How to Play Harry Potter Defenders

Last checked · Based on the official 2026 rulebook

Harry Potter Defenders (officially Defenders of Hogwarts) is a 2–5 player board game where one player runs the Dark Arts and everyone else plays a Hogwarts house. You build a deck of spell and item cards, move pawns around a map of the castle, and race the other side to your win condition.

The rules in 30 seconds.

  • There is one winner. House Players can team up against the Dark Arts, but they are also racing each other.
  • House Players win by collecting 2 Defence Shields. Each shield costs a Library Book Card, a Parchment Scroll, and either the Dark Detector or a D.A. Coin.
  • The Dark Arts Player wins by collecting 3 Progress Tokens (Giant, Acromantula, Dementor) on the Dark Arts Path, then getting 1–3 pawns onto a secret target location.
  • On your turn you take one main action: Explore (play a card to move and use its effect), Learn (buy a new card) or Replenish (refill your hand to 5).
  • Every time a House Player replenishes, the Dark Arts Marker advances. That is the clock that drives the whole game.

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How to Play: Defenders of Hogwarts · MinaLima Design · Official, ~19 min

Goal of the game

House Players: collect 2 Defence Shields

There are 6 Defence Shields on the board, 3 of each type. To claim one you must end a move on a Defence Shield space while holding all three items it asks for:

ItemWhere it comes fromLimit
Library Book CardVisit the Library and take one of the 2 face-up books. Its effect resolves straight away.1 at a time
Parchment ScrollHave pawns standing in 2 of the 3 places shown on your secret House Player Location Cards.2 per game in practice (you stop receiving Location Cards after your second scroll)
Dark Detector orBe the furthest player on the Hogwarts Loyalty Track, at space 5 or higher. Only one exists.Only 1 in the game
D.A. CoinEnter the Room of Requirement, which only opens once someone reaches space 5 on the Loyalty Track.1 at a time (4 coins in total)

Each shield shows whether it needs the Dark Detector or a D.A. Coin. The first House Player to hold two shields wins on the spot.

How a Defence Shield is built

Stand on a Defence Shield space holding all three items. Two shields wins the game.

Library Book+Parchment Scroll+Dark Detector=Dark Detector shield (×3)
Library Book+Parchment Scroll+D.A. Coin=D.A. Coin shield (×3)
Icons drawn for this site. They are not the game's artwork.

Dark Arts Player: take the castle

The Dark Arts Player must do two things: collect all 3 Dark Arts Progress Tokens from the Dark Arts Path, and then move enough Dark Arts pawns onto the location printed on a Dark Arts Location Card. How many pawns are needed depends on how deep into the Red Zone the marker is when the last token is taken: 3 pawns at the first Red Event Space, 2 at the next, and just 1 on the final space.

Turn order

The House Player sitting to the left of the Dark Arts Player goes first, then play continues clockwise. Each turn is one main action plus any free actions.

House Player turn

Step 1One main actionExplore, Learn or Replenish.
Before or afterFree actionsUse a Hogwarts Token for an extra Explore, or cash in Location cards for a Parchment Scroll.
If you ReplenishDark Arts Marker +1The Dark Arts Path moves one space closer to red.
Step 2End of turnPlayed cards go to your discard pile. Play passes left.

Choose exactly one main action:

ActionWhat you doCost or catch
ExplorePlay 1 card. Use its movement to move your pawns and resolve its effect, in either order.None, but you burn a card from your hand.
LearnDiscard 1 card to take a face-up card from the Acquire Row or the top card of the Acquire Deck, or discard 2 cards to take a card from the Advanced Acquire Row and also move up 1 on the Hogwarts Loyalty Track. New cards go on top of your draw deck, so you will draw them next.Needs at least 1 of your pawns outside a Protected Area.
ReplenishDiscard any number of cards, draw back up to 5, and stand up all your stunned pawns.The Dark Arts Marker advances 1 space. Draw is capped at 5 cards.

Free actions

Hogwarts Tokens

Seven tokens sit on the board, one for each card type: Charms, Potions, Herbology, Defence Against the Dark Arts, Transfiguration & Spell Casting, Magical Creatures & Beings, and Hogwarts Items & Artefacts. Land on a token's space to pick it up. You can only hold one at a time, and it goes back to its space after use.

