Rules

How to Play Defenders of Hogwarts

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Defenders of Hogwarts is a one-vs-many asymmetric deck-builder for 2–5 players, ages 13+, that officially plays in 90 minutes [official] — BoardGameGeek lists 90–180 [BGG user data]. One player runs the Dark Arts; up to four House players each race to be the single winner by claiming 2 Defence Shields. Here is the whole flow in six steps, restated from the official rulebook.

The six steps

The grouping below is ours; every rule in it is restated from the official rulebook and the official how-to-play video [official].

1. Set up the boards

Place the main board — Hogwarts castle and grounds, adapted for play — in the middle of the table, with the side board carrying the Dark Arts Path and the Hogwarts Loyalty Track above it [official, p. 6]. Fill every Defence Shield space with a face-up shield, scatter the 7 Hogwarts Tokens to their spaces, and give the Dark Arts Player 4–7 pawns depending on the House Player count, 4 of which start on the Deployment Spaces [official, p. 6].

Step 1 still: the main board out of the box
Still from the official rulebook — the main board out of the box, with House pawns already in the Great Hall and Dumbledore’s Office at the left. Full setup: Set up in 15 minutes.

2. Set up player boards and decks

Each House Player takes their house board, shuffles that house’s 7-card Starter Deck, draws 5, and places their fourth pawn on the first space of the Hogwarts Loyalty Track [official, p. 9]. The Dark Arts Player shuffles their own 7-card Starter Deck, draws 5, and splits the Event Cards into white, orange and red decks beside their board; any unchosen house components go back in the box [official, p. 8].

3. Take turns in phases

The House Player to the Dark Arts Player’s left goes first, and play continues clockwise until the end of the game is triggered [official, p. 10]. On your turn you choose exactly one Main Action — Explore, Learn or Replenish — then resolve any Bonus Spaces you landed on, any number of Free Actions, and pass play left [official, p. 16–17].

4. Move and overcome obstacles

Explore is the movement action: play one card and resolve its move and/or effect in whichever order you choose [official, p. 16]. Protective spells, locked doors and other barriers block the House Players’ way, while the Dark Arts Player moves freely and bumps your pawns off shared spaces — so routing matters as much as speed [official].

Still: rulebook section, part 1
Still from the official rulebook — “Explore the Castle”: a card is played to move a pawn past the Library while obstacles and bump threats wait nearby.

5. Score shields

A Defence Shield is only claimed by standing a pawn on that shield’s space while holding its printed trio of items: 1 Library Book Card, 1 Parchment Scroll, and 1 Dark Detector or 1 D.A. Coin — exactly as printed on that shield, with no substitutes [official, p. 5]. Shields are traded in openly, so opponents can see your progress and race you to the next one.

Still: rulebook section, part 1
Still from the official rulebook — “Build Your Defence”: a Library Book Card, a Parchment Scroll and a Dark Detector, the item trio one shield demands.

6. Win

A House Player wins immediately upon collecting 2 Defence Shields — one player, not the house team [official, p. 5]. The Dark Arts Player instead wins by securing all 3 Dark Arts Progress Tokens and having the required number of Dark Arts pawns on the Dark Arts Player Location at the same moment; if nobody manages their goal after the final hand of 5 cards is played out, the game is a draw [official, p. 23].

Still: rulebook section, part 1
Still from the official rulebook — the two win states side by side: a Ravenclaw board with shields against the Dark Arts board with its Progress Tokens.

Watch the official walkthrough

The MinaLima Design video walks through the same rules in 19 minutes. Click to load it — nothing loads before you do.

How to Play: Defenders of Hogwarts

Official 19-minute MinaLima Design walkthrough (19:06) — loads only after your click— loads only after you click play. No JavaScript? Watch on YouTube

Chapter deep links (verified against the video’s own chapter markers on 2026-10-12):

What kind of game is this (really)?

Competition, not co-op. The rulebook is explicit: “A House Player wins when they have collected 2 Defence Shields” — singular, one player [official, p. 5]. The Dark Arts Player is opposed by the house side, but the House Players are also racing each other, because only one of them can be first to a second shield. A rulebook-credited member of the design team confirmed on BoardGameGeek that it is “a competitive deck building game (1 Winner), with asymmetric roles” [BGG — design team reply]. The Kickstarter page’s “House Player (1–4) vs. Dark Arts Player (1)” shorthand reads like team-vs-team, but no cooperative mode exists.

Correction

Several outlets, including ScreenRant and Collider, headlined this game as a Harry Potter “RPG”. It has no role-playing system, no character progression and no narrative campaign — it is a competitive, asymmetric deck-building board game. We break down the mismatch in board game, not RPG.

Sources

Official rulebook PDF, MinaLima: media.minalima.com — Defenders of Hogwarts rulebook. Kickstarter campaign page: kickstarter.com/projects/minalima/defenders-of-hogwarts. Play-time range: BoardGameGeek entry. Single-winner confirmation by Theofilos Koutroubis (rulebook-credited Development Consultant): BGG thread 3731440. Video and chapter timestamps: MinaLima Design, “How to Play: Defenders of Hogwarts ⚡️”.


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