Ages 8 and up
2 Players
Bludger
Harry mover
Quaffle
7. The Harry Potter player then rolls both dice and places the Quaffle
on the Quidditch Grid in the position indicated by the dice.
(see diagram 3)
8. Finally, the Terence Higgs player rolls both dice and places the
Bludger on the Quidditch Grid in the position indicated by the dice.
(see diagram 4)
9. Set the Golden Snitch aside until later.
Quidditch
™
Chapter Game
Contents
1 Mini Game Book
1 Quidditch Grid
1 Harry Potter Mover(Red Cloak)
1 Terence Higgs Mover(Green Cloak)
1 Quaffle (Red)
Please remove all contents from package and compare them to the list.
If any items are missing, please call 1-800-524-TOYS.
5
Red
Labels
1
Yellow
6
6
2
Dies
1 Bludger (Blue)
1 Golden Snitch
1 Six-Sided Die w/ numbers
1 Six-Sided Die w/ letters
4 Supports
10 Customer applied labels
5
Green
TM
4
Blue
3
Diagram 1
Diagram 2 - Harry mover Diagram 4 - BludgerDiagram 3 - Quaffle
Set Up
1. Unfold the game board.
2. Affix 1 label to each of the four supports, 2 scoring labels onto the
Quidditch grid, 1 Golden Snitch label to the corner of A and F on the
lettered die, 1 and 6 on the numbered die. (see diagram 1)
3. Place the four supports on the walls of the game, lining them up
with the indications on the game board. (see diagram 1)
4. Place the Quidditch grid on the supports. Secure firmly to supports.
(see diagram 1)
5. Each player rolls the numbered die. The player with the highest roll
plays with the Harry Potter Mover. The other player is given the
Terence Higgs Mover.
6. Starting with Harry, each player rolls both dice and places their Mover
on the Quidditch Grid in the position indicated by the dice.
(see diagram 2)
Object
Have the most points when the Golden Snitch is caught or be the first
player to reach 300 points.
LET’S PLAY:
1. The Player with the Harry Potter Mover goes first.
2. On your move, you’re attempting to get within scoring distance of the
Quaffle or to avoid the Bludger. Roll both dice. You may choose to
move to either the letter OR the number position on the Grid,
according to your roll on the dice.
Example:
The Harry Potter Mover began play on
position C-6 on the Quidditch Grid. You roll
the dice and get A-4. That means that you
can place the Harry Potter Mover on either
A-6 OR C-4. (see diagram 5)
3. If your current position matches one of the rolls on the dice, you can
choose not to move your piece.
Example:
If Harry Potter is on position D-3 and then you roll A-3 on
the dice, you can choose to move Harry to A-3 or stay at D-3.
4. After your piece has moved, move either the Quaffle or the Bludger
one space in any direction except diagonally.
5. If your Mover is within one space of the Quaffle (including
diagonally), you score! Receive 10 points. You can only score once
with the Quaffle on your turn.
Diagram 5
SIZE : 6.5" X 13.5" COLOR : 1C + 1C
6. If any Mover is within one space of the Bludger (including
diagonally), then that player is knocked to the ground (See THE
BLUDGER below).
7. If your mover is within one space of the Quaffle and the Bludger –
you score before being knocked to the ground.
8. Any piece on the Quidditch Grid can share a space with one or more
pieces. Of course, if you share a space with a Bludger, you will still
get Bludgered and knocked to the ground.
9. Play continues until the Golden Snitch is caught (See GOLDEN
SNITCH below) OR a player reaches 300 points. In the unlikely event
of a tie, the next player to score wins the match.
THE BLUDGER:
1. If any Mover is within one space of the Bludger, then that Mover is
knocked off his broom and down to the ground.
2. You will notice a grid on the ground corresponding to the Quidditch
grid. Place your Mover on the ground grid right underneath the space
you were Bludgered.
