GeekGold Bonus for All Supporters at year's end: 1000!
10,016 Supporters
$15 min for supporter badge & GeekGold bonus
15 Days Left

Support:

Recommend
4 
 Thumb up
 Hide
14 Posts

Harry Potter Miniatures Adventure Game» Forums » General

Subject: Gameplay Info rss

Your Tags: Add tags
Popular Tags: [View All]
Josh Worley
United States
Rosemount
Minnesota
flag msg tools
badge
Avatar
mbmbmbmbmb
Since that "gameplay video" that KM posted (I'm being generous here in calling it that) was utter garbage, I went down a rabbit hole hoping to find some better information on gameplay on KM's website. I found quite a bit of interesting tidbits.

And here we go...

https://www.knightmodelshp.com/el-juego

Quote:
YOUR ADVENTURE BEGINS HERE
The Wizarding World: a place of wonder and magic, where fantasy becomes reality. Here, amidst the towering spires of Hogwarts Castle, in the vaults of the Goblin-run Gringott’s Bank, or lurking in the shadows of Knockturn Alley, witches, wizards and fantastic beasts work their charms, invisible to the Muggle world beyond. Wonders indeed are to be found here, but great danger, too. For although the Ministry of Magic strives to keep the world safe, it is clear that the Dark Lord Voldemort has returned, and he poses the greatest threat the world has ever known…

GETTING STARTED - CHOOSE A SIDE
In the Harry Potter Miniatures Adventure Game, players can choose to form their groups from Heroes or Villains. Usually, both players’ groups will comprise an a roughly equal number of miniatures, although if one side has a very powerful wizard, the other might have additional miniatures to make for a fair game. Players have complete freedom to select their group for the game – some might simply add their favourite miniatures from their collection, while others might prefer to ‘theme’ their group around a particular scene from the movies, for example. Once you’ve selected your group, it’s time to take your first steps on this magical adventure


Continuing on...
https://www.knightmodelshp.com/copia-de-casting-spells

Quote:
BASICS

Before taking your first steps into the Wizarding World, there are some essentials that you’ll need:

THE RULES
The game rules and scenarios are available in a handy-sized format in our Core Box. The game rules pit small groups of wizards, witches and fantastic beasts against each other – you could play with just two or three models per side, or play with larger collections if you wanted! Best of all, the rules are easy to learn, and rewarding to master, allowing for endless variety of challenging gameplay.

THE MINIATURES
The most important part of the game is, of course, the miniatures. Each miniature is exquisitely detailed in the likeness of your favourite Harry Potter movie characters, and cast in high-quality resin. Miniatures require some assembly before use, and can be painted however you like.

The game rules afford players great freedom in assembling their groups of wizards, witches and fantastic beasts.

Even if two players are using models from the same faction, the odds are that the two collections will look very different, and include certain models that reflect the player’s personality and preferred style of play. For example, one Hogwarts group might be made up of Mad Eye Moody, Cedric Diggory and Luna Lovegood, while another Hogwarts group might be themed around House Gryffindor, comprising Harry, Hermione, Ron and Neville. Visit our website regularly to view our ever-expanding range of miniatures.

THE CARDS
The Harry Potter Miniatures Adventure Game makes use of a variety of cards. The larger ones are Character Cards, which contain the model’s special rules and abilities. The smaller ones represent Spells, Potions and Artefacts. As your collection grows, so too will the number of cards at your disposal – when you choose your ‘group’ (the models you’ll be using for the game), you’ll be able to add these cards to the different miniatures as 'upgrades'.

DICE, MARKERS, AND COUNTERS
The Harry Potter Miniatures Adventure Game Core Box contains all the game accessories you need to start playing.

​GAMEBOARDS
The Core Box contains three lavishly illustrated, double-sided gameboards, representing the Hogwarts Courtyard and the Forbidden Forest. These can be arranged in a variety of configurations, and have been designed to be mixed and matched. Future expansions will provide even more beautiful locations to play over, such as the Ministry of Magic and the Chamber of Secrets.

