
Devil's Snare
Winged Keys
9
Peeves
Bluebell Flame
Fungi
1
9
15
Alohomora-Opening
5 5
Brass Scales
Griphook
Crystal Phials
Locomotor Mortis
-Leg Locker
5
Petrificus Totalus Curse of the Bogies
55
Hogwarts SuppliesHogwarts Supplies
Parchment
Gringotts
Gringotts
Galleon
Basic Elements
Basic Elements
Knut
Quills
Standard Book of Spells
6666
Sickle
Wingardium Leviosa
5
8
77710
Hagrid
25
Hermione Granger
25
Pink Umbrella
15
Neville Longbottom
20
Hermione Granger
Hermione Granger
Troll
9
Hagrid
Hagrid
Norbert
15
Neville Longbottom
Neville Longbottom
Remembrall
Fang
15
15
Feather
4
Violet Light
5
Trevor
10
Fluffy
50
Lily Potter
Nicolas Flamel
25
Lily Potter
Lily Potter
25
James Potter
Nicolas Flamel
Nicolas Flamel
Willow Wand
James Potter
James Potter
25
Elixir of Life
5
15
Mahogany Wand
Gold
4
15
Love
10
Sorcerer's Stone
50
Unicorn Hair
5
Fangs
2
Rare Foil
Rare
Uncommon
Common
Chaser
1 2 1
Holly
Character
Quidditch
Quidditch
Snitch
9
33
Beetles EyesBat SpleenDittany
4 1
Nimbus Two Thousand
50
Dragon Liver
3 2
Snarled ClawsSilverMistletoe
Eels Eyes
Spine of Lionfish
2
ChaserArtifacts Elements
TM & © 2001 WARNER BROS.
15
all
all
Bungle
Spells
aff
your
attack
opponent
v
Casting Hand
®
Set aside the Casting Cards.
Open the T
Divide the Turret Gems
Divide the Casting Stones
must
Place the remaining Stones in
V
Players are now ready to cast!
once
ONE
collectible
Note: Y
your
private
anything
any
specific
must
CONCORDANE OF
CONCORDANE OF
Collectible Stones & Card Game
21. Draco Malfoy
F
F
CONCORDANE OF
TM
CONTENTS OF
OBJECTIVE
STARTER SET
• 1 Tower Mat
Casting StonesTM Game
Starter Set
Instructions
TM
CASTER’S MANUAL
CASTER’S MANUAL
TM
A Magical game of Collecting,
8 and Up 2 players
Casting, and Conquering
(converts into a sack to carry
your Casting Stones )
• 12 Casting Stones 
TM
TM
(2 Silver, 4 White, 6 Brown)
• 2 Casting Cards
(1 Double Potion, 1 Charms)
• 12 Turret Gems 
(6 of two different colors – red, green,
yellow or blue. Contents will vary.)
TM
You hold in your hands an ancient
game of both skill and luck, played by
wizards of all ages – the game of
Casting StonesTM. 
 The objective is simple. You and your opponent compete with your Casting
TM
Stones , conjuring Spells, Potions and
Charms until one of you conquers four
adjacent Turrets around the Tower
Mat. The first to do so wins the game.
CONCORDANE OF
CASTING STONES
CASTING STONES
Following is a list of all the Casting Stones issued in the first edition of the game. You can look up a picture of each Casting Stone—along with its Name, Type and Rarity—on the chart included on the back of these instructions.
Be aware, some Stones are much harder to find than others. The easiest to locate are listed as Common, followed by Uncommon, then Rare, Rare Foil, with black Chasers being the hardest to find of all. Good luck!