3. On your move, roll the NUMBERED DIE only. You may move as
many spaces on the ground grid as indicated on your numbered
die except diagonally.
4. You may NOT move the Bludger, Quaffle, or Golden Snitch. You
cannot score while you are on the ground grid, even if the Quaffle or
Golden Snitch is right above you.
5. You can return to the Quidditch grid by reaching any of the four
corner squares (A1, A6, F1, or F6). The next move will place you on
the Quidditch Grid.
6. If you moved under the corner square with some movement still
leftover from your die roll, then you can immediately move up to the
corresponding square on the Quidditch Grid. You may NOT move any
farther than the corner grid on your turn. However, once you are on
the Quidditch Grid, you may move the Bludger or Quaffle and
possibly score, just like a normal turn.
Example:
Harry Potter has been Bludgered and is currently at position C-4 on
the ground. On his turn, you roll a 3 on the numbered die. You move
Harry to C-3, C-2, and then C-1 – not quite enough to get you off the
ground! But on Harry’s next turn, you roll a 6! You move to B-1 and
FRONT
BACK
then to A-1 (a corner square). Since you have 4 "leftover" moves, you
can now place Harry back on the Quidditch grid. Although you can’t
move Harry any more this turn, you can move the Bludger or the
Quaffle as in normal play.
THE GOLDEN SNITCH:
1. If two Golden Snitch symbols appear in a single dice roll, then the
Golden Snitch appears on the board. The dice rolls that will
do this are A1, A6, F1, and F6.
2. When the dice indicate that the Snitch will appear, you first take your
normal turn. Then, at the end of your turn, roll the dice again and
place the Golden Snitch on the Quidditch Grid in the position
indicated by the dice. Please note that since the Snitch came into play
at the end of the turn you cannot score with it, even if it ends up
appearing right next to you.
Example: At the beginning of Harry’s turn, he is at A-4 and you roll
an F-6. Spotting the two Golden Snitches on the dice, you know the
Snitch will show up this turn. Your turn continues as normal (you
move Harry to F-4) – no sight of the Snitch yet! At the very end of
the turn, after moving the Bludger or Quaffle and scoring (hopefully),
you roll the dice again. An E-4! The Snitch is right next to you!
Unfortunately, you can’t score on the Snitch right now. It must have
flown past you too quickly…
3. After its initial appearance, the Golden Snitch moves on each player’s
move. On your move, roll both dice as normal. You may choose
to move to either the letter OR the number position on the grid.
Once you have made your choice, the Golden Snitch uses the other
die for its movement.
Example # 1:
It’s the middle of the game and the Harry Potter Mover is back on
position C-6 on the Quidditch Grid. The Golden Snitch is way over on
F-3. You roll the dice and get A-4. If you chose to move to A-6, the
Golden Snitch would then immediately move to F-4. If you chose
instead to go to C-4, the Snitch would go to A-3. (see diagram 6)
OR
Diagram 6
Example # 2:
It’s the middle of the game and the Harry Potter Mover is back on
position E-6 on the Quidditch Grid. The Golden Snitch is way over on
F-3. You roll the dice and get E-5. You can choose to leave the Harry
Mover on E-6 and move the Snitch to F-5, thus catching the Snitch.
4. The Golden Snitch is caught if anyone ends up within one space of it
(including diagonally). This ends the game and gives the player who
caught it 150 points.
5. Once the Golden Snitch is on the board, a roll of A1, A6, F1, or F6
will cause the Snitch to exit the board. At that point the Golden
Snitch exits the Quidditch Grid at the end of the turn.
89113
Asst.42798
Mattel U.K. Ltd., Vanwall Business Park, Maidenhead SL6 4UB.
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© 2001 Mattel, Inc., El Segundo, CA 90245 U.S.A. PRINTED IN CHINA. All Rights
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©2000 & 2001Mattel, Inc. El Segundo, CA 90245 U.S.A. MADE IN CHINA. Manufactured
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(s01)