Harry Potter Tradign Card Game - Quidditch Expansion SPOILER

Jason wanderer at zip.com.au
Mon Nov 12 07:34:58 UTC 2001


No: HPFGUIDX 29107

G'day,

for those other adults who are also collecting this great card game, 
here's a spoiler of the expansion set appearing on the shelves this 
week.

If you don't want your booster opening session spoilt don't read any 
further.

Jason
wandererhp


Quidditch Cup Expansion Card Sightings - Monday 12 November, Sydney, 
Australia.
Assembled from various contributors from Pojo, Ebay and Yahoo Groups 
on Harry Potter TCGs.
Special thanks to Sandycat7718 (WB boards), Maggie S 
(HarryPotterCardGame at yahoogroups.com), SteveMuffin and Htang1.

Card Findings
"Look for 3 randomly inserted premium cards in approximately every 10 
boosters. Quidditch Cup rules card inserted in approximately 1 out of 
every
6 boosters."
Htang1 also found that some rare cards (No#1 to 30) have the same 
picture but have paper and foil/holo version, so a full set should be 
110 cards.

Quidditch Cup rules card
To play a Match card, you need the required amount of Power and you 
use up 1 of your Actions. there can be only one Match on the table 
("in play") at a time. So if you or your opponent already has a Match 
in play, neither of you can play another one. A Match card has two 
parts:

To Win: This is what a player needs to do to win the Match. Unlike 
Adventures, it doesn't all have to be done at once. So a player might 
win
Practice Match by doing 2 damage to his or her opponent one turn and 
3 more the next turn. (This means each player needs to keep track of 
how much damage he or she has done towards winning the Match.) Also, 
unlike solving an Adventure, either player can win the Match.

Prize: The winner gets the prize explained on the card. When a player 
wins a Match, the Match is put in the discard pile of the person who 
played it.

Uniqueness
The uniqueness rule does apply to two different unique cards that 
represent the same character. For example, if Harry the Seeker is in 
play, nobody can play Harry Potter or Harry the Seeker.


**1-30 Holo/Foil/Rare**

Bludger  
4Q - Item
Before each of your turns, Bludger does 3 damage to your opponent if 
a match is in play.  (If no match, Bludger does no damage).
#1

Catch the Snitch  
7Q - Spell
You win the current Match.  You get the Prize
#2

Charms Exam  
7C - Spell
Your opponent discards his/her hand.  He/She may draw any number of 
cards
#3

Fluffy
10CoMC (discard 2 CoMC) - Creature
Health = 21 Damage each turn = 12! 
#4

Fred & George Weasley
You may use 1 Action (instead of 2) to put an Adventure card from 
your hand into play, even if you already have one in play. If you 
already had one in play, discard the old one.
#5

Gaze into the Mirror  
Adventure
Effect:  During your opponent's turns, prevent all Spells damage done 
to you by Spell cards. To Solve:  Opponent chooses 5 Spell cards in 
hand and discards them. Reward:  Opponent gets 1 more Action
#6

Golden Cauldron
9P - Item - provide 5P
To play this card, return 2 of your P lessons from play to your hand.
#7

Golden Snitch
11Q – Item
At the end of your opponent's turn, you win the game unless your 
opponent has at least 10 more cards in his or her deck than you do. 
(If he or she does, your opponent wins the game instead.)
#8

Hagrid Needs Help
Adventure
Opponent gets one less Action per turn (never to zero Actions 
though). Solve: Take 8 damage. Reward: draw 3 cards
#9

Halloween Feast
4C – Spell 
Put up to 4 Creature cards from your discard pile into your hand. 
#10

Harry the Seeker
Wizard - Gryffindor - Unique
Once during each of your turns, when you use an Action to play a 
Quidditch lesson, you may draw a card.
#11

Hospital bed
9P - Item
You may use an Action to search your deck. You may take a Healing 
card, show it to your opponent and put it into your hand. Then 
shuffle your deck.
#12

