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Codenames Harry Potter Game Rules
Hey there! If you’re a fan of Harry Potter and love playing games, you’re in luck. I want to tell you all about the exciting Codenames Harry Potter game and how to play it. Hold on to your wands!
So, the first thing you need to know about Codenames Harry Potter is that it’s a game for all the witches and wizards out there. It’s a word-guessing game where your team has to find all the hidden words, but beware of the Death Eater card. It’s like trying to find the horcruxes without running into Voldemort himself!
Here’s how you play. Gather your friends into two teams, and each team will have a Spymaster. The Spymaster’s job is to give one-word clues and a number that relates to the hidden words on the Codenames cards. Their goal is to help their team guess the correct words without revealing the Death Eater card. Trust me, you don’t want to accidentally summon He Who Must Not Be Named!
The other players on each team are the Operatives. They have to carefully listen to the Spymaster’s clue, discuss it with their teammates, and make their guess. But remember, you can only guess the number of words the Spymaster says, and you don’t want to accidentally uncover the Death Eater card, which automatically ends the game!
As you discover each word, your team can keep guessing until they reach a wrong card. And hey, if you’re lucky, you might even find one of those special double agent cards that let you go again. It’s like getting a bonus potion from Professor Snape!
The game continues as the teams keep taking turns until one team has found all their hidden words and wins the game. But be careful, because if you guess the Death Eater card, the other team automatically wins. It’s like losing the Quidditch Cup without even getting on your broom!
Codenames Harry Potter is a game that’s full of mystery, strategy, and magical fun. It’s perfect for a gathering of wizarding enthusiasts or for a rainy day when you want to feel like you’re at Hogwarts. So grab your wand and get ready for an enchanting adventure. Accio fun!

Hey there! I’m here to tell you about Codenames: Harry Potter, an awesome word game that you can play with your friends. It’s all about teamwork and cooperation!
In this game, we are all operatives for the Order of the Phoenix, hanging out in Diagon Alley. Our mission is to share top-secret information with our fellow members. But wait, we have to be super sneaky because there are Death Eaters lurking around!
To play the game, each of us will know the location of 9 fellow members that we have to contact. But here’s the catch – we can only communicate using coded messages. It’s like our own secret language!
To give clues, we have a Key card that shows us 9 Code cards. These Code cards represent the people we need to get in touch with. But be careful, on the Key card there are also 3 cards that we have to avoid – those are the ones that could get us caught by the Death Eaters!
Here’s the fun part: we can only give one-word clues to our partner. But don’t worry, that one word can actually point to multiple Code cards that we want our partner to find. It’s like a puzzle!
And guess what? Our partner is doing the same thing for us. They will give us clues to help us find our Code cards. If we find all the cards in time, we win together!
Components

- You’ll get 200 Code Cards
- There are 100 Double-Sided Key Cards
- 15 Order of the Phoenix Cards are included
- You also get 1 Death Eater Card
- 12 Time-Turner Tokens are provided
- There’s a pad of Mission Logs
- 1 Card Stand is included
- And of course, a Rulebook
Let’s Get Started!
I’m excited to tell you all about the setup for this awesome game we’re about to play. Here’s what you’ll find inside the box:
– First, we’ve got 200 Code Cards. These cards are the heart and soul of the game. They come in different colors and have various numbers and symbols on them. Our goal is to crack these codes and unlock the secrets hidden within!
– Next up, we’ve got 100 Double-Sided Key Cards. These cards will help us decipher the codes on the Code Cards. Each Key Card has a unique combination of symbols and numbers. We’ll need to match them up with the Code Cards to progress in the game.
– We can’t forget about the 15 Order of the Phoenix Cards. These special cards will give us extra hints and clues as we navigate through the game. If we’re lucky enough to find them, they could be a real game-changer!
– Oh, and make sure to watch out for the Death Eater Card. This card is not your friend. If you uncover it during the game, be prepared for a challenge. It might throw some unexpected obstacles our way!
– To help us keep track of time, we’ve got 12 Time-Turner Tokens. These tokens will let us rewind time and take another shot at cracking the codes. Just be careful not to rely on them too much – we only have a limited number!
– And of course, we can’t go on this mission without some Mission Logs. These pads will be our trusty companions, allowing us to jot down our progress and any important discoveries we make along the way.
– To display our cards and keep everything organized, we’ve got a handy-dandy Card Stand. It’s the perfect tool to showcase our Code and Key Cards, making it easier for us to analyze and strategize.
– Last but not least, we have the Rulebook. This little booklet is your guide to the game. It explains all the rules and gives you step-by-step instructions on how to play. Make sure to read it carefully and refer back to it whenever you need a refresher.
Now that we’re all set up, it’s time to dive into the world of code-breaking and unravel the mysteries that await us. Good luck, my friend, and let the game begin!
Hey there! Let’s set up for an exciting game. Are you ready? Great! Here’s what we need to do:
You and your partner will sit across from each other at the table. To kick things off, shuffle the Code cards. Now deal out 25 of them in a 5 x 5 grid. See how the grid above shows both sides? Well, for your first few games, it’s best to use either the pictures or the words, not both.
Make sure the red Order of the Phoenix cards and the blue Death Eater card are within reach of both players. This way, everyone can easily grab them when needed.
Oh, and don’t forget about the Time-Turner tokens. You’ll need those too! Take 10 tokens and place them beside the Code card grid. Make sure you have the Ministry Official side facing up. This creates the time bank, which will come into play later on.

