We’ve enjoyed Fantastic Beasts: Cases from the Wizarding World so much that it has inspired us to make our own board game version. Since LEGO worked so well for our last board game, we decided to use it as the base for this game.
We modelled much of the game after the app, so there are many similar elements between the two. We used the same beasts and identifiers:
The board game is designed with six locations – each with its corresponding character from the app.
From the top left to right, we have Cerberus Langarm, from the Department of Magical Law Enforcement, in the Ministry of Magic; Gethsemane Prickle, the herbologist and potioneer, in the Potions Lab; and Myra Curio in the Muggle Liaison Office. I know, the LEGO characters don’t look quite like the actual characters but we did the best we could with the LEGO pieces we had on hand.
On the other side of the board (top left to right), we have Sage Bragnam, a historian, in the Library; Omar Abasi, a healer, in St. Mungo’s Hospital; and Mathilda Grimblehawk, from the Department for the Regulation and Control of Magical Creatures, in the Leaky Cauldron.
Action cards (Above Left) tell you where you have to go next and whether you can collect an identifier card. Bonus cards (Above Right) can give you extra bonuses or take them away.
Rules of the Game
The aim of the game: Collect beast identifier cards. Once there are enough cards to identify a beast, the first person to get back to the Ministry of Magic and correctly identify the beast is the winner.
- Everyone chooses a character – you have a choice of being Newt Scamander, Porpentina Goldstein, Jacob Kowalski, or Percival Graves.
- The game begins at the Ministry of Magic. The first place you have to get to is the Leaky Cauldron to meet up with your partner, Mathilda Grimblehawk, and investigate for clues.
- You do not have to roll the exact number to land on a location as long as the number on the die is large enough to reach the location.
- Every time you reach a new location, you have to pick up an action card that will tell you where to go next and whether you get to collect an identifier card or not. You can move off to the new location on your next turn.
- Action cards tell you where to investigate next and help you gain identifier cards.
- Pick up a Bonus card when you land on a dark green square.
- Bonus cards can give you special powers (e.g. extra turn, more identifiers, double your roll, etc.) or they can be negative bonuses (e.g. lose a turn, lose identifiers, etc.)
- Movement on the board is always clockwise unless you pick up a bonus card that tells you otherwise.
- If you land on a square that someone else is on, that person immediately returns to the Ministry of Magic and starts their next turn from there.
- Once you have enough identifiers to match any beast, head straight back to the Ministry of Magic for the win.
Although there is scope to make the game more complex, we decided to keep it simple. Maybe we’ll SCAMPER it when we get bored.
If you would like to play Fantastic Beasts the Board Game, you can download our game cards to make your own copy of the game.