CONCLUSION
Once you have the basics and have assembled your first few models, you’re all set to play!

Grab a friend, lay out your game-boards, and prepare to enter a magical world of adventure…


NUGGETS OF INFORMATION:
1. Good to know that the designer considers the minis themselves to be the absolute most important part of the game. To hell with a functioning ruleset or solid gameplay mechanics.
2. Map tiles are Hogwarts and Forbidden Forest. Future expansions will include locations such as Ministry of Magic and the Chamber of Secrets.

More...
https://www.knightmodelshp.com/movements

Quote:

MOVING
Here, we look at the ubiquitous Move action, and the various ways of affecting movement around the gameboard.

THE MOVE ACTION
Miniatures most often move around by using the aptly named ‘Move’ action.

Miniatures can move in any direction (they don’t have to move in a straight line) up to three spaces, and they don’t have to use up all of their movement if you don’t want them to.

​DIFFICULT AND IMPASSABLE TERRAIN
The gameboard is often enhanced with scenic overlays, which can affects the distance you can move. For example, when crossing Difficult Terrain spaces, such as a stream or dense forest, every space traversed counts as two spaces of movement. Some terrain, such as pits of lava or tall rocky pillars, are ‘Impassable’ – you cannot move through these spaces or land upon them, so you have to go around.

MAGICAL MOVEMENT​
There are various ways in which a model can enhance their movement using spells and magical devices. Models with the ‘Fly’ trait, for example, (because they ride a Broom or have wings) ignore the negative effects of terrain, simply moving over the offending obstacles. The most stylish way to travel, however, is by teleportation – this can be achieved through the use of a very rare artefact, such as a Portkey, or by casting the Apparition spell. Apparition allows a wizard to move anywhere within 8 spaces of their original location, completely ignoring intervening terrain and models as they do so. Despite the nauseating after-effects of Apparition, some wizards consider it the only way to travel…


NUGGETS OF INFORMATION
1. Lava exists somewhere?
2. Some future figures will have brooms? I don't recall seeing any existing models with brooms or wings. I suppose there could just be a broom artifact card or something.

More to follow...
https://www.knightmodelshp.com/copia-de-movements

Quote:

CAST SPELL
Here we take a look at that most useful of actions: Cast Spell. After all, what would the Harry Potter Miniatures Adventure Game be without some spectacular magic?

​THE POWER TOOL
All miniatures generate a number of ‘Power points’ each turn equal to their Cunning at the start of each round. These points are represented by tokens, which are placed on the 'Power Pool' at the start of each round are expended each time one of your miniatures casts a spell. Power Points are either Dark or Light and must have the correct type for the given spell (either can be used for Neutral spells).

​THE CAST SPELL ACTION
Casting a spell requires one Advanced Action. Spells are usually represented by Spell cards, which are purchased when recruiting a group, but can also be ‘innate’ (meaning that the spell
is printed on the Character Card, and no separate Spell Card is required).

Next, you must pay the Power cost of the Spell, removing the designated number of Power Points counters from your Power Pool. If you haven’t enough Power points of the correct type, you cannot cast the selected spell.

Once you’ve selected a target for the spell, and paid the cost, you must flip the Cooldown Clock from blue to red, and make your Casting roll.

CASTING ROLLS
A Casting roll is usually made on three dice, the sum of Successes must equal or beat the Difficulty value printed on the Spell card. When casting a spell, a model’s Mastery value is added to the Casting roll – the better the wizard, the higher the chance of success. Some powerful wizards have special traits or items (such as wands) that improve their chances of casting a spell.

​SPELL CARDS
In the Harry Potter Miniatures Adventure Game, most wizard models have an ‘innate’ Spell on their Character Card. In addition, wizards can choose additional Spells, in the form of Spell cards, determined by their Mastery. These cards are kept face-up next to the Spellbook section marked at the bottom of the Character Card.

