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DOG: Harry Potter

Un jeu de société de (Uncredited)
Éditeur: Schmidt Spiele
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DOG: Harry Potter
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Descriptif Descriptif
The wizard students are traveling around Hogwarts; from the dormitories of the four houses, they make their way to the Great Hall — but Hogwarts wouldn't be Hogwarts if the up-and-coming magicians didn't turn almost every challenge into a competition to test who has the most successful house. Whether Gryffindor, Hufflepuff, Ravenclaw or Slytherin, everyone tries to make it to the Great Hall as quickly as possible, outplaying the others and sending them back to the dormitory. Only caretaker Argus Filch makes life equally difficult for everyone. DOG: Harry Potter adapts DOG to the wizarding world, and round after round, players try to use their action cards to move the figures in their own house from the dormitory to the Great Hall, where they are safe. On the way there, other classmates not only want to overtake them, but prefer to throw them out. With magical tricks such as walking backwards, conjured up jokers, or lucky number witchcraft, they, like the patrolling caretaker, become a real threat to progress. After all, who likes going back to bed when the goal seems so close?
Informations supplémentaires Informations supplémentaires
Mécanique: Gestion des mains Prends ça Gioco a squadre
Catégories: Jeux de cartes
Noms alternatifs:
BARCODE: 4001504494230
Cela a été vu 116__PH_1__ fois
Descriptif Descriptif
The wizard students are traveling around Hogwarts; from the dormitories of the four houses, they make their way to the Great Hall — but Hogwarts wouldn't be Hogwarts if the up-and-coming magicians didn't turn almost every challenge into a competition to test who has the most successful house. Whether Gryffindor, Hufflepuff, Ravenclaw or Slytherin, everyone tries to make it to the Great Hall as quickly as possible, outplaying the others and sending them back to the dormitory. Only caretaker Argus Filch makes life equally difficult for everyone. DOG: Harry Potter adapts DOG to the wizarding world, and round after round, players try to use their action cards to move the figures in their own house from the dormitory to the Great Hall, where they are safe. On the way there, other classmates not only want to overtake them, but prefer to throw them out. With magical tricks such as walking backwards, conjured up jokers, or lucky number witchcraft, they, like the patrolling caretaker, become a real threat to progress. After all, who likes going back to bed when the goal seems so close?
Informations supplémentaires Informations supplémentaires
Mécanique: Gestion des mains Prends ça Gioco a squadre
Catégories: Jeux de cartes
Noms alternatifs:
BARCODE: 4001504494230
Cela a été vu 116__PH_1__ fois