WIZARDS AT WAR
The storm is coming, best be ready when she does
Wizards at War

The board

Forty-nine territories across seven regions of the wizarding world — Hogwarts, the Ministry of Magic, Diagon Alley, Hogsmeade, Azkaban, the Dark Forest and The Burrows. Hold every one of them and the war is yours.

A turn

  1. Deploy. Fresh armies each turn — more for the ground you hold, more again for a whole region. Tap your own territories to place them.
  2. Attack. Choose your ground, then a neighbour's. Dice decide it. Take a territory and you earn a card; three of a kind trade for armies.
  3. Fortify. One free move between two of your own connected territories, and any hero standing there can travel with them.

Nine heroes hide on the board

Take the ground a hero is hiding on, hold it, and ask them to join you. The first approach is free; every one after costs influence. Whoever leads your campaign lends it their nature — the Light shelters what you hold, the Dark sharpens what you take.

Some are not on the board at all. Four more have to be earned, and what you do to find them carries from one war to the next.

Alliances, prisoners and worse

Propose an alliance and an ally's land becomes open road. Capture a rival's hero and you may ransom, recruit, release or kill them — and the wizarding world remembers which you chose.

Wizards at War is a fan-made project, built for fun and shared with no charge of any kind. It is not affiliated with, endorsed by or connected to Warner Bros. Entertainment Inc. Harry Potter and all related characters, names, places and indicia are trademarks of and copyright Warner Bros. Entertainment Inc. All rights and intellectual property remain entirely theirs.