Harry Potter Rulesheet

Quick Links:

Game Information & Overview:

  • Lead Designer: Eric Meunier
  • Code/Rules: Joe Katz
  • Mechanical Engineers:
  • Artwork:
  • Display and Animations: Jean-Paul de Win
  • Sound Design: David Thiel
  • Release Date: June 2025
  • Wiki Rulesheet based on Code Rev:
    • Edit the Code revision, if applicable, when you make changes

Harry Potter is JJP’s 2025 release and Eric Meunier’s fourth table designed for the company. The table is based on Warner Bros’ eight Harry Potter films, following the adventures of a wizard-in-training who attends a school made with them in mind and uncovers the secrets behind the school’s former students and the magic taught by them.

Rules Overview:

  • Shoot the scoop to start terms (if one isn’t lit, hit the right spinner to light the scoop). Terms consist of 10 “lessons” and the player will move on to the next lesson if either time runs out during the lesson or they complete the required shots.
    • After 10 lessons have been played, final exam will start. Complete the required shots during the final exam to light the center orbit for OWLs multiball.
    • Complete 9 lessons to qualify the Deathly Hallows mini-wizard mode.
  • Spell DIAGON at the center orbit to qualify one of the Diagon Alley shops. Use the action button or hit Hagrid’s standup target to change the lit shop.
  • Shoot the allies target followed by either the inner loop or right orbit to enable super modes. Both ally factions have two super modes.
  • Play all four multiballs to light Battle of Hogwarts mini-wizard mode.
    • Shoot the center and staircase ramps to light Explore Hogwarts multiball.
    • Spell HARRY at the inlanes and RON & HERMIONE at their targets to light the wand lock. Lock 3 balls to start Golden Trio multiball.
    • Shoot the drop target in front of the Death Eater to start a battle against one. Defeat two Death Eaters to light Death Eater multiball.
    • Shoot the left ramp to establish your position in the Quidditch match. During the match, rip the spinner to catch a total of three Snitches. Then, shoot the left ramp to start Quidditch World Cup multiball.
  • Complete combos to light the scoop to advance wizard travel. The combo award alternates between timed “geminio” playfield X and other awards.
  • Land the ball into the cauldron shot to begin browsing through potions. Shoot the left ramp, center ramp, or right orbit twice to collect the listed award.
  • Shoot right orbit to light the left outlane for Fawkes ball save. Shoot three lit shots before time runs out to save your ball.
  • Light the right outlane for Protego by spelling HARRY while the lock for Golden Trio multiball is already lit. This gate saves any ball about to drain there.

Layout:

Collector’s Edition

Arcade

Skill Shots:

The game starts off with level 1 skill shots available. Once a level 1 skill shot is made, level 2 skill shots will become available, then level 3.

Press the action button to change the lit skill shot.

Level 1:

  • RON targets (light corresponding Golden Trio multiball lock)
  • HARRY lanes (light corresponding Golden Trio multiball lock)
  • HERMIONE targets (light corresponding Golden Trio multiball lock)

Level 2:

School Year Modes / Lessons:

Harry, Ron and Hermione are enrolled at the Hogwarts school of witchcraft and wizardry for 6 years. The year modes reflect this by being a series of 10 mini-modes or “lessons” that end once time runs out or they are completed, concluded by a final exam consisting of another 6 lessons.

Shoot the scoop to start a year when lit, and use the flipper buttons and action button to select the desired year. If “start term” isn’t lit, shoot the time-turner right spinner to light it. The lit shots during lessons are colored red & gold (ie. the Gryffindor house emblem).

Completing each lesson awards a time bonus (seconds remaining x 25k + 25k per each lesson completed in a row), and completing enough lessons will award random elements (at 2, 3, and 4 lessons played). Completing seven lessons during a game will light the scoop to start The Deathly Hallows.

Weasley’s Wizard Wheezes can award Bombtastic Bombs that allow players to complete a lesson during any term by pressing the action button.

