
Defenders of Hogwarts
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Voldemort is at the gates. You choose which side to be on: not just on paper, but turn after turn, spell after spell. And when someone betrays — because it can happen — the table explodes.
WHAT IT'S ABOUT
The Battle for Hogwarts seen from the inside — and you choose which side to fight on
Designed by David Waterman and published by MinaLima — the same graphic designers behind the Harry Potter cinematic universe —, Defenders of Hogwarts takes you inside the castle's final siege. Not as a spectator: as a protagonist. The graphics are from the films, the choices are yours, and loyalty is not a given. You can start on the right side and change your mind halfway through the game.
At the table, you build your spell deck, explore Hogwarts' corridors and rooms, and prepare defenses or sabotage. When Voldemort arrives, the final battle begins: an epic finale with two-phase conditions that turn everything upside down. Semi-cooperative means traitors can emerge, but also that a united table can win together. The game uses progressive deck construction, area movement, narrative events, and mission scenarios.
What they say abroad
"Hogwarts comes alive with stunning MinaLima art, and the choice between light and dark isn't just thematic—it's mechanical."
Hogwarts comes alive with stunning MinaLima art, and the choice between light and dark isn't just thematic—it's mechanical.
— Kickstarter Campaign
This is one of the first great Harry Potter games where choices really matter. The campaign builds game after game, and betrayal is always an option on the table. Updated card with pre-release data: we'll be back after the first games.
— FroGames
Defenders of Hogwarts
What you bring to battle
The pieces of your defense (or your betrayal)
Spell Deck
Build your magical arsenal turn by turn: Expelliarmus, Protego, Stupefy. Each card has different effects in defense or attack, and you can specialize or remain versatile. The deck grows with the campaign.
Hogwarts Board
The castle is divided into iconic areas: the Great Hall, the corridors, the towers. You move, explore, place defenses or sabotage. When Voldemort arrives, each area becomes a battlefront. The MinaLima graphics make every room recognizable from the films.
Loyalty Cards
At the beginning, you choose: Hogwarts or Dark Forces. But loyalty can secretly change during the game. Some events tempt you, some cards reveal you. Betrayal is not mandatory, but it's always possible.
Voldemort Finale
When the Dark Lord arrives, the game changes: new rules, new victory conditions, narrative timer. The final battle is two-phase and turns everything upside down. This is where it's decided who really wins.
Come si gioca
Video dimostrativo di gameplay.
🎲How to playThe rules in four steps▼
How to play
The flow of each turn
Before the final battle, each turn follows a simple structure: move, act, build, events.
Choose where to go in Hogwarts: each area has different actions. Some give spells, others resources, others narrative events. Movement is free but costs time: the more you explore, the less you prepare.
Perform the room's action: draw spell cards, place defenses, activate special events. Here you build your deck and prepare your defense (or sabotage). Choices matter: every card taken now will change the ending.
Draw an event card: it can be an ally, a threat, a moral choice. Some events reveal information, others test loyalty. Here the game tells the story and puts pressure on the table.
The narrative timer advances: Voldemort approaches. When the track ends, the final battle begins with new rules. Until then, each turn is preparation. And suspicion.
⏱️Your first gameThe chronicle, moment by moment▼
A game in five moments
What happens at the table
Not the rules. The experience.
Oath
Everyone draws a loyalty card. Some smile, some don't. No one knows who is on the right side. You choose your first spell, place your token in Hogwarts, and begin to explore. The atmosphere is still calm, but you already know that someone might be lying.
Exploration and suspicions
You move through the castle, draw events, build your deck. Someone places defenses where they're not needed. Someone collects dark cards. The first suspicions arise from details: a strange choice, a spell held too long. No one openly accuses, but the looks say it all.
First cracks
A narrative event forces someone to choose publicly. Or a scenario barely fails. Someone starts to collaborate less. The table divides: some accuse, some defend, some remain silent. Alliances form, but they are fragile.
Voldemort arrives
The campaign ends, the finale begins. New rules, new board, two-phase conditions. Everyone knows it's the last phase: those who wanted to betray do so now, those who were loyal truly fight. The pace quickens, choices become brutal. Someone plays a card no one expected.
