Buddy Bonuses

There are two types of bonuses added in this expansion: Buddy Bonuses and Class Bonuses. Buddy Bonuses are applied when a pair of specific characters are on the field at the same time, whereas Class Bonuses are applied when at least 3 or 5 characters of the same class on the same team are on the field at the same time.

Buddy Bonuses

Below are the Buddy Bonuses and the character pairs that provide them:

The Henchmen

As long as both characters are on the field, once per turn, if you roll a 6 as part of your 3d6, you may choose…

The Parents’ Love

As long as both characters are on the field, once per round if a character falls off their broom, you may choose to use either…

The Squib and his Cat

As long as both characters are on the field, once per round if a character falls off their broom, instead of sending them straight back…

The Half-Giant Romance

As long as both characters are on the field, Hagrid and Maxime roll advantage (take the higher of two rolls) for all tackles and beats…

The Dream Team

As long as both characters are on the field, passes between Jimmy and Ritchie can be made without needing to be in a straight line…

The Maledictus

As long as both characters are on the field, once per turn you may either a) swap positions of the two Naginis (if either Nagini…

The Knight Bus

As long as both characters are on the field, Stan and Ernie may move between the substitution spaces (the top and bottom centre spaces of…

The Durmstranglers

As long as both characters are on the field, every time you roll a 2 or less for Seeker movement, you may add +1 STR,…

Like Father, Like Daughter

As long as both characters are on the field, all characters on your team (not including the Seeker) may pick up and pass balls that…

The Wandmakers

As long as both characters are on the field, they may perform attacks against the opposing Keeper in their Keeper Zone. This includes tackles and…

The Twins

As long as both characters are on the field, whenever your team rolls an even number on any action roll (defending or attacking, and before…

The House Elves

Once per turn, as long as both characters are on the field, if Winky or Hokey are adjacent to a character on either team, the…

The Babies

As long as both characters are on the field, any character on either team within 2 spaces (does not need to be a straight line)…

The Other Dumbledores

As long as both characters are on the field but not in either Keeper Zone, Aberforth and Ariana can be used as a portal/secret passage…

In the Prefects’ Bathroom

As long as both characters are on the field, Myrtle and Cedric can move through any other character on the field. They cannot be opportunity…

Class Bonuses

Each character will fall into one or two classes. Class Bonuses come into effect when at least 3 of the same class on the same team are on the field (these bonuses are more powerful when there are at least 5 of the same class on the same team on the field) at the same time.

Death Eater Class

CharactersBonus
3 or moreOpposing team must reroll if they critically succeed
5 or moreOpposing team must reroll once if they critically succeed, and your team must reroll once if you critically fail

Ghost Class

CharactersBonus
3 or moreEntire team receives +1 AGL
5 or moreEntire team receives +2 AGL

Gryffindor Class

CharactersBonus
3 or moreEntire team receives +2 AGL when being opportunity tackled or beat
5 or moreEntire team receives +3 AGL when being opportunity tackled or beat

Hufflepuff Class

CharactersBonus
3 or more Entire team receives +1 STR
5 or more Entire team receives +2 STR

Ministry Class

CharactersBonus
3 or moreAny time you are scored on, move one of your Beaters two spaces for free
5 or moreAny time you are scored on, move both of your Beaters two spaces for free

Muggle/Squib Class

CharactersBonus
3 or moreRolling a straight (3 in a row) allows you to roll an additional 1d6 for movement
5 or moreRolling a straight (3 in a row; i.e. 3, 4, 5) allows you to roll an additional 2d6 for movement and select one of them to use (not including Seeker movement)

Non-Human Class

CharactersBonus
3 or moreRolling a straight (3 in a row) allows you to select one character on the opposing team that may not move until the end of their next turn (not including the Seeker)
5 or more Rolling a straight (3 in a row; i.e. 3, 4, 5) allows you to select one character on the opposing team that may not move for two turns (not including the Seeker)

Order of the Phoenix/Dumbledore’s Army Class

CharactersBonus
3 or moreYour team must reroll once if you critically fail
5 or moreYour team must reroll once if you critically fail and the opposing team must reroll once if they critically succeed

Professor Class

CharactersBonus
3 or moreAny time you are scored on, move one of your Chasers two spaces for free
5 or moreAny time you are scored on, move two of your Chasers two spaces for free

Ravenclaw Class

CharactersBonus
3 or moreEntire team receives +1 ACC
5 or more Entire team receives +2 ACC

Slytherin Class

CharactersBonus
3 or moreKeeper may move 2 free spaces per turn
5 or moreKeeper may move 2 free spaces per turn and 3 spaces when being shot on

Working Class

CharactersBonus
3 or moreAny time two of your 3d6 are 1s, you may roll an additional d6 for movement
5 or more Any time two of your 3d6 are 1s or 2s, you may roll an additional d6 for movement

Expansion Rules