  • Year 1 (Sorcerer’s / Philosopher’s Stone):

    • Fall Term:
      • Privet Drive [Right orbit 1x, Hagrid target, any HARRY lane]
      • No Post on Sunday;
      • Ollivander’s [2 center loops, ?]
      • Platform 9 3/4 [2 RON targets, library ramp]
      • Hogwarts Express [RON targets, 2 HERMIONE targets, ?]
    • Spring Term:
      • Sorting Hat [Center ramp, 20 right spins]
      • Winguardium Leviosa:
      • Troll Fight;
      • Norbert;
      • Fluffy
    • Final Exam:
      • Devils Snare 1;
      • Devils Snare 2;
      • Flying Keys;
      • Wizard Chess 1;
      • Wizard Chess 2;
      • Mirror of Erised
  • Year 2 (Chamber of Secrets):

    • Fall Term:
      • The Flying Car [2 RON target hits, inner loop]
      • The Whomping Willow [8 jet hits, ?]
      • Blue Cornish Pixies [3 of any shot, Hermione targets]
      • The Rogue Bludger [left ramp, upper playfield ramp, ?]
      • The Dueling Club [20 right spins, right orbit]
    • Spring Term:
      • Polyjuice Potion [2 center ramps];
      • Follow the Spiders [2 shots to either left ramp, center loop, or right orbit];
      • Meeting Aragog [2 under-flipper shots];
      • Spiders Attack [2 shots to either upper loop or library ramp];
      • Car Rescue
    • Final Exam:
      • The Chamber of Secrets;
      • Opening the Chamber;
      • Heir of Slytherin;
      • The Basilisk;
      • Sword of Gryffindor;
      • The Diary
  • Year 3 (Prisoner of Azkaban):

    • Fall Term:
      • Aunt Marge’s Big Mistake;
      • The Knight Bus;
      • The Monster Book of Monsters;
      • The Dementor;
      • Boggart in the Wardrobe
    • Spring Term:
      • The Patronus;
      • That Felt Good;
      • The Shrieking Shack;
      • Sirius Black;
      • The Dementor’s Kiss
    • Final Exam:
      • The Time Turner;
      • Nice Punch;
      • Onlookers to the Rescue;
      • Saving Lives;
      • Forest Chase;
      • Truly Seen Truly Free
  • Year 4 (Goblet of Fire):

    • Fall Term:
      • Port Key [3 RON or HERMIONE targets, left ramp]
      • The Dark Mark [Death Eater then any 2 shots]
      • The Triwizard Tournament;
      • The Four Champions;
      • Transforming Malfoy
    • Spring Term:
      • The First Task 1 [Center loop, upper loop];
      • The First Task 2;
      • The Second Task 1;
      • The Second Task 2;
      • The Third Task
    • Final Exam:
      • Blood of the Enemy;
      • Reborn;
      • The Death Eaters;
      • Almost Forgotten You Were Hear;
      • Duel;
      • Power Struggle
  • Year 5 (Order of the Phoenix):

    • Fall Term:
      • Dementor Escape
      • 12 Grimmauld Place
      • The Ministry of Magic
      • The High Inquisitor
      • Dumbledore’s Army
    • Spring Term:
      • Occlumency
      • Unquiet Escape
      • Grawp
      • Snape’s Worst Memory
      • Out of the Fire
    • Final Exam:
      • Fight & Flight
      • Department of Mysteries
      • Beyond the Veil 1
      • Beyond the Veil 2
      • Side by Side 1
      • Side by Side 2
  • Year 6 (Half-Blood Prince):

    • Fall Term:
      • Under Attack [3 center loops];
      • Horace Slughorn [3 right orbits];
      • Draco’s Detour [3 Death Eater or center loop shots];
      • That’s For My Father [2 center / left shots, Death Eater];
      • The Half-Blood Prince
    • Spring Term
      • How It Feels
      • The Death Eaters Attack
      • Perilous Potions
      • The Vanishing Cabinet
      • Sectumsempra
    • Final Exam:
      • The Cave 1
      • The Cave 2
      • Inferi Attack
      • The Astronomy Tower
      • Hogwarts in Peril
      • Together as One

Diagon Alley:

Access the shops at Diagon Alley by shooting the center loop three times (+1 per shop, to a maximum of six shots). There are five shops to visit and the lit one can be changed either indirectly by hitting the Hagrid target near the center loop, or directly by pressing the action button.

  • Ollivander’s Wand Shop: 30-second timed mode, shoot the lit double shots to boost the jackpot value during Golden Trio multiball.
  • Flourish & Blotts: Video mode. Memorize the spells which require flipper buttons or action button inputs in the correct order. Completing this video mode awards its respective horcrux.
  • Owl Post: Lights a random hurry-up shot for a value starting at 25M. The VUK will send the ball to whichever flipper is best suited to make the lit shot.
  • Weasley’s Wizard Wheezes: Awards 10M and +2 Bombtastic Bombs. During lessons, pressing the action button will use up the Bomb and complete the currently active lesson.
  • Borgin & Burkes: Can only be visited if the Knockturn Alley value has been built up over the course of the game’s four multiball modes. Accessing this shop awards the built Knockturn Jackpot value.