THE COOLDOWN CLOCK​
The ‘Cooldown Clock’ is a device we use to measure the ‘cooldown’ of a given spell – the time it takes for the wizard to gather the mental fortitude and energy to cast the same spell again. Some spells, like Expelliarmus, are relatively quick to cast, and take just one round to rotate. Others, such as the Cruciatus Curse, are more draining, and take much longer.

A spell may only be cast if the Cooldown Clock is blue (meaning ‘ready’) and pointing upwards.

When the spell is cast, immediately flip the Cooldown Clock, so that the red side ('active') is pointing up. In the next round, the Cooldown Clock is advanced one more step clockwise, so it points to the next number in the sequence. Some Spell Cards have just one Cooldown Clock arrow, others have as many as three, and they must be cycled through in order (1, 2, 3). When there are no numbers left, the Cooldown clock is returned to the UP position, flip it to the blue side, and the spell is ready to be cast again.


Not much in the way of spoilers there, although the cooldown/refresh mechanism sounds kind of neat.

Onward...
https://www.knightmodelshp.com/copia-de-cartomancy

Quote:

ACTIONS
The most important feature of the game is ‘actions’ – the means by which your models interact with the game environment, their friends, and their enemies.

BASIC AND ADVANCED ACTIONS
In each game round, players take it in turns to activate one of their models at a time, until all models currently in play have taken a turn. During their ‘activation’, most models have a single Basic Action and a single Advanced Action to spend. Actions not spent during a turn are lost. But don’t worry: spent actions are restored at the start of the next round.

The standard Actions available to a model are as follows:

Basic: Move; Use Potion
Advanced: Attack; Cast Spell


Nothing super unique here either.

Moving on...
https://www.knightmodelshp.com/copia-de-bascis

Quote:

CARTOMANCY (OR: USING UPGRADE CARDS)
There are many ways to form a group of witches and wizards in the
Harry Potter Miniatures Adventure Game.

GROUP BASICS
​When choosing your group, there are a few things to bear in mind.
First of all, players must agree on how many Galleons each of them can spend when recruiting their group. Usually both player's groups will be of an equal Galleon value.

A game of 50 Galleons, for example, would give you fairly small groups of 3-4 characters per side (or just 1-2 really powerful ones!).

Once you’ve decided on the size of the game, you can start adding characters to your group. Remember that the sum of all the characters’ Galleon values and their associated upgrades can never exceed the established limit.

COLLECTING
The composition of your group really comes down to personal preference.
The simplest way of choosing a group is simply to pick the models in your collection that you like the most! Whether you prefer large, imposing creatures, or uniformed Hogwarts students, the most important thing is that you like the miniatures and enjoy painting them.

On the other hand, some players naturally gravitate towards a particular play style, and this informs their choice of models. For instance, a player who likes casting lots of powerful Dark Magic curses will prefer to draw from the likes of Lucius Malfoy and Bellatrix Lestrange. A player who prefers close combat may well go for the strength of Hagrid and some fantastic beasts such as Aragog or Buckbeak.

WRITTEN IN THE CARDS
Remember, it’s not just your characters on which you must spend those precious Galleons, but also the group’s cards.

Potions can be invaluable – literally life-savers when used at the right moment. All characters can choose up to two potions (as long as they have enough Item Slots to carry them), of up to Level 1. Characters with the Potioneer trait (like Hermione) can increase the level of potions taken by all models in the group. Characters with Potion Mastery, such as Severus Snape, increase the number of potions that can be taken by each character.

Spells are even more important than potions. While most wizards come with one ‘Innate Spell’ printed on their character card, they can also be given additional Spell Cards, at a cost in Galleons.