1. Dumbledore
2. Mirror of Erised
3. Dragon’s Blood
4. Dumbledore’s Wand
5. Lemon Drops
6. Voldemort
7. Voldemort’s Wand
8. Unicorn Blood
9. Put-Outer
10. Green Light
11. Harry Potter™
12. Harry’s Wand
13. Hedwig (Owl)
14. Flute
15. Phoenix Feather
16. Professor Quirrell
17. Turban
18. Garlic
19. Dragon Egg
20. The Dark Forces: A Guide to Self-
Protection
22. Eagle Owl
23. Ron Weasley
24. Scabbers (Rat)
25. Black Knight
26. Hermione Granger
27. Bluebell Flame
28. Alohomora (Opening)
29. Hagrid
30. Pink Umbrella (16 Oak Wand)
31. Norbert (Norwegian Ridgeback)
32. Fang
33. Violet Light
34. Neville Longbottom
35. Remembrall
36. Trevor (Toad)
37. Professor Snape
38. Horned Slugs
39. Porcupine Quills
40. Root of Asphodel
41. Infusion of Wormwood
42. Bezoar
43. Goyle
44. Dried Nettles
45. Crushed Snake Fangs
46. Cauldron
47. Magical Drafts and Potions
48. Professor McGonagall
49. White Queen
50. Snuff Box
51. Needle
52. A Beginner’s Guide to Transfiguration
53. Professor Binns
54. A History of Magic
55. Professor Sprout
56. Fungi
57. One Thousand Magical Herbs and Fungi
58. Bloody Baron
59. Peeves
60. Crabbe
61. Lily Potter
62. Lily’s Wand (10 Willow Wand)
63. James Potter
64. James Potter’s Wand (11 Mahogany Wand)
65. Nicolas Flamel
66. Shield Gryffindor
67. Shield Slytherin
68. Shield Hufflepuff
69. Shield Ravenclaw
70. Music
71. Love
72. Ptolemy
73. Merlin
74. Grindelwald
75. Professor Flitwick
76. Emeric the Evil
77. Uric the Oddball
78. Ronan
79. Bane
80. Firenze
81. Mars
82. Telescope
83. Elixir of Life
84. Dittany
85. Black Flames
86. Purple Fire
87. Locomotor Mortis (Leg Locker)
88. Petrificus Totalus
89. Brass Scales
90. Crystal Phials
91. Devil’s Snare
92. Galleon
93. Knut
94. Griphook
95. Parchment
96. Potion Bottles
97. Quills
98. Sickle
99. Standard Book of Spells
100. Mouse
101. Bat Spleen
102. Beetles Eyes
103. Curse of the Bogies
104. Snitch
105. Dragon Liver
106.
Weasley Sweater
107. Eels Eyes
108. Fangs
109. Gold
110. Feather
111. Holly
112. Cat
113. Mistletoe
114. Troll
115. Flying Keys
© 2001 Mattel, Inc., El Segundo, CA 90245 U.S.A. All Rights Reserved. ® and ™ designate U.S. trademarks of Mattel, Inc., except as noted.
HARRY POTTER, characters, names, and related indicia are trademarks of Warner Bros. ©2001.
2-YEAR LIMITED WARRANTY Mattel, Inc. warrants to the original consumer purchaser that this product will be free of defects in material or workmanship for two years (unless specified in alternate warranties) from the date of purchase. If defective, return the product along with proof of the date of purchase, postage prepaid, to Consumer Relations, 636 Girard Avenue, East Aurora, New York, 14052 for replacement or refund at our option. This warranty does not cover damage resulting from accident, misuse, or abuse. In no event shall we be responsible for incidental or consequential damages (except in those states that o not allow this exclusion or limitation) Valid only in U.S.A. This warranty gives you specific legal rights and you may also have other rights, which vary, from state to state. Some states do not allow the exclusion of incidental or consequential damages, so the above exclusions or limitations may not apply to you.
116. Silver
117. Wingardium Leviosa
118. Snarled Claws
119. Spine of Lionfish
120. Unicorn Hair
121. Sorcerer’s Stone
122. Sorting Hat
123. Cloak of Invisibility
124. Nimbus Two Thousand
125. Fluffy
A
A
WHAT ARE CASTING STONES ?WHAT ARE CASTING STONES ?
Casting Stones™ comprise the heart of this game. Each is a coin-like stone with a rune (symbol) on one side and a number on the other. Each rune represents something magical from the wizarding world; this particular series of Casting Stones™ focuses on the fantastic events at Hogwarts School of Witchcraft and Wizardry.
Casting Stones™ come in three colors. Each color represents a different category of Stone.
Silver: Is a Character White: Is an Artifact Brown: Is an Element
A fourth type of Stone exists. These black Stones are called Chasers and they are v Advanced Games, Chasers are wild – they can become Character, Artifact or Element Stones as the player wishes.
By casting different combinations of symbols and numbers with your Casting Stones™ you can create various Spells, Potions and Charms to battle your opponent.
GAME SUMMARY
In many ways, the Game of Casting Stones is a lot like the old Muggle game “Rock-Scissors-Paper” except that in this case it is “Spells­Potions-Charms.”
