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STRIKE  Harry Potter's Wizarding World: Ravensburger

Formerly known as STRIKE Dice Game 

Designer: Dieter Nüble. 2-5 Players  Aged 8+  10-15 minutes  Mostly Luck Based  Both online for £20-00 - £25.00

 

The HARRY POTTER WIZARDING WORLD edition has just 26 dice and 2 rules booklets; one in German and one in English. It has been created from a previous game 'STRIKE' and is for 2-5 players. It plays best with 4 players. It's a fast paced game that is trivially jovial and just a little cerebral.

The object is to be the only player with dice in their hands, which ends the game and marks them as the Winner.

As so often is the case, the number of dice per player handed out in the setup depends on the number of players, a chart on page 2 portrays this. With 4 players it is 6 dice though in my video of the game I say 5 dice with 4 players. This is because that's how we play and enjoy it the most (we somehow misread the chart the first time we played and even after reading it again and playing it as the chart reads we still preferred 'our mistaken version).

Playing the game
One die is thrown into the arena at the beginning of the game to allow the first player a chance of making a pair.

Players then take turns throwing one die at a time into the arena (the bottom half of the box has a plastic insert to represent an arena, a smooth piece of material is supplied to fit the base oval)  and reacting to them if they form a pair with any of the other dice already laying on the arena floor. Players may play more than one die in their turn but always one at a time and always any Pair are activated first.

If the symbols on the dice already in the arena aren't to your liking you can try to knock them onto other sides when you throw your dice in, however you should be careful because any die missing the arena or bouncing out is removed from the game whatever symbol it lands on.

The six sides/symbols of a die represent 6 different Harry Potter spells - that's about the full extent of the Wizarding World's interest. I appreciate that instead of raising the retail price because of the Harry Potter license, Ravensburger instead removed 5 dice which really doesn't affect the game at all.

The six spells are: (in game order - this is important as in the case of different pairs they activate in the order shown)

Immobulus: (Blue)
If a pair are rolled they, and any subsequent Immobulus dice stay in the arena until another spell breaks the effect.
Relashio: (Red)
All players (wizards) that are able immediately and simultaneously throw one die into the arena - the player whose turn it is collects all matching symbols but the spell doesn't go off.
Accio:  (Yellow)
The player collects matching Accio dice and any one other die if possible.
Wingardium Leviosa:  (Purple)
ALL matching dice are collected and any odd dice remaining are built into a tower.
Confundo: (Green)
Collect the matching dice and reverse the play order.
Expelliarmus!: (Black Cross)
Dice marked 'X' are removed from play. Special effect if on your turn there are no other dice in the arena when you roll the 'X'. Rolling a lone 'X' is a quick way of being expelled from the game.

If you run out of dice you run out of game, you lose! Last player remaining with dice in their hand is the winner.

For a £20.00-£25.00 game (both the Harry Potter Wizarding World STRIKE card game and the STRIKE card game cost the same) it's pretty light. In the original version there are 31 dice, basic D6 with the '1' shown as an 'X'. With 31 dice this can make it a 6 player game if you play with 5 dice each rather than 5 players with 6 dice each. Starting setup dice per player depends on number of players. It plays best with 4 players.

Harry Potter Wizarding World STRIKE card game has 26 dice. This, and the symbols instead of numbers, seem to be the main differences between the two games (I admit I have only read previous reviews on the original game)

The Harry Potter Wizarding World STRIKE card game is a nice, neat, light, little irrelevant piece of magic. It can be five minutes of dice-rolling chaotic mayhem, notably when played with younger players.

My friends and I are all in agreement that it is fun to play when there are three or more players and we have a 5-10 minute coffee break during a board-game playing session. Even as a 2-player game you can derive good cheer from it, but it's not quite as much actual fun. It's especially a suitably amusing entertainment as the last game of the night, and for removing youngsters from their cell phones and iPads, at least for a few moments.

 

 



 

 

© Chris Baylis 2011-2015