Rules

The current Harry Potter Revival floor rules are modified from the Wizards of the Coast DCI 2002–2003 Tournament Floor Rules. Players, spectators, and tournament officials must follow these documents while involved with Ministry of Magic sanctioned Harry Potter tournaments. See below for full information about the DCI Penalty Guidelines.

Banned & Restricted List

Currently there are no cards banned or restricted.

Watch List (Following cards are on the watch list)
Prof. Minerva McGonagall
Professor Filius Flitwick

Revival Card Rulings

Cards: Potions Lesson, Potions Project, and Potions Test
An interaction issue arose with these three cards and the following: Trevor, Kelpie, Pet Toad, and Neville. This is due to the damage being an unknown quantity unless you resolve the cards' effects. The HPTCG Revival Rules Committee reached out to the original game designers for an official ruling.

OFFICIAL RULING: Potions Lesson, Potions Project, and Potions Test damage on the stack is infinite, because your opponent will never reveal cards. No cards should be revealed from the top of the deck. So, what does this mean for the card interactions in question?

Trevor, Kelpie, and Pet Toad.
Since the damage of each spell on the stack is infinite, a player may have all damage redirected, discard the creature from play, and the damage is countered. Here is an example of the interaction:

  1. Your opponent has Kelpie in play.
  2. You cast Potions Project.
  3. Before the spell has resolved your opponent may choose to have the damage redirected.
  4. Your opponent chooses to redirect Potions Project to Kelpie.
  5. *Potions Project damage quantity is infinite*
  6. All damage is redirected to Kelpie and it's discarded from play.
  7. Potions Project has now resolved and no cards are revaled from the top of the deck.

Neville
Since the three spells deal damage until a player reveals a specific number of lessons; if an opponent has Neville in play they will reveal cards until the maximum of 8 damage is dealt in the turn. The potions spell will then be discarded and no more cards will be revealed. Here is an example of the interaction:

  1. Your opponent has Neville as their starting Wizard.
  2. You start your turn and deal 0 creature damage.
  3. You cast Potions Project.
  4. *All damage beyond the first 8 is prevented due to Neville Longbottom's ability.*
  5. Your opponent will discard until a total of 2 lessons are revealed, but not beyond 8 damage.

HPTCG Revival Rules

Sideboard Use
Each player may have a sideboard, which is a group of additional cards the player may use to modify their deck between games of a match. In constructed play, a sideboard may contain no more than ten cards. The four-card limit applies to the combined deck and sideboard. In limited play involving individual players, all cards in a player’s card pool not included in their deck are in that player’s sideboard.

Mulligan Rule
At the beginning of the game, both players may decide whether or not they want to keep their starting hands. If a player doesn't want to keep his/her starting hand, s/he may shuffle that starting hand back into his/her deck and draw a new one. The player on the play decides first, then the other player decides. Each player is granted only one mulligan per game.

Old Official Rulings

POJO Rulings
POJO has compiled previous official rulings on general game mechanics and specific cards. Some may be outdated or Revival specific rules may superceed them, so please make sure to check against offical Revival rulings.
View Old WotC Official Rulings

Tournament Rules

Authorized Cards
All Harry Potter cards, including promotional cards released by Wizards of the Coast, Inc., are legal for tournament play. Non–local language cards may be used in players’ decks only if the same cards are available in a local-language version produced by Wizards of the Coast. If no cards are produced in a local language, then the tournament organizer must announce what language will be considered the local language for the event. Players choosing to play with non–local-language cards must have a local language version available outside of their decks for their opponents or the judge to reference. However, players may use Lesson cards in any language without providing a local-language equivalent.

Tournament Materials
A player must bring a method of tracking card effects (creature damage, skipped Actions, “once per game” character abilities, and so on), such as tokens or dice.

Match Structure & Time Limit
For constructed play, a modified version of the Wizards of the Coast DCI 2002–2003 Floor Rules is used. Players play best of three games with a timed round of 45 minutes. If the tournament cuts to top four or eight, the rounds are untimed, but players are encouraged to play in an adequate pace..

Who Plays First
The winner of a coin toss (or other random method) chooses who plays first. For tournaments that include more than one game per match, after each game in a match, the loser of that game (even if the game loss was due to a penalty) decides whether to play first in the next game. If the game was a draw (so there was no winner or loser), the player who decided who played first for that game chooses for the next game.

Pregame Procedure
Before play begins, players determine who plays first. This may be done any time during the pregame procedure before the players look at their hands.

  1. Each player puts his or her starting Wizard or Witch face up on the table.
  2. Players must shuffle their decks and present them to their opponents for additional shuffling and/or cutting.
  3. Each player draws an initial hand of seven cards.

End-of-Match Procedure
A player in midturn when the end of a round is announced is allowed to complete his or her turn before the match result is determined. (A player in midturn is someone who has drawn a card for his or her current turn.) If no player wins during this turn, the game is considered a draw. If a judge assigned a time extension (because of a long ruling, deck check, or other reason) then the end-of-match procedure does not occur until the end of the time extension.

Determining a Match Winner
For Swiss tournaments using more than one game per match, the winner of a match is the player with the most game wins in the match. If both players have equal game wins, then the match ends in a draw.

Deck-Size Limits
Decks must contain exactly 60 cards. You must also choose one starting character that must be a Witch or Wizard character card. With the exception of Lesson cards, a player’s deck may not contain more than four of any individual card.

In limited play decks must contain exactly 50 cards, but the individual card restriction does not apply.