Defenders of Hogwarts Guide

How to Play Defenders of Hogwarts

Defenders of Hogwarts is a one-vs-many deck-building board game from MinaLima, the design studio behind the look of the Harry Potter films, designed by David Waterman. Two to five players share one table: everyone but one player takes a Hogwarts house and prepares the school for battle, while the remaining player commands the Dark Forces trying to infiltrate it. The official rulebook clocks a full game at about 90 minutes, and it is rated 13+.

Here is how a game actually plays out, in the order you’ll meet each decision.

Official "How to Play" video by MinaLima Design (YouTube) — watch on their channel for the full walkthrough.

MinaLima also published a six-part animated story explaining the flow of a game — hover (or tap) each panel to play it:

The story so far
2 · Explore the castle
3 · Learn magical skills
4 · Replenish your deck
5 · Build your defence
6 · Win the game
Official "How to Play" animations © MinaLima, from the Kickstarter campaign — used for identification.

🛡️ House Players win by…

collecting any 2 of the 6 Defence Shields — each costing a Library Book Card, a Parchment Scroll, and a Dark Detector or D.A. Coin.

⚡ The Dark Arts Player wins by…

securing all 3 Progress Tokens (Giant, Acromantula, Dementor), then landing 3, 2 or 1 pawns on the target location simultaneously.

What each side is trying to do

The win conditions are asymmetric, which is why the two sides feel so different from turn one.

The pieces you’ll meet

Two words trip new players up, so fix them early:

Setup, briefly

How a turn works

The House Player to the left of the Dark Arts Player goes first, and play continues clockwise. Every turn — House or Dark — you take exactly one Main Action:

  1. Explore — play 1 card from your hand, resolving its movement and/or effect in the order you choose. Played cards go to your Discard Pile at the end of your turn.
  2. Learn (House Players only) — trade cards in to build your deck (see below).
  3. Replenish — refill your hand, at a cost (see below).

On top of that Main Action, House Players may take Free Actions: use a Hogwarts Token, and/or gain a Parchment Scroll. Some card effects also let you play a second card — but you must fully resolve the first card before starting the second.

Reading your cards

Drafting new cards — the Learn Action

This is how you build your deck, mid-game. You must have at least 1 pawn outside a Protected Area to Learn, and then you choose one of three trades:

Whatever you take goes on top of your Draw Deck, face-down — you’ll draw it next time you refill, not turns later. It’s a small design choice that makes drafting feel fast.

Replenishing — and why it helps the enemy

The Replenish Action runs in order: discard any number of cards and draw back up to 5; stand up all of your stunned pawns; advance the Dark Arts Marker 1 space along the Dark Arts Path.

Here is the mechanic that decides most games: every House Replenish makes the enemy stronger, unlocking nastier Orange- and Red-zone card effects and dragging the game toward its end. (The Dark Arts Player’s own Replenish does not advance the marker — and they can draw but never discard.) Replenishing is never free — it is a loan you take out against the Dark Forces. Cards drawn from events, Library Book Cards or Bonus Spaces are the only free draws; they don’t move the marker.

Playing the Dark Forces

Your pawns stride through every obstacle on the board — but there are four Protected Area Spaces (blue shield icon) you can never enter or end on.

When pawns meet

If a House pawn ends its move on a Dark Arts Pawn, both are stunned — laid sideways — and the House Player moves the Dark pawn to an adjacent space of their choice. A stunned pawn can’t move by any means until its owner Replenishes, which stands all of their pawns back up. House pawns that get bumped go back to the Great Hall — early on, you’ll do a lot of walking back.

Other rules worth knowing before your first game

The four mistakes first-time players make

  1. Replenishing every turn. It feels efficient and it hands the Dark Arts Player the game, one marker step at a time. Refill when you must, not when you can.
  2. Ignoring movement icons when drafting. A deck full of damage and no way through a Locked Door wins nothing.
  3. House Players planning in silence. There is one Dark Detector, one Library at a time, and D.A. Coins for everyone who climbs the track — the shields go to whoever coordinated first.
  4. Treating the Dark Forces as a normal opponent. They ignore your walls and your Protected Areas are your only safe rooms; play against their marker, not their pawns.

Defenders of Hogwarts at a glance

Players 2–5 · Playtime 90 min (official rulebook) · Age 13+ · Type: one vs many deck building · Publisher: MinaLima · Original game design: David Waterman

👉 Read the official rules in full on our Defenders of Hogwarts rulebook page, or see whether it’s worth buying in our honest review.

👉 Back to the complete Defenders of Hogwarts guide