Artefacts include wands, brooms, magical bags, time-turners, diadems and even Deathly Hallows. Each Item card is attributed a Rarity, of either Common, Rare or Legendary, which limits the number of cards a character may carry.​


NUGGETS OF INFORMATION
1. Apparently their links are out of sequence, since I thought this section was going to describe upgrades.
2. Aragog and Buckbeak exist in some capacity.

Last section!
https://www.knightmodelshp.com/copia-de-copia-de-cartomancy

Quote:

CHOOSE YOUR GROUP
There are many ways to form a group of witches and wizards in the Harry Potter Miniatures Adventure Game. And with more characters being added to the range each month, the options become endless! We take a look at some things to bear in mind when choosing your group.

GROUP BASICS
First of all, players must agree on how many Galleons each of them can spend when recruiting their group. Usually both players’ groups will be of an equal Galleon value. A game of 50 Galleons, for example, would give you fairly small groups of 3-4 characters per side (or just 1-2 really powerful ones!). Once you’ve decided on the size of the game, you can start adding characters to your group. Remember that the sum of all the characters’ Galleon values and their associated upgrades can never exceed the established limit.

APPROACHES TO COLLECTING
The composition of your group really comes down to personal preference, although there are several approaches that you can think about.

Aesthetically Pleasing Groups: The simplest way of choosing a group is simply to field the models in your collection that you like the most! Whether you prefer large, imposing creatures, or uniformed Hogwarts students, the most important thing is that you like the miniatures and enjoy painting them.

Themed Groups: This approach sometimes eschews competitiveness or model preference in favour of a strong narrative ‘theme’. For example, you might decide only to take models that have held the post of Defence Against the Dark Arts tutors (such as Severus Snape, Remus Lupin and Alastor Moody); or perhaps you prefer only members of House Gryffindor (for example Harry, Ron and Hermione). Or maybe you want to theme your group around a particular movie moment, such as the Battle of the Seven Potters (taking only Death Eaters mounted on brooms, for example). With lots of inspiration to draw from, the sky’s the limit!

What’s Your Style?: Some players naturally gravitate towards a particular play style, and this informs their choice of models. For instance, a player who likes casting lots of powerful Dark Magic curses will prefer to draw from the likes of Lucius Malfoy and Bellatrix Lestrange. A player who prefers close combat may well go for the strength of Hagrid and some fantastic beasts such as Aragog or Buckbeak. Those who prefer lightning-fast raids on tabletop objectives might take only flying models, especially those skilled broom riders who regularly play Quidditch, such as Harry Potter and Oliver Wood.

Competitive Groups: Finally, some players just love analysing rules and coming up with those killer combos with which to defeat all-comers. For those of a more competitive bent, groups tend to be chosen with ‘min-maxing’ in mind – the art of maximising a character’s strengths whilst minimising the risks and random factors. These lists either tend towards small, elite groups of all-powerful spell-casters, or large ‘swarms’ of very cheap characters. In the hands of a skilled player, they can indeed be devastating, but when you have no idea who you will be facing – and when your fate so often rests on the roll of 2D6 – it can be a risk in itself to play with a very specialised group.

​WRITTEN IN THE CARDS
Remember, it’s not just your characters on which you must spend those precious Galleons, but also the group’s cards.

Potions can be invaluable – literally life-savers when used at the right moment. All characters can choose up to two potions (as long as they have enough Item Slots to carry them), of up to Level 1. Characters with the Potion Crafting trait (like Hermione) can increase the level of potions taken by all models in the group. Characters with Potion Mastery, such as Severus Snape, increase the number of potions that can be taken by each character.

Spells are even more important than potions. While most wizards come with one ‘Innate Spells’ printed on their character card, they can also be given additional Spell Cards, at a cost in Galleons. The number of cards a character may purchase depends on their ‘Mastery’ – a lowly Mastery value of 1 allows a character to purchase only a single Spell card. A wizard of Mastery 7, on the other hand, can purchase up to four – and this is in addition to their Innate Spells!