Dark Arts Player turn

The Dark Arts Player has only two main actions:

Dark Arts card effects are colour-coded white, orange or red. White effects work from the start. Orange and red effects only switch on once the marker has reached that zone of the Dark Arts Path, so the Dark Arts Player gets stronger as the game goes on. Before that, those cards are just movement.

Bumping

When a Dark Arts pawn ends its move on a House pawn, it bumps it:

  1. The House pawn goes back to the Great Hall, and the Dark Arts pawn returns to the Dark Arts Player's off-board pool.
  2. The Dark Arts Player takes that house's House Marker (if they don't have it already). Once they hold every House Marker, the Dark Arts Marker advances 1 space and the markers go back.
  3. Once per turn, the Dark Arts Player draws 2 cards from their Acquire Deck, keeps 1 on top of their draw deck and puts the other on the bottom.

Moving around Hogwarts

The Hogwarts Loyalty Track

This 7-space track is the only route to the Dark Detector and the Room of Requirement. You move up it by:

The first time anyone reaches space 5, the Room of Requirement appears on the board and House pawns entering it collect a D.A. Coin. The player who is furthest ahead at space 5 or above holds the Dark Detector. Spending it on a shield drops you back 3 spaces, and if every House pawn falls below space 5, the Room of Requirement closes again, trapping anyone still inside until it reopens.

The Hogwarts Loyalty Track

7 spaces. Space 5 is where the Dark Detector and the Room of Requirement unlock.

  1. 1Start
  2. 2
  3. 3
  4. 4
  5. 5Room opens · Detector
  6. 6
  7. 7Final space
Move up by ending on a Dark Detector icon space, playing a card that says so, or buying from the Advanced Acquire Row. The leader at space 5+ holds the Dark Detector; spending it drops them back 3.

The Dark Arts Path: the game's clock

Dark Arts Path at a glance

The marker moves right each time a House Player replenishes (and on some events). ◆ = Event Space.

White zoneToken: Giant
◆◆◆
White card effects active from the start
Orange zoneToken: Acromantula
◆◆◆
Orange effects unlock
Red zoneToken: Dementor
◆3 pawns◆2 pawns◆1 pawn
Red effects unlock
Schematic, not to scale. In the red zone the Dark Arts Player needs 3 pawns on the target if they take the Dementor at the first red event, 2 at the next, and 1 on the final space.

The marker advances when a House Player replenishes, when an event says so, or when the Dark Arts Player collects every House Marker. The path has three zones, White → Orange → Red, each with Event Spaces and one Progress Token:

ZoneProgress TokenWhat changes
WhiteGiantOnly white card effects active. Some white events even help House Players.
OrangeAcromantulaOrange effects unlock. Events get harsher.
RedDementorRed effects unlock. Taking the Dementor reveals the target location.

On each Event Space, the Dark Arts Player draws an event card of that colour. House Players resolve their half first; then the Dark Arts Player chooses between the event's bonus or that zone's Progress Token. They must have the zone's token before the marker can move into the next zone.

How the game ends

Rules FAQ

Is Defenders of Hogwarts cooperative?

No. MinaLima's Kickstarter FAQ confirms it is a competitive game with one winner, and there is no co-op or solo mode. One player must be the Dark Arts Player. The House Players may help each other along the way, but only the first one to collect 2 Defence Shields wins.

How many Defence Shields do you need to win?

Two. A House Player wins the moment they collect their second Defence Shield.

Can the Dark Arts Player discard cards?

No. Only House Players may discard before drawing. When the Dark Arts Player replenishes, they simply draw back up to 5 cards.

Does replenishing help the Dark Arts Player?

Yes. Every time a House Player takes the Replenish action, the Dark Arts Marker moves 1 space along the Dark Arts Path. Cards drawn through events, Library Books or Bonus Spaces do not move the marker.

What happens when a House pawn lands on a Dark Arts pawn?

Both pawns are stunned (turned on their side), and the House Player pushes the Dark Arts pawn to an adjacent space of their choice. A stunned pawn cannot move until its owner replenishes.

Can the game end in a draw?

Yes. When the Dark Arts Marker reaches the last space of the path, everyone draws up to 5 final cards and no one may replenish again. If all those cards are played and nobody has met their goal, the game is a draw.

Sources