I have just picked up an English-language copy of Mystery at Hogwarts: Harry Potter and the Phiosopher's Stone from a charity shop in the UK, with the idea of playing it with my grandchildren. The interesting thing to me is that the game develops Cluedo (Clue) not only by adding the ghost and the Hogwarts cards, but also by changing the mystery cards so that there are 23 cards divided into 4 groups rather than the 21 cards divided into 3 groups in Cluedo. Instead of 9+6+6 you get 8+5+5+5.
However, it is clear that there are two versions of this game out there with both merged into the one game entry. My copy "Harry Potter and the Phiosopher's Stone" was published by Mattel with rules dated 2001, which makes it distinct from "Harry Potter and the Sorceror's Stone" published by Mattel in 2000. The Spanish version (Piedra Filosofal, also published in 2001) translates as "Philosopher's Stone" and from the cards posted here appears to be the same as mine; the English rules posted here are also for the Philosopher's Stone version.
The board, pieces and Hogwarts cards look to be the same but the Hint Cards are different. The English language cards for Sorceror's Stone posted here have the "traditional" Cluedo split of 21 cards divided 9 (rooms) + 6 (suspects) + 6 (spells). This makes for a different game.
The differences are as follows, with PS being Philosopher's Stone and SS Sorceror's Stone -
Spells: Alomohora Spell is added in SS to the 5 spells in PS.
Suspects: 3 Culprits and 3 Victims from PS are used in SS as suspects. From PS culprits Fred Weasley and George Weasley are dropped as are victims Neville Longbottom and Mrs Norris (the cat). Vincent Crabbe and Gregory Goyle from PS are identified merely as "Crabbe" and "Goyle" in SS. In additions the pictures of Draco Malfoy and Crabbe in SS are somewhat strangely represented merely as black silhouettes, although the others are proper pictures and all are in full colour in PS.
Rooms: The 9 rooms are in SS but are not in PS. Only 8 of the 9 room cards have been posted here but presumably the ninth card is the Great Hall.
Staff: The 8 staff are in PS but are not in SS. All are linked to the 8 rooms posted here (excluding the Great Hall). Since the ghost bumps players to the Great Hall there is a logic not to include that room among the cards.
I can see a possibility of combining cards from both games to include rooms, staff, spells, culprits and victims into a larger version of the game with 33 cards. The backs may not be compatible so some method might have to be used to mask that.
Are there any other differences in the rules between the Sorceror's Stone and Philosopher's Stone versions of the game? Was the Sorceror's Stone only published in the USA or the the Philosopher's Stone only in the UK? Can anyone clarify these points? Has anyone played both versions so can comment on advantages and disadvantages of the different card splits?
Just read the post regarding the different versions of HP and the mystery at hogwarts game, the review was very interesting and helpful. I have just purchased the game from a charity shop for my children, however, the instructions are missing. All the links online seem to have a different version than the game I have..does anyone have a link to the instructions for Harry Potter and the Sorcers Stone Mystery at Hogwarts..this game has 21 cards and has a slightly easier checklist 9 rooms/6 suspects/6 spells...I would really appreciate help so we can start playing the game....thanks so much..Oh and there is no die, I noticed that the die should have an H on one for the sides..can I play with regular die? Thanks for any help.
I've played a French version of the game which was highly enjoyable (whereas I don't really like classic Cluedo) and it seems the French one use the same rules as the UK and Spanish one(8+5+5+5)
a.k.a. The Shire
I've picked up the Australia 2000 printing of the game, which is titled "Philospher's Stone" but has 9 room/6 character/6 spell cards. The rules are somewhat different to the version posted in the file section on BGG.
(The "H" on the dice simply replaces the "1" on regular dice, so 2 regular dice can be used. There are 10 green cards, six player "hats", 1 ghost, and a pad of deduction sheets.)
Shuffle the character, room and spell cards separately, put one of each into the Fluffy (3-headed dog) envelope and put the envelope (sleeping) on the trapdoor on the board.