Alright, listen up! To play this game, you need to leave 2 Time-Turner tokens in the box. Normally, you only use 10 tokens, but trust me, this game is tough. So, if you want it to be a little easier, you can add an extra 11th or 12th token.
Now, these extra tokens are a cool teal color. Why? Well, that’s just to remind you to stick to using 10 tokens when playing the standard setup. Gotta keep it fair, right?
Next, grab the plastic stand and put it beside the grid. Take the Key cards and give ’em a good shuffle. Then, randomly pick one card from the deck and place it upright in the plastic stand. Make sure each player can only see one side of the card. Oh, and by the way, the card should be wider than it is tall.
Pro tip: Hold the deck upright and draw from the middle. That way, you’ll only see your own side of the card. Sneaky, huh?
Key Cards

When playing the game, you’ll find that each game has a special card called a Key card. This card is important because it holds the clues you need to win. On one side of the Key card, you’ll see 9 cards with red markings. These are the cards you want your partner to guess.
But be careful! There are also 3 cards with black markings known as Death Eaters. If your partner guesses one of these cards, you both lose the game! They’re quite tricky, so try to avoid them at all costs.
Now, on the other side of the Key card, you’ll find some Ministry of Magic Officials. These cards might not be as dangerous as the Death Eaters, but they can still get in the way. If your partner guesses one of these cards, it’s not a correct guess. So watch out for them!
Here’s the interesting part: your partner has their own set of cards, with 9 red cards and 3 black cards. But wait, there’s more! These cards are mostly different from yours. Your partner will give you clues for the Code cards that are red on the side of the Key card that you can’t see.
The Key card is pretty cool because it has two sides. This means that you and your friend can take turns giving each other hints. It’s like a secret club for clue-givers!
The Goal of the Game
If you can find all 15 Order of the Phoenix Members in ten turns or less, then you both win. It’s a challenge, but I know you can do it!
Hey, listen up: Each of you will give hints for 9 Code cards. But here’s the twist: some squares on the Key card are red from both sides. Sneaky, huh?
How to Play
Ready to rock? Start by searching for a clue that will point you to two or more red Code cards. Meanwhile, your partner will be doing the same thing for cards that are red on the other side of the Key card.
Sharing a Hint
When playing the Code game, each clue consists of a single word and a number. The number tells you how many Code cards on the table are related to the word in the clue. For example, if the clue is “Brew: 2,” it means there are two Code cards on the table that are connected to the word “Brew.”
However, there is an important rule to keep in mind. If any of the cards on the table already have words written on them, you cannot use those words in your clue. So, for instance, if there is a Code card with the word “Cauldron” on it, you cannot use “Cauldron” as the word in your clue, even if it matches the number you want to give.
To illustrate this, let’s consider the example from earlier. If the clue is “Brew: 2” and there is a Code card on the table with the word “Cauldron” and another with the word “Polyjuice Potion,” your clue cannot be “Cauldron: 2” because you cannot use the word “Cauldron” from the table. Similarly, you cannot give the clue “Juice: 2” because “Juice” is part of the word “Polyjuice.”
Remember, it is allowed to give a clue for just one Code card, but if you want to win the game, you will need to give clues for multiple cards. Successfully giving a clue for three or more cards is a great accomplishment.
The First Clue
Either player can give the first clue in the game. Let’s say you find a good clue while your partner is still searching, so you offer to give the first clue.
Let’s play a game! I’m going to say a word and a number, and you have to guess which Code cards I’m talking about.
Make a Guess
When it’s your turn to guess, take your time and look at all the cards on the table. Then, choose one card and touch it.
If you touch a Code card that I said was red, congratulations! You made a correct guess! Cover that card with a red Order of the Phoenix card. This means you found one of the Members, and we’re one step closer to winning the game!
Note: Even if the card you touched wasn’t one of the ones I meant, cover it with a red Order of the Phoenix card anyway. Keep it a secret and act like it was the card I was talking about.