You and your opponent start the game with 5 Casting Stones. These 5 Stones form your Casting Hand You throw your Casting Hand to generate Spells, Potions or Charms. Each turn you make is called a cast. If either you or your opponent fails to cast a Spell, Potion or Charm after your first throw, you may choose to cast any or all of your Stones a second time. You are each allowed two casts per turn.
BASIC GAME ∑ Set aside the Casting Cards. You don’t need the Cards to play
the Basic Game. ∑ Open the T
center of your playing surface. Position the Mat so that both
players are seated behind one of the Turrets with the five small Casting Circles in front of it.
∑ Divide the Turret Gems Each player chooses what color
Turret Gem they wish to play and sets all six Turret Gems of that color in a line to their left.
∑ Divide the Casting Stones Place all the Casting Stones,
symbol side up, in the center of
Vault Area
Turret
ery rare. In
GETTING STARTED
ower Mat in the
Spell
™.
.
Player One
Gryffindor
Turret
You have a Potion if you cast symbols on all
your Stones.
Potion
You have a Charm if you cast numbers on all
6
your Stones.
10
Charm
4 6
You have a Spell if your cast yields symbols on 1 Character (Silver) Stone, 1 Artifact (White) Stone, and 1 Element (Brown) Stone, and numbers on the remaining two Stones.
Spell
If, after 2 casts, you have not generated any of the above combinations, you have a Bungle This is a failed cast.
Once you and your opponent complete your casts, compare them to determine who wins that turn:
Spell beats Potion
Potion beats Charm
Charm beats Spell
Depending on the winning cast, the victor of that turn is granted different powers. For example, a winning Spell allows the winner to place a Turret Gem™ on one of the Turrets surrounding the Tower Mat.
You will come to realize that Spells are the most important cast in the game. They are the only cast that allows you to place Turret Gems™
.
on the Tower Mat, and placing Gems in a row upon four adjacent Turrets is the only way to win.
Potions allow you to aff contents of your
Charms allow you to attack contents of your opponent Hand.
REMEMBER: Once a player succeeds in placing 4 Turret Gems™ side-by-side on 4 Turrets around the Tower Mat, that player wins and game is over.
the Tower Mat. Beginning with the youngest player, both players take turns selecting one Stone at a time until they each have five Stones in their Casting Hands. Both players must Character (Silver) Stone, 2 Artifact (White) Stones, and 2 Element (Brown) Stones to complete their Casting Hands.
∑ Place the remaining Stones in the “Vault”.
The V the Tower Mat where you store extra Casting Stones. Take the two Casting Stones that neither player selected and place them in the Vault.
∑ Players are now ready to cast!
Casting Hand.
choose one
ault is an area to the side of
Tower
Mat
3
3
ect the
the
’s Casting
Charms
Turret
B
B
THE BASIC GAMETHE BASIC GAME
SEQUENCE OF PLAY
A Basic Game of Casting Stones™ is played in a series of turns, and each turn is comprised of 5 steps:
1. Both players cast (throw) their Casting Stones.
2. Both players take their Second cast if they require one, re-casting any or all of the Stones in their Casting Hand.
3. Compare the casts and determine who won the turn.
4. The winner executes his victory action.
6
5. Whoever won the turn casts first on the following turn.
Let’s explore each step in more detail.
.
(FOLLOW THE INSTRUCTIONS BELOW STEP BY STEP TO PLAY A PRACTICE GAME. WHEN BOTH PLAYERS UNDERSTAND THE GAME YOU CAN PLAY FOR REAL.)
THE CAST
1. Both players cast their Casting Stones.
When casting your Stones, you and your opponent take turns. During the first turn of a new game, the youngest player casts first, followed by the oldest player.
To perform a cast, hold your 5 Casting Stones in both hands about six inches above the table. Shake the Stones vigorously at least three times, and then drop them all at once in front of you (they do not need to land on the Tower Mat).
If the Stones land on top of each other unstack them, leaving whichever side was on top face-up.
Sometimes the Stones land on their side, sticking straight up. This is called a Leaner. With a Leaner, you can tip the Stone whichever way you desire, toward a picture or a number as you require. But don’t be hasty! Figure out what you need before you tip the Stone because once you tip it, you’re stuck with your choice.
Note: You must tip all Leaners before the second cast begins.
