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Defenders GuideHarry Potter Defenders RPG Game, unofficial

Defenders of Hogwarts Rules: The Complete Rulebook Guide

Illustration of an open rulebook with two cards

Defenders of Hogwarts is a deck-building board game from MinaLima, the graphic design studio behind the Harry Potter films. It is a physical tabletop game, not a video game or a tabletop RPG — if you searched for a "Harry Potter Defenders RPG game", this page tells you what you are actually buying and how it plays. Everything below follows the official rulebook, which MinaLima publishes free as a PDF.

At a glance

Players2–5 (one Dark Arts Player, 1–4 House Players)
Play time90 min on the rulebook cover (BoardGameGeek: 90–180)
Age13+
DesignerDavid Waterman
PublisherMinaLima
WeightLight (1.3 on BoardGameGeek)
LanguageEnglish only, language dependent

1. What you are trying to do

The story: Death Eaters and Dark Forces have got into Hogwarts and Lord Voldemort is expected to arrive. One player is the Dark Arts Player. Everyone else is a House Player and takes one of the four houses. The rulebook recommends giving the Dark Arts role to whoever knows the rules best.

There are no hidden roles and no traitor mechanic. The tension comes from one player working against the table while the houses compete with each other for the same shields.

2. What is in the box

3. Setup

Main Board

House PlayersDark Arts Pawns
14
25
36
47
Dark Arts pawns by number of House Players: 1 house uses 4 pawns, 2 use 5, 3 use 6, 4 use 7
More houses at the table means more Dark Arts Pawns.

Side Board

Player boards

4. Turn order

The House Player to the left of the Dark Arts Player goes first, then play continues clockwise until someone wins or the game ends in a draw.

5. The House Player turn

Diagram of a House Player turn: one main action, free actions, bonus spaces, end of turn
One main action, then free actions, bonus spaces and the end of the turn.

Step 1 — choose one main action:

Step 2 — free actions, as many as you can afford:

Step 3 — bonus spaces. Resolve any bonus space where one of your pawns ended its move.

Step 4 — end of turn. Discard the cards you played and pass to the left.

When your Draw Deck runs out, shuffle your discard pile to form a new one. Your hand size is five.

6. The Dark Arts Player turn

Then discard played cards and pass to the left.

7. Moving around Hogwarts

8. Stunning and bumping

9. Items and Defence Shields

A Defence Shield costs a Library Book Card, a Parchment Scroll, and the Dark Detector or a D.A. Coin
Three items buy one shield. Two shields win.

To take a shield, land a pawn on a Defence Shield Space while holding the three items that space asks for, then hand them in:

The Hogwarts Loyalty Track has seven spaces. You climb it by landing on Dark Detector icons, through certain cards, or with the two-card Learn action. The first time any pawn reaches space five, the Room of Requirement appears on the board; it is removed again if every house drops below space five.

10. The Dark Arts Path and events

The Dark Arts Path runs through white, orange and red zones, each with a Progress Token
The path is the Dark Arts Player's clock — and House Players move it every time they Replenish.

The Dark Arts Marker moves along a path split into white, orange and red zones. It advances when a House Player Replenishes, when an event says so, and when the Dark Arts Player has collected every House Marker.

11. The endgame

When the marker reaches the last space, the Dark Arts Player takes a Location Card if they do not have one, every player draws up to five cards, and no one can Replenish again. Play continues with the cards in hand. If a House Player completes two shields, or the Dark Arts Player gets one pawn onto their location, that player wins; if everyone runs out of cards first, the game is a draw.

The rulebook has no separate campaign mode or save system: a game is one sitting. Voldemort's arrival is the story behind the Dark Arts Path rather than a distinct phase with its own rules.

Rules FAQ

How many players does Defenders of Hogwarts need?

Two to five: one Dark Arts Player and one to four House Players. With two players it becomes a head-to-head duel between the Dark Arts Player and a single house.

Is Defenders of Hogwarts an RPG?

No. It is a deck-building board game with a story frame. There is no game master, no character sheet and no improvised play; everything runs on cards, the board and the rulebook.

Is it cooperative?

Not in the usual sense. The House Players share an opponent, and the rulebook says they may band together, but each House Player wins alone by being first to collect two Defence Shields.

Is there a hidden traitor or secret loyalty card?

No. The rulebook has no hidden roles. The Dark Arts Player is chosen openly at setup. The "Hogwarts Loyalty Track" is a public track that House Players climb to earn the Dark Detector and open the Room of Requirement.

Do I need to know Harry Potter to play?

No. The rules are self-contained. Knowing the setting helps with the flavour of the cards and locations, but it is not required.

Is the game language dependent?

Yes. Cards carry rules text, so every player needs to read English comfortably.

What happens if nobody wins?

Once the Dark Arts Marker reaches the last space of the Dark Arts Path, nobody may Replenish again. If every player runs out of cards before anyone has won, the game is a draw.

Source: rules summarised from the official rulebook published by MinaLima. Where this page and the rulebook differ, the rulebook wins.

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