Items include all manner of artefacts, from the mundane to the esoteric. These, too, take up Item Slots, and require Galleons to purchase. Items include wands, brooms, magical bags, time-turners, diadems and even Deathly Hallows. Each Item card is attributed a Rarity, of either Common, Uncommon or Rare, which limits the number of cards a character may carry.

A character may carry any number of Common cards, up to 2 Uncommon cards, or a single Rare card. Additionally, Item cards are sorted into various categories, such as Weapons, Accessories, Familiars, and so on. A character may not carry more than one Item card from the same category. Finally, note that some items may be restricted by Affiliation, or even be unique to particular characters.


NUGGETS OF INFORMATION:
1. Yep, this section has a lot of the same information as the previous one.
2. There is apparently an entire Quidditch-ish group coming at some point. I also saw pictures of "quidditch gear" 3D terrain. So perhaps that stuff will be made available at some point in the future as well.
14 
 Thumb up
2.00
 tip
 Hide
  • [+] Dice rolls
William Cennamo
United States
Arlington
Texas
flag msg tools
designer
badge
Avatar
mbmbmbmbmb
nice! Thanks for all your work on this!

Still probably gonna avoid this game though... my hype was deflated.

That whole "miniatures are the most important part" thing is really silly... minis are cool man, but most important? No.
8 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
k c
msg tools
mbmbmb
"THE RULES
The game rules and scenarios are available in a handy-sized format in our Core Box. The game rules pit small groups of wizards, witches and fantastic beasts against each other"

There's so much to unpack in just this snippet.

Fantastic beasts and where to find them? Not here.

Hey kids, do you wanna play the new Harry Potter game? It's got all your favourite monsters, everything from a spider to a clump of three spiders! Hooray!

How small a group are we pitting against each other? Pretty damn small. And boy is it gonna cost you.

Also, I'm so glad to know that the rules come in a "handy sized format". I'm so sick of game rules being written on giant scrolls of paper that can't be held by human hands.

Every aspect of this game is completely underwhelming. Except the minis. But given Knight's QA issues, even that isn't guaranteed.
5 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Kevin Outlaw
United Kingdom
Devizes
Wiltshire
flag msg tools
badge
The Wing Warrior - learn more at www.facebook.com/thelegendriders
Avatar
mbmbmbmbmb
kdc629 wrote:

Also, I'm so glad to know that the rules come in a "handy sized format". I'm so sick of game rules being written on giant scrolls of paper that can't be held by human hands.


I think this terminology is quite telling, and is the result of a product from a company that specialises in tabletop games. Many miniatures tabletop games come with a "handy" (compact) copy of the rules in the starter set, and then there's a "full" hardback copy of the rules you can buy separately at a later date, which includes all of the army-building rules, painting guides, scenery construction tips and the like.

In the case of HP, I take this phrase to mean they will be releasing a separate full-size rules book later on, but for now you get the streamlined book in the starter set.
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Jason Webster
United States
Connecticut
flag msg tools
mbmbmbmbmb
Since this is “ high end resin” modeling company first and a game company 2nd this is hardly surprising.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Jason Webster
United States
Connecticut
flag msg tools
mbmbmbmbmb
Thank for the work on finding info for this game!
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Freelance Police
United States
Palo Alto
California
flag msg tools
designer
Avatar
mbmbmbmbmb
RedMonkeyBoy wrote:
In the case of HP, I take this phrase to mean they will be releasing a separate full-size rules book later on, but for now you get the streamlined book in the starter set.


Ah, right. I have the full-size full-color full-hardback full-expensive rulebook (got it cheap at a flea market!), and its MSRP is *fifty* bucks, $30 OLGS. Not that HP will necessarily be as big as Batman, or that KM won't lower prices with the additional material like they did the models (from metal to resin), but here's an idea of the additional stuff they offered for Batman. And you thought the CMON add-ons added up!

http://www.thewarstore.com/knight-models-batman-rules-access...
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
k c
msg tools
mbmbmb
RedMonkeyBoy wrote:
kdc629 wrote:

Also, I'm so glad to know that the rules come in a "handy sized format". I'm so sick of game rules being written on giant scrolls of paper that can't be held by human hands.


