The Bellbowrie Rules for Wizardly Duels

And now, for something completely different.

So it is my daughters 8th birthday on the weekend. She wants a 'Harry Potter' party and wants to have spell duels. I thought about this and bounced some ideas off my eldest.

We started doing some spell duels, but he just kept on doing the killing curse "Avada Kedavra' on me. It turns out that there isn't much that can stop the killing curse from killing you. It was a bit boring, dieing over and over again. Then I remembered "Expectro Patronum" and managed to shield myself. But that just ended in a stalemate.

We looked into more of a "Rock, Paper, Scissors" game - but it would take a while to teach the young Witches and Wizards what each spell did. It only had limited engagement, and you could only have two players engaged at once.

I figured I could solve the first problem (Wizards and Witches not knowing what the spells did) with a Spellbook that the Magicians could read. From there, I embarked on a beer fueled journey into the world of Harry Potter.

When I finally returned, I had the Spellbook (scroll down to the PDF if you want to read the words):

This is the final version. There were more spells originally, but I trimmed out some similar ones and more difficult ones. The spellbook serves many functions. It helps the Students of Magic know the spells, so they don't have to try to remember or argue about it. It keeps all of the Magicians engaged, because when the Caster casts the spell, they can all look up what it does. And it meant that even though there were only two Magicians dueling, the rest were still part of the game.

I'm not sure if it is too long, or too dense for 8 year olds - we'll see how it goes on the weekend. If anyone takes this idea forward, consider making it simpler or more complex depending on the skills of your own little Magicians.

Next I tried to balance up the spells. Some spells killed or removed the Receiver. Some spells sent the Caster away to Azkabar. Some spells just made the Reciever do silly things. There are 21 different spells, but I made 52 spell cards. So there are more of the spells that I thought would be the funniest for the little Wizards to do (like the tickling spell or the singing spell).

To make sure the duels don't go too long and get the other Witches bored, there are 13 killing cards and 39 other cards. On average, one Dueler should die every 4 spells cast. And there is also a way for some kids that are out to still be involved by turning into Dementors.

Here are some examples of the spell cards:

So now I needed a way to make sure the kids knew what was going on. I (Hagred) would be the Adjudicator and make sure it all went smoothly, but to help the game along, I would inscribe the rules onto the Spellbook. Eventually the rules coalesced:


And there it is folks. The Bellbowrie Rules for Wizardly Duels. We'll see how it goes on the weekend and I might make some adjustments.


So why the hell is this here? Isn't this a Permaculture blog?

This site is about abundance and resilience. I see abundance in the garden all the time. But I also see abundance in the joy of my family. I've done the work on this because I think my daughter will like it. I've done the work, because I enjoyed doing it. Now I give this away to anyone who wants to use it for their family. Here are the full documents.

Wizardly Duels - Spell Cards

Wizardly Duels - Spellbook

If you would like the Word documents so that you can change it to suit your situation, send me an email. If you know of anyone thinking of a Harry Potter party, or any kind of Magical games night, send them to this site. All you need to do is print them out, maybe laminate them and you are good to go.

I hope someone out there gets something out of this.

Share the Abundance.


Cheers, Michael.

2 thoughts on “The Bellbowrie Rules for Wizardly Duels”

  1. Why specific rules for Duel Commander ? When you play a game with more than two players, social interactions, diplomacy and negotiations usually prevent a player from taking a huge advantage at the start of the game.

    1. Good point Brett. I worried because I knew some of the kids would have taken it in a direction where they had more of an advantage – and a group of 8 year olds at a birthday on a sugar high may not be the best negotiators.

      I appreciate your thoughts and will consider how a “less is more” approach to the rules could work.

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