As mentioned above, depending on which sides are face up when the Stones land determines whether you have cast a Spell, Potion, Charm.
A Spell
6
3
When a cast shows symbols on 1 Character (Silver) Stone, 1 Artifact (White) Stone and 1 Element (Brown) Stone, and numbers on the remaining two Casting Stones, you have conjured a Spell. A Spell will beat any Potion your opponent throws. The cast must show two numbers–the numbers determine how powerful your Spell is. If both players throw a Spell at the same time, add the numbers cast with each Spell then compare the totals to decide which is more powerful. If the Spells are a tie, no one wins that turn and the players must cast a new Hand.
A Potion
If all 5 Casting Stones land symbol-side up, you have pictured a Potion. A Potion will beat any Charm your opponent throws. If both players cast a Potion, they have a tie (2 Potions are always a tie); no one wins that turn and the players must cast a new Hand. Note: You may throw a Potion with any combination of Casting Stones. You do not need to have one of each kind as you do for a Spell (i.e. a Potion could be thrown with only Element [Brown] Casting Stones).
A Charm
6
10
4 6
3
If all 5 Casting Stones land numbered-side up, you have calculated a Charm. A Charm will beat any Spell your opponent throws. If both players throw Charms, add up the numbers on both sets of Stones and compare the totals to determine who has the most powerful Charm. If the Charms are a tie, no one wins that turn and the players must cast a new Hand. Note: You may throw a Charm with any combination of Casting Stones. You do not need to have one of each kind as you do for a Spell (i.e. a Charm could be thrown with only Artifact [White] Casting Stones).
SECONDS
2. Both players take their second cast if they require one.
Either player may choose to keep the combination of symbols and numbers showing after their first cast. However, if they failed to throw a Spell, Potion or Charm they may choose to cast any or all of their Casting Stones a second time to get the combination they want.
Whoever cast first in Step 1 goes first again and decides whether or not they want to make a second cast. If they decide to cast again, their opponent waits until they finish. The opponent may then make a second cast if they want one.
To make a second cast, choose the Casting Stones from your first cast that you want to keep and place them in the small Casting Circles located on your side of the Tower Mat.
3
Then take your remaining Casting Stones and cast them as you would normally. These new Casting Stones are immediately placed on the empty Casting Circles with the Stones you chose to keep from your first cast.
After the Second cast, players must go with whatever combination they are left with. If they still haven't thrown a Spell, Potion or Charm, they are left with a Bungle and have failed their cast.
AND THE WINNER IS…?
3. Compare the casts and determine who won that turn.
To determine who wins the turn, remember that:
Spell (3 Symbols + 2 Numbers)
BEATS
Potion (Symbols Only)
Potion (Symbols Only)
BEATS
Charm (Numbers Only)
Charm (Numbers Only)
BEATS
Spell (3 Symbols + 2 Numbers)
And any good cast (Spell, Potion or Charm) always beats a Bungle.
REWARDS
4. The winner executes his victory action.
When you win a cast, here’s what you can do.
SPELL beats POTION: PLACE A TURRET GEM™
∑ Place a Turret Gem on the empty Turret of your choice.
Remember that you need to get four Turrets in a row to win!
POTION beats CHARM: SWAP
You must choose one of the following options:
∑ Swap one of your in-play (already on a Turret) Turret
Gems™ with an adjacent Turret Gem belonging to your opponent. This is a great way to prevent your opponent from getting four in a row.
∑ Swap one of the Casting Stones in your Casting Hand for any Casting Stone in the Vault.
CHARM beats SPELL: KNOCK-OUT
You must choose one of the following options:
∑ Knock your opponent’s Turret Gem off its Turret and back into its owner’s line.
∑ Knock one of your opponent’s Casting Stones into the Vault. Your opponent must choose a new Casting Stone from the Vault (players may not choose the Casting Stone that was just knocked into the Vault).
Note: The Knock-out is the most effective way to prevent your opponent from placing Turret Gems on Turrets–if you Knock their Character Stone into the Vault, they will be unable to Cast any Spells until recovering it.
WHO GOES NEXT?
5. Whoever won the turn casts first on the following turn.
The winner of the previous turn must cast first on the next turn. This allows the loser of the previous turn a chance to see what their opponent casts before they cast their own Stones; they can adjust their attack accordingly. For example: if they see that their opponent has cast a Spell, they realize that they need to cast a Charm to beat it.
ENDGAME
Once a player has taken over four adjoining Turrets on the Tower Mat, the game is at an end. Kind wizards celebrate by shaking hands with their opponents. Dark wizards tend to gloat.
That’s all you need to know to play a Basic Game of Casting Stones! Take some time to play several games. Once you feel comfortable casting Spells, Potions and Charms, then it will be time to move on to the Intermediate Game where you’ll learn how to add some punch to your Hand with Casting Cards!
D
D
ADVANCED GAMEADVANCED GAME
The Advanced Casting game introduces a new level of complexity to Casting Stones by moving you beyond the confines of your Starter Set. In order to play the Advanced Game you will need to collect additional Casting Stones and Casting Cards to build up your Casting Hand.
COLLECTING CASTING STONES
Casting Stones is a collectible part of the fun is trying to find the Stones and Cards you need to complete your collection. This edition of the game has 70 different Casting Cards and 125 Casting Stones for you to collect (for a full list of Casting Stones, see the chart included on the back of these instructions.)
Your Starter Set contains 12 Casting Stones and 2 Casting Cards, everything you need to play the Basic and Intermediate Games. “ contain 4 Casting Stones and 1 Casting Card you can use for Advanced Gameplay. Refill Sets are how you build your collection, and they're available at toy stores, game stores and bookstores everywhere. Each set sold separately and subject to availability.
Both you and your opponent will need to buy at least one Refill Set apiece to play the Advanced Game.
Refill Sets”
CASTING HANDS (ADVANCED)
To play an Advanced Game, you and your opponent must each have 10 Casting Stones and 3 Casting Cards in your Hands. Note: Y more than 3 Casting Cards as long as you and your opponent have agreed to this and you both play with the same number of Cards.
Set up the game the same way you would for Intermediate play; but this time, instead of 1 Casting Card you will have at least 3 Casting Cards face-up in your Library.
Choose 5 Casting Stones for your Casting Hand and place the remainder
Vault.
in your
ou may play with
THE VAULT (ADVANCED)
That’s right. “ Advanced Game, each player gets their own private shared with your opponent as it was in the Basic and Intermediate Games. What is stored in your Vault is for you and you alone. Your opponent cannot touch anything player should set up their Vault on opposite sides of the Tower Mat.
Your” vault. In the
Vault. This Vault is not
you keep there. Each
ADVANCED CASTING
The Advanced Game follows the same turn sequence as the Intermediate Game as well as the same rules regarding Casting Cards. The only real change involves the Casting Cards themselves.
CASTING CARDS (ADVANCED)
The Casting Cards you collect in Refill Sets will differ significantly from the Double Potion and Charms Casting Cards you received in your Starter Set. The Double Potion and Charms Cards allowed you to use any Hand to make them work. The Advanced Casting Cards require specific Casting Stones to work, and they only work if the Casting Stones the Card
E
E
Stones in your
QUICK-REFERENCE CHARTQUICK-REFERENCE CHART
Seem like a lot to keep track of? The following
chart makes it easier than turning beetles into buttons.
MAGIC TYPE
SPELL
game—
specifies are cast exactly as they appear on the Card. You must also win the turn for these Cards to work.
In the advanced game, COUNTER SPELLS on Casting Cards play just like SPELLS, even if the Casting Stones pictured are different than a normal spell. If you cast the Counter Spell shown on a Casting Card, score it just like a spell and then take the card out of play by turning it over. Once the Casting Card with the Counter Spell is out of play, the Counter Spell combination is no longer a valid spell.
The Cards may make other specifica­tions as well, such as requiring you to control certain Turrets on the Tower Mat with your Turret Gems™, etc.
Note: Every condition listed on the Card must be met to use the Card.
Draco Malfoy
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Knockout
The “Draco Malfoy” Card is typical of this type of Casting Card. As you can see, it is much more specific than the Double Potion or Charm. In order to make this particular Card work, you will need to have the Draco Malfoy, Eagle Owl, Shield Slytherin, Crabbe, and Goyle Casting Stones in your Casting Hand (You won’t get all of these Stones in your Starter Set. That’s where collecting comes in.). Once you have the proper Stones in your Hand, the Casting Card tells you the proper way to throw them: Draco Malfoy, the Eagle Owl and Shield Slytherin need to be picture-side up while Crabbe and Goyle need to be number-side up. If you succeed in casting this combination, you gain the bonus play indicated on the bottom of the card.