I think this terminology is quite telling, and is the result of a product from a company that specialises in tabletop games. Many miniatures tabletop games come with a "handy" (compact) copy of the rules in the starter set, and then there's a "full" hardback copy of the rules you can buy separately at a later date, which includes all of the army-building rules, painting guides, scenery construction tips and the like.

In the case of HP, I take this phrase to mean they will be releasing a separate full-size rules book later on, but for now you get the streamlined book in the starter set.


Yeah, I know. I'm just really disappointed in what they're actually selling after all the hype and felt like taking the piss.

From what they've shown so far, I'd imagine the rules booklet is gonna be super brief anyway. The actual gameplay seems basic and without any unique features. It sounds like they approached the design in the laziest and most obvious way possible. It's such a waste of the IP.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Taft Talbot
msg tools
mbmbmbmbmb
Thanks to OP for consolidating all that info and then pointing out a few overlooked highlights. I had read all that info, but the only thing I could remember was the bit about close combat and Aragog and Buckbeak. I was thinking how we had not known anything about melee combat, or where that giant Basilisk model had gotten to.

Echoing all previous sentiments on how their gameplay video is terrible, I would like to see more closeups of the cards. The minis have been prominently displayed and they are gorgeous. A second review of the first gameplay notes a quick shot we see of the Gryffindor player's cards at 4m27s.

There are many things they have not even remotely touched on. What are traits used for? What are courage and temper used for? Why is temper in bold lettering? Can I tempt a light sorcerer over to the dark side by beating out their temper score?

The innate spells seem more interesting, but they are printed on the cards, this is probably the way to incentivize and vary key personnel.
Player cost seems obvious from a skirmish team build perspective. Mastery/Defense/Cunning having the same value seems a bit off for me.

I assume that this is based heavily on their Batman skirmish game. I'm hoping people familiar with that can possibly explain away some of this stuff better than KM.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Kevin Outlaw
United Kingdom
Devizes
Wiltshire
flag msg tools
badge
The Wing Warrior - learn more at www.facebook.com/thelegendriders
Avatar
mbmbmbmbmb
TheRealTaft wrote:

I assume that this is based heavily on their Batman skirmish game. I'm hoping people familiar with that can possibly explain away some of this stuff better than KM.


I don't really see any similarities between this title and their Batman game. That game involves allocating action dice to actions on your card, and it's a full tabletop skirmish game with 3D terrain and measuring for movement.

 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Taft Talbot
msg tools
mbmbmbmbmb
Thanks for the quick clarification. I was assuming that they were building on a known engine.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Kevin Outlaw
United Kingdom
Devizes
Wiltshire
flag msg tools
badge
The Wing Warrior - learn more at www.facebook.com/thelegendriders
Avatar
mbmbmbmbmb
TheRealTaft wrote:
Thanks for the quick clarification. I was assuming that they were building on a known engine.


I don't believe so. They brought in a different game designer, and I think they're making something more "streamlined." The Batman game has quite a few moving parts, and you decide at the start of the turn what you are going to do with your gang members by allocating tokens to various actions. The HP game seems a little more straightforward (from what I have seen so far).
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Taft Talbot
msg tools
mbmbmbmbmb
Looks like they added in the other two adventure packs.

Ministry of magic adds gameboards and scenario rules. No minis!
Unicorn adds 1 creature, similar to Troll/Dementor packs.

They put these two into the All-in without increasing the price.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Kotep
Canada
flag msg tools
mbmbmbmbmb
Sounds like they're going the same route they did for the Marvel game - super easy and not very detailed or with many options.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.