If your partner touches a Code card that appears black to you, it means they have encountered a Death Eater. This unfortunate incident ends the game, and both of you lose. Your partner took a risk by venturing into Knockturn Alley in search of a Member, but unfortunately, they were apprehended by the Death Eaters.
On the other hand, if your partner touches a Code card that appears gray to you, it signifies that they have encountered a Ministry of Magic Official. Mark this card with a Time-Turner token from the time bank. Place the token on the card, so the Ministry of Magic Official side is visible and the arrow points from you to your partner. This indicates that when you gave a clue, your partner guessed this card and encountered a Ministry Official. It’s crucial to note that this card may still be a card your partner wants you to guess, so don’t disregard it completely.
When I come across a Ministry of Magic Official during the game, it immediately ends my turn. And, if I happen to stumble upon a Death Eater, well, that’s game over.
A Single Clue, Multiple Guesses
If my first guess happens to be correct, my partner can take another guess without me giving any additional clues. The rules for marking the card remain the same for the second guess as they were for the first. If that guess is right, my partner can keep on guessing. And guess again. And again.
There’s no limit to the number of correct guesses my partner can make.
It would be amazing if my partner manages to find all the Code cards that my clue points to. But, as we all know, things don’t always go according to plan.
The End of the Turn
Every turn in the game consists of a clue and at least one guess. But what happens when the turn comes to an end? Let’s explore two possible scenarios:
- If your partner touches a Ministry Official card by mistake, the turn ends right away. But don’t worry, you can mark it with a special Time-Turner token from the time bank.
- On the other hand, if your partner makes one or more correct guesses, they have the option to end the turn by taking a Time-Turner token from the time bank. This token will be placed in front of your partner with the Time-Turner side facing up.
Remember, every turn requires a Time-Turner token. The number of tokens left in the time bank tells you how many turns and clues are remaining in the game. So use them wisely!
If everything goes according to plan, you’ll try to get your partner on the same page and have them guess the correct Code cards based on the clue you give them. Ideally, they’ll stop once they’ve guessed the number of cards you mentioned. However, your partner does have the option to end the game early if they wish. They can also make extra guesses, but we wouldn’t advise it.
It’s Your Turn Next!
When it’s your turn to play, you and your partner will take turns giving clues. So, if you gave the clue on the last turn, your partner will give the clue for the next turn.
Keep in mind that the Code cards your partner wants you to guess could appear in different colors on your side – red, grey, or even black. As you’re trying to crack the code, focus only on the Code cards and ignore the Key card.
If a card is covered by a red Order of the Phoenix card, you don’t need to guess it anymore. So, if you happen to guess a card that looks red from both sides of the Key card, your partner will cover it up. From that point on, neither of you will give clues for that card anymore. Remember, if this happens, don’t mention to your partner that you were also giving clues for that same card.
Imagine this: you’re playing a game, and you have to guess a Code card marked with a Time-Turner token. It’s up to the other player to figure out what the card is. Let’s say your partner thinks it’s a Ministry Official. In that case, you need to mark it so that the arrow on the token points from you to your partner.
Now, here’s where things get interesting:
- Your partner might actually see the card as a Death Eater. If that happens, you lose the game. Ouch!
- But, on the other hand, your partner might correctly guess that it’s a Ministry Official. If that’s the case, they’ll mark it with a second Time-Turner token, with the arrow pointing towards you. This means the card is now covered, and neither of you can guess it again. It’s like it’s out of play!
When your partner shares a clue, they might see it as a red Order of the Phoenix Member. If that’s the case, they’ll cover the clue card with a red Order of the Phoenix card. To help you remember what happened on the earlier turn, place the Time-Turner token on top of the covered clue.
Sometimes, you won’t find all the cards related to the clue given by your partner. Your turn may have ended early due to a wrong guess or because you didn’t want to risk encountering a Death Eater.
When it’s your turn to guess, remember the clues from previous turns. You don’t have to guess cards related to the current clue. You can guess cards related to any clue you’ve received. You may choose to guess the cards you’re most certain of first, even if they don’t relate to the current clue.
When you’re brainstorming clues, it’s important to keep in mind that your partner will have another opportunity to guess a Code card they missed on your first clue. This means you may not need to provide an additional clue for that same card.
Guessing the Last Card
If all nine squares that you see as red have been covered by Order of the Phoenix cards, you should inform your partner that they have no more Code cards to guess. From that point on, your partner will be responsible for giving clues for all the remaining turns.
An Example of How to Play