You must did indeed cast the right Stones to
show your opponent that you
satisfy your Casting Card.
Once a Casting Card has been successfully used, it must be turned face-down and remains out of play until the end of that game.
SWAPS AND KNOCK-OUTS
(ADVANCED)
To make the Advanced Game even more interesting, your Casting Cards now become vulnerable to Swaps and Knock-outs just like your Casting Stones.
CHARM beats SPELL: KNOCK-OUT ∑ Knock one of your opponent’s in-play
(face-up) Casting Cards out of play and into their Vault.
POTION beats CHARM: SWAP
∑ Swap one of your in-play (face-up) Casting Cards for any Card that is in your Vault.
GAME HINTS & STRATEGIES When designing your Casting Hand,
remember that a number of excellent Casting Cards are connected to specific Casting Stones. With this in mind, try designing your Hand around a theme. Perhaps you’ll be interested in the Harry Potter™ Hand, or the Voldemort Hand, or maybe even give Hermione or Ron Weasley a try. Whichever way you decide to go, the possibilities are endless!
POTION CHARM
6
Spell
Charm
Potion
Counter Spell
10
4
THE CAST
6
63
3
Basic
Game
Only
Hufflepuff
Turret
Pot i ons
Turret
Slytherin
Turret
Turret Gems™ Line
Player Two
A Tower Mat at the beginning of play
Ravenclaw
Counter-
Spell
Turret
Casting
Card
Intermediate & Advanced
Turret
Library for
Game Play
Only
C
C
INTERMEDIATE GAMESINTERMEDIATE GAMES
The Intermediate Game is
almost identical to the Basic
Game. The only difference is
the introduction of Casting
CASTING CARDS
CASTING CARDS
(INTERMEDIATE)
(INTERMEDIATE)
Casting Cards are enchantments that add to the effect of a Spell, Potion or Charm. By casting the combination of Stones listed on your Casting Card, you are allowed whatever victory
Cards.
action the Card entitles you to. Every Starter Set comes with the same two Casting Cards—a Double Potion and a Charms Card. Let’s examine what they do.
“Double Potion”, “Charms”
The Double Potion Card requires that you cast a Potion two turns in a row, and
the Charms requires that you cast a Charm two turns in a row. With these Cards it doesn’t matter if you win the turns or not—as long as you successfully cast two Potions or two Charms in a row, you will gain the benefits listed on those Cards. In this case, as the Cards indicate, a Double Potion allows you to Swap two of your Turret Gems™ or Casting Stones, and a Charms allows you to Knock-out two of your opponent’s Turret Gems™ or Casting Stones. (See the Quick Reference Table for symbols and their meaning.)
Note: Only the Charm and Double Potion Cards allow you their bonus even if you fail to win the turn. All other Casting Cards require you to win the turn in order to gain the benefits of those Cards.
THE LIBRARY
When setting up for an Intermediate Game, after you and your opponent have chosen your Casting Stones divide the Casting Cards. Place the Cards face-down on the table and have the youngest player select one. The oldest player takes the remaining Card. Both players place them face-up in front of them. This is called the Library. As long as Cards in the Library are face-up they may be used, but they may only be used once game. After you have successfully used a Card, turn it face-down, placing it out of play. Face-down Cards remain out of play until the end of the game.
And that’s all there is to the Intermediate Game. You now know everything you need to use your Starter Set.
per
VICTORY
TYPE
VICTORY
EFFECT
VICTORY
ACTIONS:
BASIC GAME
(YOU MAY ONLY
CHOOSE ONE
ADDITIONAL
VICTORY
ACTIONS:
ADVANCED
GAME
Spell beats potion
or a bungle
PLACE A
TURRET GEM
•Place a Tower Gem on the empty Tower of your choice.
)
Potion beats charm
or a bungle
SWAP
•Swap one of your in­play Turret Gems with an adjacent in-play Turret Gem belonging to your opponent.
•Swap a Casting Stone in your Casting Hand with any Casting Stone in the Vault. 
•Swap your in-play Casting Card with any Card in the Vault.
Charm beats spell
or a bungle
KNOCK-OUT
•Knock one of your
opponent’s in-play Turret Gems from its Turret back into your opponent’s line.
•Knock one of your opponent’s Casting Stones from their hand into the Vault. 
•Knock your opponent’s in-play Casting Card into the Vault. 
42750-0920G1
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