Multiballs:

Explore Hogwarts Multiball:

Shoot the lit center and right ramp shots to discover Hogwarts staircase paths - if any shot is lit during a lesson, the staircase paths will always send the ball towards the flipper best used to hit it. Once enough have been discovered, the right ramp will start Explore Hogwarts multiball. The first Explore Hogwarts only takes two lit ramp shots to light.

All shots are lit to send the ball to four different playfield areas for jackpots, but once a jackpot is scored there, another shot has to be made to relight it. Collecting four jackpots lights a roving shot (from left to right) for super jackpot, which can be increased by continuing to score jackpots.

The super jackpot remains lit even once the multiball ends, if one hasn’t been scored yet.

Golden Trio Multiball:

Light the wand lock at the right orbit and upper loop by completing the spellouts for each member of the Golden Trio.

  • HARRY: Complete the return lanes.
  • RON: Complete the left standup targets.
  • HERMIONE: Complete any of Hermione’s targets near the upper loop.

Each spellout lights one lock. Once three balls are locked at the wand, Golden Trio multiball will start.

There are three jackpot types: blue jackpots (left), red jackpots (center), and yellow jackpots (right). Collecting a jackpot of any type will require the RON, HARRY, or HERMIONE shots to be hit to relight them. Scoring three of any jackpot will light the right orbit and upper loop for wand jackpot, multiplied by +1x for every jackpot type scored, with an add-a-ball for the first wand jackpot of the multiball. The process then resets with more jackpots required to light the wand jackpot.

Death Eater Multiball:

Shoot the left drop target to light Death Eater battle. During the battle, shoot the hole behind the drop target two times in 20 seconds to score 20M and defeat the Death Eater (and light extra ball the first time one is defeated during a game). Defeating the second Death Eater will light the hole to start Death Eater multiball and kill the flippers. All other game rules are disabled while Death Eater multiball is running.

Death Eater Multiball is split into four stages:

  • Hurry-up: the value starts at 1M. At thresholds of 800k and 400k, the number of death eaters that must be killed during the multiball decreases by 1.
  • Jackpots: green shots score the locked in hurry-up value and decrease the health of each death eater by 1/2.
  • Super jackpots: shoot any shot on the right (scoop, right spinner, behind flipper) for 5M x the number of death eaters that were killed.
  • Frenzy: all red shots score ?

Quidditch World Cup:

At the start of the game, the very first left ramp shot will start Quidditch tryouts. This mode can only be activated once per game - hitting any shot on the upper playfield twice (snitch, target, ramp, or loop) will advance the player’s position (from worst to best: beater, chaser, keeper, seeker).

Hit shots on the upper playfield to start a Quidditch match. During the match, shooting the spinner and the ramp on the upper playfield will qualify the goal post captive ball targets to score a goal. Alternatively, whenever a match starts, a random shot’s white insert will rove across the playfield. This insert is called the “Golden Snitch” and catching it will complete the match without having to complete the upper playfield shots.

After completing three matches (one against each rival house), the next left ramp shot will start Quidditch World Cup multiball. Shoot the green shots to score jackpots, with the left ramp lit to score larger jackpots associated with the Bulgaria region of Ireland. After scoring enough jackpots (four the first time, six the second, etc.) all jackpot shots will turn to increasing the value of the super jackpot, scored with repeated shots to the ramp on the upper playfield with a multiplier that increases every time the ramp shot is made.

Other Scoring:

Potter Frenzy:

This mode starts after spelling HARRY at the return lanes 4 times, regardless of whether his Golden Trio lock is lit or not. For the next 40 seconds, all switches score a random value between 50k and 100k points, and a different voice clip from the movies of a character saying “Potter”.

Horcruxes:

As in the books and movies, there are seven horcruxes, which are the key to Voldemort’s survival. Collecting each of the seven is accomplished by reaching specific goals within the game:

  • Diary: visit Flourish & Blotts, and succeed at spell training
  • Ring: collect a Super Jackpot in Explore Hogwarts multiball
  • Locket: collect 10 total allies
  • Cup: collect a Super Jackpot in Golden Trio multiball
  • Diadem: collect a Super Jackpot in Quidditch World Cup multiball
  • Harry: collect all 3 Deathly Hallows in the Deathly Hallows mini-wizard mode
  • Nagini: start Death Eater multiball

The horcruxes can be collected in any order. Collecting all seven horcruxes activates The Boy Who Lived wizard mode, in which you battle to defeat Voldemort.