Shuffle the rest of the blue cards and deal them out among the players. Mark your cards on your deduction sheet. Shuffle green cards.
All players' hats start in central square. Ghost starts on blue spot.
Play whose birthday closest to 31 July (Harry's Birthday) starts.
Roll dice. If roll an "H" symbol draw and immediately play a green card. Two "H" symbols, two green cards.* Some are discarded to the bottom of the deck. Some are retained, and some are put on the board.
"Welcome to Hogwarts" green card: You can look at 3 cards, chosen randomly from the hands of the other players (without replacement).*
You can use each numbered dice to move either your hat or the ghost.
Can move in any direction, including diagonally.
Cannot pass through ghost.
Can only pass another player if on the stairs (if you would land on the other player, move to the next available space).
Cannot re-enter central square.
Cannot enter rooms or secret passages diagonally.*
Do not need to roll exact number to enter a room or land on Fluffy's trapdoor, but once you enter a room, your movement is over.* You may still move the ghost.
You may leave and then re-enter a room on a turn.
You do not need to use all your movement.*
Can enter rooms containing other players.
Can move through secret passages once revealed (by green cards). The passage itself is not considered a "square"*.
Can move over bridges once revealed (by green cards). The bridge itself is considered a single "square".*
Can move over trapdoor, provided Fluffy is asleep.*
Ghost can't enter rooms, but can block doorways, stairs, or secret passages.* If ghost lands on a player, that player is "bumped" --- they're immediately returned to the central square, and must show you one of their cards secretly (you decide what kind: room, character or spell). Ghost can bump more than one player per turn.
If in a room can make a Guess. Guess current room, any character and any spell aloud. Each player in turn must show you one of the guessed cards if they can (secretly).
To win, go to Fluffy's trapdoor. Make a guess aloud. Check Fluffy's cards secretly. If you're right, reveal the cards and you've won. If you're wrong, you're out, remove your "hat" from the board, replace Fluffy's cards and turn Fluffy to awake side. Deal out your blue cards to the remaining players, who continue.
*These rules are not clear in the rulebook, but this is what I think it should be.
- Last edited Sat May 14, 2011 9:02 am (Total Number of Edits: 5)
- Posted Tue May 10, 2011 10:00 am
Here is a link to the rules for that version, which is just like Clue or Cluedo 9 rooms, 6 suspects, 6 spells.
Here is a transcription from the youtube post of the Cluedo verison of the game:
Harry Potter and the Sorcerer’s Stone
Mystery at Hogwarts Game (Original Clue rules)
Special Dice (2)
Movers (6) – Wizard Hats
The Ghost (Transparent Blue)
Hogwarts Cards (10)
Character Cards (6)
Room Cards (9)
Summary Cards (2)
Check List Pad
Please remove all components and compare them to the content list.
If any items are missing, please call 1-800-524-Toys
Wizards and Witches, Guesses and Accusations, It’s Harry Potter Kinda Fun!!!
• Unfold game board.
• Place all Movers on the Hogwarts Seal I the center of the board.
• Place the Ghost on the Ghost Starting Spot (matching color dot).
• Separate out all the Hogwarts (green) cards and Shuffle. Place face down next to the Game Board.
• Sort out the remaining cards (blue) into three groups: Rooms, Spells, and Characters. Shuffle each group separately and place face down alongside of Game Board.
• Youngest placer pulls one card from each of those three groups and placed them into Fluffy’s Folder. Do not look at cards. Fluffy’s Folder should now contain three blue cards, with the answers to the following question: Who conjured what & where? Do not put a green card in Fluffy’s Folder.
• Shuffle all of the remaining blue cards together and deal them out clockwise around the table (it’s okay if one player ends up with more cards than another)
• Give each player a Check List
Be the first to figure out who conjured what spell or potion where and you win! But be careful, a wrong accusation could cost you the game.
Look at your own cards, don’t let anyone else see them. Because these can’t be the secret mystery cards in Fluffy’s Folder mark them off your Check List now.