Madam Rolanda Hooch
Witch - Unique - ??House - Provide 1Q
Once per game, you may search your deck. When you do, you may take a 
Broom card from your deck, show it to your opponent and put it into 
your hand. Then shuffle your deck.
#13 

Marcus Flint
Wizard - Slytherin - Unique
Once per game, you may make your opponent choose 3 cards in his or 
her hand and discard them. (If there are fewer than 3 cards in your 
opponent's hand, he or she discards them all.)
#14 

Neville Longbottom
Wizard - Gryffindor - Unique
Your may prevent all but the first 8 damage done to you each turn.
#15

Nimbus Two Thousand 
7Q - Item-Broom
Provides 1 Quidditch power. Whenever 1 of your Item or Spell cards 
that needs Q power does damage, it does 2 more damage. If you play 
this card, and you already have a Broom in play, discard the old one.
#16

No time to play
4T - Spell
Discard all Matches and items that need Q Power from play (even your 
own). (If a match is discarded, no-one gets the prize).
#17

Oliver Wood
Wizard - Gryffindor - Unique
Once per game, when 1 of your Spell cards that needs Q Power does 
damage, you may have it do 8 more damage.
#18

Out of Control
10Q – Spell
Do 6 damage to your opponent. Then your opponent chooses 4 cards in 
his or her hand and discards them. (If there are fewer than 4 cards 
in your opponenet's hand, he or she discards them all.)
#19

Potions Class Disaster
12P - Spell
Your opponent chooses 5 of his or her cards and discards them. Those 
cards can come from his or her hand or from play or from both. (If 
there are fewer than 5 total cards in your opponent's hand and in 
play, he or she discards them all.)
#20

Prof. Mivera McGonagall 
Witch – Unique - Gryffindor
Provides a Transfiguration lesson
"Once per game, you may discard the Adventure your opponent has 
played. (You don't get the reward.)" 
#21

Put-Outer
4T - Item
You may use 2 Actions to choose 1 of your opponent's cards in play 
(other than his or her starting Character) and return it to his or 
her hand.
#22

Ravenclaw Match
1Q - Match
To Win: Do 10 damage to your opponent while this card is in play. 
(That damage doesn't have to be done all at once.)
Prize: The winner searches his or her deck. He or she may take up to 
2 Lesson cards from his or her deck and put them into play. Then that 
player shuffles his or her deck.
#23

Scabbers
4COMC - Creature - Unique
If Scabbers is discarded from play during your opponent's turn, put 
it into your hand.
Damage each turn: 1, Health: 3
#24

Seamus Finnigan
Wizard - Gryffindor - Unique
Once during each of your turns, you may discard 2 cards from your 
hand to get 1 more Action.
#25

Slytherin Match, 
1Q - Match - Healing
To Win: Do 15 damage to your opponent while this card is in play 
(That damage doesn't have to be done all at once.) Prize: The winner 
may shuffle up to 15 non-Healing cards from his or her discard pile 
into his or her deck.
#26

Start-of-Term Feast
4C - Spell
Put up to 4 lesson cards from your discard pile into your hand.
#27

Support Banner
5Q - Item
At the end of your turn, draw a card if you played at least 1 Spell 
card that needs Q Power that turn.
#28 

The Sorting Hat
8T – Item – Unique???
You may use 2 Actions to search your deck. You may take a Character 
card of a Character that isn't already in play and put it into play. 
Then shuffle your deck.
#29

Trevor
3COMC - Creature - Unique
Health : 1
When you play this card, you may put a Lesson card from your discard 
pile into your hand. Whenever a Spell card damages you, you may let 
Trevor take that damage instead.
#30

**31-50 Uncommon**

Chocolate Frogs
1C - Spell
Search your deck. You may take a Wizard or a Witch card from your 
deck, show it to your opponent and put it into your hand. Then 
shuffle your deck.
#31

Comet Two Sixty
3Q - Item - broom - provides 1Q
Once during each of your opponent's turns, you may prevent 1 damage 
done to you. If you play this card, and you already have a Broom in 
play, discard the old one.
#32

Defence!
10Q - Spell
During your opponent's next turn, prevent all damage done to you.
#33

Devil's Snare
4CoMC - Creature - Plant
Damage = 2 Health = 6
To play this card, discard 1 of your CoMC Lessons from play. At the 
end of each of your turns, remove all damage counters from Devil's 
Snare.
#34

Diffindo
8T - Spell
Choose 1 of your opponent's cards in play (other than his or her 
starting Character). Your opponent discards that card.
#35

Doxy 
6CoMC - Creature - Fairy
When you play this card, you may choose another Creature in play. Do 
2 damage to it. Damage = 2, Health = 1
#36

Hufflepuff Match
1Q - Match
To Win: Do 8 damage to your opponent while this card is in play. 
(That damage doesn't have to be done all at once.) The winner may 
draw 5 cards, the loose takes 5 damage.
#37

In the stands
Adventure 
Effect: Your opponent can't play creature cards. 
To solve: Your opponent chooses 4 Creature Cards in his or her hand 
and discard them. 
Reward: Your opponent may draw a card
#38

Into the Forbidden Forest 
Adventure
Effect: Whenever 1 of your Creatures does damage to your opponent, it 
does 1 more damage. 
To Solve: Your opponent skips a total of 5 Actions (Those Actions 
don't need to be one right after the other) 
Reward: Your opponent may draw a card.
#39

Jawbind Potion
4P - Spell
Do 2 damage to your opponent. During your opponent's next turn, he or 
she can't play Spell cards.
#40

Missing Parchment
2C - Spell
Look at your opponent's hand. If there are any Spell cards there, 
choose 1 of them and discard it.
#41

Penalty Shot
5Q - Spell
Draw 3 cards
#42

Pep Talk
Adventure
Effect: The first Action your opponent uses on each of his or her 
turns must be used to draw a card.
To Solve: Your opponent shows you a card from his or her hand with a 
(printed) Power needed of 8 or more.
Opponent's Reward: Your opponent may draw 2 cards.
#43

Petificus Totalus
1T - Spell
Choose 1 of either player's Creatures in play and a Lesson card in 
that player's discard pile. Discard that Creature and put that Lesson 
card into play.
#44

Power Play 
6Q - Spell
Play this card only if a Match is play. Do 7 damage to your opponent.
#45

Race for the snitch
Adventure
Effect: Your opponent discards the card he or she draws at the start 
of each of his or her turns.
To solve: Your opponent discards his or her hand.
Opponent's Reward: You discard your hand.
#46

Snape's Bias 
Adventure
Effect: Your opponent can't use Actions to draw cards. 
To Solve: Your opponent lets you search your deck for up to 2 cards 
and put them into your hand. Then shuffle your deck. Reward: Your 
opponent may draw a card.
#47

Sticking Up for Neville
Adventure
Effect: Before each of your turns, your opponent takes 4 damage.
To solve: Your opponent discards his or her hand.
Opponent's Reward: Your opponent may put up to 4 non-Healing cards 
from his or her discard pile on the bottom of his or her deck (in any 
order).
#48

Strategy Session 
3Q - Spell
You may put up to 3 Quidditch Lesson from your hand into play.
#49

Weakness Potion
7P - Spell
To play this card, discard 1 of your Potions Lessons from play. Do 5 
damage to your opponent. During your opponenet's next turn, prevent 
all damage done to you by your opponent's Creatures.
#50

**51-75 Common**

Bloodroot Poison 
2P - Spell
To play this card, discard 1 of your Potions Lessons from play. Do 4 
damage to your opponent or to a Creature of your choice
#51 - Common