Extra Balls:

Light extra balls at the hole behind the upper flipper by:

Quidditch Bonus:

Bonuses are given for all players’ Quidditch performance at the end of the final ball of the game:

  • 150 points per Snitch caught
  • 10 points per goal

all multiplied by the position value that they set with the first left ramp shot of the game (beater - 100k, chaser - 150k, keeper - 200k - seeker - 300k).

During multiplayer games, the game keeps track of the Quidditch MVP - the player who scored the most points from Quidditch during a game. The Quidditch MVP receives 10M x the number of players who were in the multiplayer match, up to a max of 40M.

Wizard Modes:

The Deathly Hallows (Mini-Wizard Mode)

Per book and movie lore, the three “Deathly Hallows” are the Invisibility Cloak, the Resurrection Stone, and the Elder Wand. Earning all three qualifies the Deathly Hallows mini-wizard mode. The requirements for each are:

  • The Invisibility Cloak: spell H-A-R-R-Y at the return lanes 3 times.
  • The Resurrection Stone: earn 200 Quidditch points
  • The Elder Wand: complete 4 lessons in a school year term

Once all three Deathly Hallows have been collected, the mini-wizard mode can be started by shooting the scoop. In the mode, there are three sets of colored shots: blue (cloak), purple (stone), and red (wand). Complete 5 shots to finish a color group, and collect the corresponding Deathly Hallow. Collect all three to finish the mode, and collect the Harry horcrux.

The Battle of Hogwarts (Mini-Wizard Mode)

Playing four different multiballs qualifies The Battle of Hogwarts mini-wizard mode. This is a multi-stage mode in which you must achieve a defined number of playfield feature shots (spinners, targets, ramps, jets & orbits) in each stage. The required number of each feature will appear in five on-screen badges, which count down as you achieve shots. When the required number is complete, the badge will be lit blue and say “completed.” To move to the next stage, you must complete 2, 3, 4 or 5 features, depending on the stage and difficulty level.

Battle of Hogwarts is a multiball mode, which starts with five [?] balls in stage 1. As you progress to stages 2, 3 and 4, the add-a-ball/ballsave feature will add 3, then 2, then 1, additional balls into play. If you drain down to a single ball, the mode ends.

The Boy Who Lived (Wizard Mode)

When all seven horcruxes have been collected, The Boy Who Lived wizard mode will be lit. Shoot the center lane to start the mode. You must then destroy all seven horcruxes, in the same order as the movies, and finally defeat Voldemort to win the mode. Each horcrux requires a certain number of shots to destroy:

  • Diary: shoot 2 orange shots
  • Ring: shoot 3 purple shots
  • Locket: shoot 4 pink shots
  • Cup: shoot 3 white shots (multiball)
  • Diadem: shoot 3 blue shots
  • Harry: shoot 3 red shots
  • Nagini: ??

Destroying the seventh horcrux begins the final battle against Voldemort. [Voldemort battle details needed]

2 Likes

Presto Wikium!

wrong hat

3 Likes

anyone who is (…still?) planning to run this game in their local league needs to recognize that thanks to the Quidditch Scoring rule (and the MVP rule in particular), all players’ scores will change AFTER the final player’s final ball, very likely resulting in positions changing.

at most events where exact scores aren’t being tracked, i often see a game’s final standings getting recorded at player 4 ball 3, if player 4 has the top score at that moment. i’m pretty sure this should never be done for Harry Potter as long as the original Quidditch Scoring rules stand, and only the scores and standings at the GAME OVER screen should be considered valid!

5 Likes

also means comp balls are an mess. Maybe needs to be one player only if not an setting.

3 Likes

ALSO that means that no PLAYER is locked into place. In cases of Catastrophic Malfunctions. Places comp balls into an quagmire as well.
(and may need an differnt line of thinking then games with super bonus or per player bonus units (all players get there own) Even more so with being based on # of players)

can’t have best game or pin golf on this with more then one player.

I think it’s been updated. Just played a multiplayer game on it: only the player with the highest quidditch score got extra points: 10M per player in the game.

The rule Coten is talking about reminds me of when Dumbledore says “Yes, yes, well done Slytherin. Well done Slytherin. However,” at the end of Sorcerer’s Stone.

Does anyone know the rule for how to get an add-a-ball during multiball?

Added basic rules for Horcruxes, and the three wizard modes: Deathly Hallows, Battle of Hogwarts, and most of The Boy Who Lived. Still needing details on the final Voldemort battle.

1 Like

Added all Term Lesson titles, including Final Exam lesson titles.

NOTE: Given how limited in both scope and effect the individual “lessons” have on the game, it’s not clear to me that a list of each required shot is necessary; or whether (similar to the King Kong ruleset) it would be better to study the scoring and leave the description of shots to “shoot the flashing shots.”