The player with a birthday closed to Harry Potter’s birthday goes first. Play proceeds, in turn, to the first player’s left. In the event of a tie highest roll goes first. (Harry was born on July 31st.)
Rolling and moving
Roll both dice and move your Mover or the Ghost. You may move either of those Game pieces in any direction, diagonally, backwards sideways, or forward. You may change direction as many times as your roll with allow. You may use one die to move the Ghost and the other to move you.
For example: If you roll a 3 and a 6, you can move your Mover 9 spaces, or your Mover 3 spaces and The Ghost 6 spaces, or The Ghost 3 spaces and your mover six spaces, or The Ghost 9 spaces. Make a chose, use your roll best. You may not lad on a space that is already occupied by another player or The Ghost. Jumping another player is only permitted on the stairs, where the occupied space counts as a space. In the event of landing on another player, move to the next available space. The Ghost however ca never be jumped.
The Hogwarts Seal in the center of the board is a starting space only. Players and The Ghost must move around it.
These are special dice. If you roll the Hogwarts Emblem, pull a Hogwarts (green) Card and play the card before moving. The same rule applies if you roll two Hogwarts Emblems. Pull one Hogwarts card and play the card before moving.
That pesky Ghost can only be moved by a Player on his or her turn. The object of The Ghost is to bump another Player’s Mover, sending them back to the Hogwarts Seal, and allowing you to look at one of thei cards. You determine what type of card you want to see: Room, Character or Spell. The Ghost can affect more than one player per turn. The Ghost can also be used to block rooms or stairways. Since Players cannot jump over the Ghost they must find a way around or move the Ghost. The Ghost cannot enter rooms and has no effect on the player that is lucky enough to draw the Clock of Invisibility from the Hogwarts Pile.
Hogwarts Cards (Green)
Hogwarts Cards consist of Revealing Pathways or Commands. When you draw a Hogwarts Card you must play it immediately. Command Cards get put back on the bottom of the pile after being played, and Revealing Pathways stay on the board for the remainder of the game. Match the key symbol on the card with the key symbol on the Game Board to figure out their placement. The footsteps show you where to move and each pair of footsteps count as one space.
Entering and Exiting Rooms
Rooms cannot be entered diagonally and you do not need to roll an exact number to enter a room, but movement ends once inside. You may re-enter a room on a single turn. And there may be more than one Player inside of a room at any time.
Once inside a room you must make a guess. By making guesses you try to determine, by process of elimination and logic, which three blue cards are in Fluffy’s Folder. You must be in a room to make a guess, and you must name that room in your guess. Except when you make your Accusation in front of Fluffy. But more on that later. While guessing, guess which spell or potion it might have been and who might have cast it. Consider all possibilities. For example “I think Harry Potter cast the Alahomora Spell in the Great Hall. You may, if you wish, name a card or two that you hold in your own hand, either to throw off the other Players or get more specific information from other Players.
Proving Guesses Wrong
As soon as you guess, the other players must try to prove you incorrect. If they have one of those cards named, they must show it to you and you alone. (Don’t let anyone else see) If a player has two or three of the cards you mentioned, they only need to show you one. Check off all the cards that where shown to on your Check List. If no one is able to prove your guess wrong your turn is over but make a note that no one had any of the cards you suggested.
When you think you know who conjured what spell or potion and where. When you’ve found the revealing pathway to the trap door on the third floor, then race there. Now you must face Fluffy and make your Final Guess. You only get one shot at it so you better be sure. Pick up the folder and look at the blue cards inside. Do not show them to anyone else. If your Final Guess is Incorrect in any way: Bad news: Put the three blue cards back in Fluffy’s Folder, and place it back on the Game Board Sleeping side down. You’re out. Sorry. Distribute your cards to the remaining players starting with player on your left. If your Final Guess is completely correct: Good News: Place the blue cards face up to show all the other Players how smart you are and place Fluffy’s folder on the Game Board sleeping side up. You've just won! Congratulations!