Rune Tycoon

Rune Tycoon is an expansion that adds 25 collectable runes to the game. Runes can be found during games, with their effects and benefits being usable in games following their discovery.

Read below to learn about the ancient runes available in Rune Tycoon:

Default Rune

Rune of Necessity

All teams receive this rune automatically before the start of their first game. Revelio Charms may only be cast while this rune is in play. Therefore, other runes cannot be found without using this rune.

Green Runes

Rune of Bravery (Godric’s Rune)

Once per turn, you may sacrifice two spaces of movement on any character to allow any other character on your team to freely avoid a single opportunity tackle or beat.

Rune of Loyalty (Helga’s Rune)

Once per round, if one of your characters is beat, you may choose one other character on your team outside of your Keeper Zone to be beat instead. This rune does not take effect if someone falls off their broom for any reason other than being beat (i.e. critical success/critical failure).

Rune of Wisdom (Rowena’s Rune)

Any time your Revelio Charm does not reveal a rune, you will be told exactly how many spaces away the nearest rune is and the rarity of that rune.

Rune of Cunning (Salazar’s Rune)

At any point in the game, you may select one of the opponent’s runes to remove from play for the remainder of the game. This can be done at any time including to remove a rune that is about to be used. This may only be used once in the game. The Rune of Necessity…

Rune of Sharing

Any ball that is passed between characters and shot on the same turn is granted with the same accuracy as that of the most accurate character to possess the ball during that turn.

Rune of Secrecy

This rune must be your first rune in play during a game. Upon using your rune, the opposing team will not be told which other runes you are using, nor how many runes are being used.

Rune of Weakness

Select one character on the opposing team. For the duration of the game, this character rolls 2d10 and takes the lower roll whenever defending against tackles and beats (including opportunity tackles and beats and attempted throws by the Snitch).

Rune of Curves

Select one character on your team. For the duration of the game, this character can make passes to other characters without needing to be along a straight target line (targets must still be within maximum passing range of that character).

Yellow Runes

Rune of Endurance

Each turn, you may roll 2d6 and 1d8 for movement instead of 3d6. This 1d8 cannot be used on your Seeker.

Rune of Fortune

Your team is protected from critical failures. If you roll a critical failure, you may reroll once (this rune cannot protect you from a critical failure on your reroll).

Rune of Misfortune

The opposing team is blocked from critical successes. If your opponent rolls a critical success, you may force them to reroll once (this rune cannot block your opponent from a critical success on their reroll).

Rune of Opportunity

Select one Beater and one Chaser on your team. For the duration of the game, these two characters may make opportunity tackles and opportunity beats (for the Beater only) whenever an opposing character is within 2 spaces of their position.

Rune of Spirit

When any of your characters are beat or otherwise fall off their broom, you may select any other character on your team to move 2 spaces for free.

Rune of Theft

Randomly select one of your opponent’s active runes to steal. Once stolen, you may immediately activate the rune for the remainder of the game, and the Rune of Theft is removed from your own collection. Once the game is complete, the stolen rune does NOT return to the original team (you retain possession of the…

Rune of Spite

If you have not scored on this turn and the opposing Keeper is in possession of the Quaffle, you may forcefully drag the opposing Keeper up to 3 spaces from their current position.

Red Runes

Rune of Control

When you discover a rune, you may select which rune it is that you receive. Runes selected must match the rarity of the rune discovered.

Rune of Sacrifice

You may remove 1 character on your team from play for the remainder of the game (this must occur immediately either at the beginning of the game or as soon as you activate the rune upon discovery). Once sacrificed, all of your action rolls (tackles, beats and shoots on hoop, not including attempted Snitch grabs)…

Rune of Guarding

When your opponent shoots at your hoops, you may move any character on your team (in addition to your Keeper) up to 2 spaces for free. This movement does not apply to your Seeker.

Rune of Balance

Whenever you are scored on, you may move any or all of your Chasers up to the centre line.

Expansion Rules