Revelations
Loyalty cards are revealed. Someone wins, someone loses, someone feels betrayed. The final battle is resolved: Hogwarts stands or falls. But what remains is who did what, and why. And in the next game, no one will trust the same way.
🐸What to know beforehandThree honest things, from friends▼
What to know beforehand
Three things you need to know
Time investment
A complete game (campaign + finale) can take up to 3 hours. It's not a filler: it's a dedicated evening. If the group has little time, it's unlikely to finish. The campaign can be divided into sessions, but it loses its bite.
Light weight, narrative depth
The game is accessible (weight 1.3) but it's not an eurogame: choices are narrative, not optimization-based. If you're looking for tactical depth or complex combos, you might be disappointed. This is storytelling with components, not engine-building.
Scales poorly at 2 players
Semi-cooperative betrayal works with 3+ players. At 2 players, it loses tension: the traitor is obvious, alliances don't exist, the game becomes a direct confrontation. Playable, but that's not why you buy it.
🏆Victory and defeatWhat the finale rewards▼
How it ends
Victory and defeat
Conditions change in the final battle: it depends on how much you've prepared and who betrays whom.
Victory (Hogwarts)
- Defend Hogwarts until the end of the final track
- Eliminate Voldemort before the castle falls
- Survive with at least one defender still in play
Victory (Dark Forces) / Defeat
- Hogwarts falls: all areas are conquered
- Voldemort completes his narrative objective
- All defenders are eliminated before the finale
This is the first Harry Potter game where betrayal is not a bug, it's a mechanic. And it works.
💬Frequently asked questionsQuick answers before checkout▼
Frequently asked questions
FAQ about Defenders of Hogwarts
What mechanics does Defenders of Hogwarts use?
Progressive deck construction (you build the deck turn by turn), area movement (you move around Hogwarts), scenario-based campaign (mission-based campaign), semi-cooperative (optional betrayal), final ending (final battle with new rules). It's an accessible narrative game with mechanical moral choices.
Do I need to know Harry Potter to play?
No, the rules are self-contained. But immersion is total only if you recognize the places, spells, characters. If you've never seen the movies or read the books, the game still works but loses half its charm. It's designed for fans.
Is betrayal mandatory or optional?
Optional. You can play pure cooperative or with hidden traitors: it depends on the loyalty cards distributed at the beginning. Some scenarios force betrayal, others leave it as a free choice. The game works both ways, but tension rises if betrayal is possible.
Can it be played over multiple evenings or must it be finished in one?
The campaign is savable: you can stop after a scenario and resume. But the finale must be played all at once: if you stop mid-battle, you lose narrative tension. Ideal is: campaign in 2-3 short sessions + dedicated finale in one long evening.
Is it available in Italian?
No, this edition is in English. Text on spell cards, events, scenarios. Language dependence is high: medium English is needed to play smoothly. Currently, no Italian editions have been announced.
The people behind the game
Who invented it, who designed it, who publishes it — and what else they've done.
Defenders of Hogwarts is a semi-cooperative narrative board game for 2-5 players, lasting 90-180 minutes, recommended age 13+. Designed by David Waterman and published by MinaLima (the graphic designers of the Harry Potter films), it uses progressive deck construction, area movement, and a scenario-based campaign to bring the final siege of Hogwarts to the table. Choose whether to defend the castle or join the Dark Forces: loyalty is a mechanic, not just a theme. The graphics are the original cinematic ones, the finale is epic and two-phase. Light weight (1.3/5 on BoardGameGeek) but high narrative depth. English edition. Available on FroGames.it.
Frequently Asked Questions
The answers you're looking for, no beating around the bush.
📸Do the images match the actual product?
The photos on the website often come from BoardGameGeek and are intended to give you an idea of the game. They may vary slightly from the version you receive. The content declared by the publisher is always binding.
📦Does the content of the box match what is indicated?
We always strive to provide the correct content, but minor variations are possible due to reprints or updates. The information comes directly from the publishers. If you have any questions, please contact us!
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