Hey there! So, here’s the deal – we’ve got these cool Code cards and a Key card right here. The Key card is really important because it gives us a clue about which Code cards we need to find. Exciting, right?
Now, I’ve got a pretty good clue for you. I’ll start by saying “Prison: 3.” Got it? Great!
So, your job now is to find the right Code cards based on my clue. Take a look at the picture of Azkaban, the wizarding prison. It’s a key piece of the puzzle. When you find it, cover it up with a red Order of the Phoenix card. Easy enough, right?
But wait, there’s more! You can also touch the picture of Barty Crouch Jr. He’s a pretty important character who’s about to be sent to Azkaban. Touch him and we’ll mark that spot too.
Oops, hold on! If you make a wrong guess, our turn is over. That’s okay, though. We’ll just mark it with a Time-Turner token and flip it to the Ministry of Magic Official side. The arrow on the token will point from me to you.
Alright, now it’s your turn! Let’s find those Code cards and crack this code together!

Now, it’s your turn to give me a clue. Take your time, and when you’re ready, tell me a word or phrase that relates to the images on the board. I’ll try to guess which ones you’re thinking of!
After some thought, you say “Forest: 4”. I see the image of trees, so I touch it. You mark it with a red card from the Order of the Phoenix. It just so happens that the card on my side was also red, but I don’t let on. The other words related to the forest are a bit trickier. Maybe you’re thinking of the animals that live there? Or perhaps it’s the picture of Barty Crouch Jr., who did something important in the forest.
I decide to touch the image of BUCKBEAK. You mark it with a red card as well. I keep going and touch the centaur picture, which turns out to be correct too. For my last guess, I decide to touch the image of Barty Crouch Jr.
You mark this guess with an Order of the Phoenix card and place the Time-Turner token on top of the member card. I have no reason to make a wild guess, so I take a Time-Turner token from the time bank and place it in front of me with the Time-Turner side facing up.
(Actually, your clue also included a spider instead of Barty Crouch Jr., but since that card was also red on your side, it counts as a correct guess. You’re not supposed to reveal any of this, so you act as if Barty Crouch Jr. was the only card you meant).
Now it’s my turn again. I say “Hogsmeade: 2” in the hopes of getting HOGWARTS EXPRESS and the scene of the kids in the snow. You touch HOGWARTS EXPRESS. I cover it with a red Order of the Phoenix card. You’re not sure about the other Hogsmeade word, but you’ve figured out some other cards that might be related to the clue “prison”.
You touch DEMENTOR since they are the guards of the prison. I mark it with a red Order of the Phoenix card. Your hand hovers over the image of Hagrid, remembering that he was sent to prison. I try not to show any signs of worry, even though that card is black on my side.
Luckily, you touch BELLATRIX LESTRANGE, and I cover it with a red Order of the Phoenix card. I don’t let out a sigh of relief, because that would give too much away. You forget that you still have one more clue for Hogsmeade and end your turn by taking a Time-Turner token from the time bank. We have 7 turns left and the board looks like this:
Game Over
A Decisive Victory
When we find all the members of the Order of the Phoenix (guessing all the red cards on both sides of the Key card), we both come out as winners!
In this game, we have to guess the 15 Order of the Phoenix cards and the 15 Code cards. Each side has 9 cards, but 3 of them overlap. So, when we place the last Order of the Phoenix card correctly, we win!
Naturally, there are other ways the game can end: