Clue: Wizarding World Harry Potter Edition, sold as Cluedo in the UK and Germany, is Hasbro's Harry Potter version of the classic mystery game. A student has vanished from Hogwarts. Playing as Harry, Ron, Hermione, Ginny, Luna or Neville, you find out who attacked them, with which spell or item, and where. Unlike classic Clue, the board changes while you play, and the Dark Mark costs you house points.
- 3 to 5 players
- Ages 8+
- Mystery
- Amazon.com
- Amazon.co.uk
- Amazon.de (German edition)
- We earn a small commission if you buy through these links. The price stays the same for you. As an Amazon Associate we earn from qualifying purchases.
The mystery
At the start, one suspect, one item or spell and one room go secretly into the envelope. Whoever names all three first wins.
Who
- Draco Malfoy
- Crabbe and Goyle
- Lucius Malfoy
- Dolores Umbridge
- Peter Pettigrew
- Bellatrix Lestrange
With what
- Sleeping Draught
- Vanishing Cabinet
- Portkey
- Impedimenta
- Petrificus Totalus
- Mandrake
Where
- Great Hall
- Hospital Wing
- Room of Requirement
- Potions Classroom
- Trophy Room
- Divination Classroom
- Owlery
- Library
- Defence Against the Dark Arts
Dumbledore's Office sits in the middle of the board. It is where you accuse, but it is never part of the solution.
What is in the box
Setup
- Before the first game, fix the four wheels to the board with the plastic rivets and put the stickers on the Hogwarts die.
- Turn every wheel so it shows START. Shuffle the Dark Deck and the Help cards into two face-down piles.
- Everyone takes a notepad sheet, one Help card face up, and house points: 60 each with 3 players, 70 with 4, 80 with 5.
- Draw one Student card at random. That student has vanished. The others choose from the remaining characters and put their movers on their start spaces.
- Sort the Mystery cards into suspects, items and rooms. Put one of each, unseen, into the envelope.
- Shuffle the rest and deal them evenly. Leftover cards go face down into Dumbledore's Office.
- Tick off your own cards on your notepad. The player with the next birthday starts.
| Players | House points each | Mystery cards each | Cards in Dumbledore's Office |
|---|---|---|---|
| 3 | 60 | 6 | 0 |
| 4 | 70 | 4 | 2 |
| 5 | 80 | 3 | 3 |
Your turn
1 Roll
Roll all three dice at once.
2 Hogwarts die
Resolve the symbol first: Help card, wheel or Dark Mark.
3 Move
Move with the two normal dice, or take an open secret passage.
4 Suggest
In a room, make a suggestion. Or take a Help card, or end your turn.
The Hogwarts die
Dark Mark cards and Help cards
Every Dark card says who is affected (everyone, a room, the corridors or just you), how many house points they lose, and which Help cards protect against it. A mountain troll in the castle, for example, costs everyone 15 points unless they hold Wingardium Leviosa, the Marauder's Map, a Broom or Petrificus Totalus.
- If you hold a listed Help card, show it and keep it. You lose nothing.
- If not, pay the house points into the pile. A few cards make you discard a Help card instead.
- At zero house points you are out. Lay your Mystery cards face up for everyone.
- If every player runs out before the mystery is solved, the Dark Forces win and nobody wins.
Help cards come from the starting deal, a star on the Hogwarts die and the star spaces in the corridors. Two kinds help with movement: Alohomora lets you walk through a closed door, and Felix Felicis sets your move to 12 instead of rolling. Both are discarded after use.
Moving and making suggestions
- Move up and down or sideways, never diagonally. You don't have to use the full roll.
- A star space in a corridor stops you at once, and you take a Help card.
- You may pass other movers but not end on their space.
- Entering a room through an open door ends your move. Closed doors need an Alohomora card.
- If you end a turn in a room, you must leave it on your next turn and may not come back that turn.
- A secret passage replaces your dice move, but only if you start in a room whose passage is open.
In any room except Dumbledore's Office you may suggest a suspect, an item and the room you are in. Move both tokens into the room. Starting on your left, each player either shows you one matching card in secret or passes. As soon as one card is shown, your turn ends.