Bravado
3C - Spell
For the rest of this turn, your Spell cards need 5 less Power to play.
You still need at least 1 Power that matches.
#52

Bruiswort Balm
3P - Spell - Healing
Shuffle up to 5 non-healing cards from your discard pile into your 
deck.
#53

Cleansweep Seven 
2 Q - Item * Broom
When you play this card, look at the top 4 cards of your deck and put 
them back on top in any order. (If there are fewer than 4, look at 
all of them.) If you play this card, and you already have a Broom in 
play, discard the old one.
Provides: 1 Q
#54

Cobbing
Spell - 7Q
Do 4 damage to your opponent.  Then, if your opponent has any cards 
in play,he or she chooses 1 of them and discards it.
#55

Cobra Lily
?CoMC - Creature - Plant
At the end of each of your turns, remove all damage counters from 
Cobra Lily.
Damage each turn:  2
Health: 3
#56 

Cunning Fox
?CoMC - Creature - Fox
Damage each turn:  3
Health: 1
#57

Desk Into Pig
1T - Spell
To play this card, discard 1 of your Lessons from play. Search your 
deck. You may take up to 3 Creature cards from your deck, show them 
to your opponent and put them into your hand. Then shuffle your deck.
#58

Drowsiness Draught 
8P – Spell
Do 3 damage to your opponent. During your opponent's next turn, he or 
she can't use Actions to play Lesson cards.
#59

Fouled!
4Q - Spell
Do 4 damage to your opponent.  During your opponent's next turn, he 
or she
gets 1 fewer Action.  (If this would mean your opponent has fewer 
than 1
Action, he or she still gets 1 Action).
#60

Gone! 
1Ch – Spell
Look at your opponent's hand.  If there are any Creature cards there, 
choose one and discard it.
#61

Mice to Snuffleboxes
5T - Spell
Choose up to 2 Creatures in play and return them to their owners' 
hands.
#62

Mopsus Potion 
8P - Spell
Do 3 damage to your opponent or to a Creature of your choice.
#63

Ouch!
5Q - Spell
Do 5 damage to your opponent. Then, if your opponent has any cards in 
his or her hand, he or she chooses 1 of them and discards it.
#64

Practice Match
1Q - Match
Do Five Damage To Your Opponent While this Card Is in Play...(You 
Don't Have To All At once)
The Winner may Draw 4 Cards.
#65

Pulling Up
4Q - Spell
Do 2 damage to your opponent. Then draw 2 cards.
#66

Research
5T - Spell
To play this card, discard 1 of your Lessons from play. Search your 
deck. You may put up to 2 Lesson cards from your deck into play. Then 
shuffle your deck.
#67

Rope Bind 
3Ch - Spell
Do 2 damage to your opponent or to a creature of your choice. Then 
draw a card.
#68

Searching for the Snitch 
2Q - Spell
Search you deck. You may take a quidditch lesson or a card that needs 
quidditch power from you deck, show it to your opponent and put it 
into your hand. Then shuffle your deck.
#69

Smash!
2Q - Spell
Choose 1 of your opponent's Items in plan and discard it.
#70

Stream of Flames
5C - Spell
Do 3 Damage to your opponent.  You may also choose a Creature in play 
and do
3 damage to it.
#71

Streeler
?CoMC - Creature - Snail
When you play this card, you may choose another Creature in play.  Do 
1
Damage to it.
Damage each turn: 1
Health: 2
#72

Swarm!
5CoMC - Spell
Count the number or Creatures in play (yours and your opponent's) Do 
that much damage to your opponent.
#73

Time Out 
1Q - Spell
Look at the top 6 cards of your deck and put them back on top in any 
order. (If there are fewer than 6, look at all of them.)
#74 

Vanish
7T - Spell
Choose 1 of your opponent's Creatures or Characters in play (other 
than his
or her starting Character) and put it on the bottom of his or her 
deck.
#75

**76-80 Lessons**







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