Dumbledore's Office and the accusation
In Dumbledore's Office you do one of two things. Either look at all the leftover cards lying there and tick them off, which ends your turn, or make your accusation: name a suspect, an item and a room, then look secretly into the envelope.
Right
Show the three cards. You win.
Wrong
Put the cards back unseen. You can't move or win any more, but you still show cards when others make suggestions.
What is different from classic Clue
| Classic Clue | Harry Potter edition | |
|---|---|---|
| Players | 2 to 6 | 3 to 5 |
| Your pawn | You play a suspect | You play a student; suspects are separate tokens |
| Board | Fixed doors and passages | Wheels open and close doors and change passages |
| Extra die | None | Hogwarts die: Help cards, wheels, Dark Mark |
| Resources | None | House points; at zero you are out |
| Staying in a room | Allowed | You must leave on your next turn |
| Accusing | From a room, after a suggestion | Only in Dumbledore's Office |
Tips and house rules
- Visit Dumbledore's Office early with 4 or 5 players. The 2 or 3 cards lying there are free information.
- Collect Help cards on star spaces when no room is in reach. Madam Pomfrey, the Invisibility Cloak, the Portkey and Albus Dumbledore protect against the most Dark cards.
- Don't dawdle. House points never come back, so a slow detective gets knocked out.
- Write down who showed you what, as in any Clue game.
The most common complaint is that house points drain quickly and knock players out early, which children hate. A popular family rule: halve every loss, rounding up. Others give 5 points back whenever a Help card blocks a Dark card.
Which Harry Potter Clue is this?
There are two different Harry Potter Clue games, and the boxes are easy to mix up.
| Edition | Publisher | How to recognise it |
|---|---|---|
| Clue Harry Potter, 2008 | Parker Brothers / Hasbro | The original of this game, ages 9+, same rules |
| Clue Harry Potter, 2016 | USAopoly (The Op) | Reprint of the 2008 game |
| Clue: Wizarding World Harry Potter Edition | Hasbro Gaming, 2020 | The current one: Wizarding World logo, 8+, 3 to 5 players, Hogwarts board with wheels |
| Cluedo: World of Harry Potter | Hasbro 2011, later Winning Moves | A different game: set across the wizarding world, Floo powder travel, accusations at The Burrow |
Rules questions
In Dumbledore's Office, do I look at one leftover card or all of them?
All of them. The game's designer, Rob Daviau, confirmed this, and it ends your turn.
Can I walk over a star space without stopping?
No. Landing on a star in a corridor stops your move, and you take a Help card.
A Dark card hits everyone. Does one Help card protect the whole table?
No. Each affected player checks their own Help cards.
I have to discard a Spell card but I have none. What happens?
Nothing. You simply have nothing to discard.
Can I win house points back?
Not by the rules. Points only go down, which is why many families add a house rule.
When can I use a secret passage?
Only if you start your turn in a room whose passage is open. It replaces your dice move.
With Felix Felicis, do I still roll the Hogwarts die?
Yes. The card only replaces the two normal dice, which count as 12.
How many cards do I see after a suggestion?
One. The first player on your left who can disprove you shows you one card, and your turn ends.
Can 2 or 6 people play?
The box says 3 to 5, and the designer has said the game needs at least three. Six can work if no student goes missing, but house points may run short.
Is it worth buying?
It is more than classic Clue with new names. The turning wheels, the Dark Mark and the Help cards add tension, and Dumbledore's Office in the centre is a good twist. Families with children from 8 who like Clue will enjoy it. The weak spot is the house points: without a house rule, someone may be out after a few turns.
Good
- The changing board keeps every game different
- Dark Mark events and Help cards add tension
- Theme everywhere, from the crests to the rooms
- Children love the Hogwarts die
Not so good
- House points run out fast, players get knocked out
- The wheels can feel fiddly
- Plain pawns that don't match the theme
- Still roll and move
- 3 to 5 players
- Ages 8+
- Mystery
- Amazon.com
- Amazon.co.uk
- Amazon.de (German edition)
- We earn a small commission if you buy through these links. The price stays the same for you. As an Amazon Associate we earn from qualifying purchases.