AN INDEPENDENT FIELD GUIDE TO MINALIMA’S BOARD GAME EST. 2026
✧THE DEFENDERSF I E L D   G U I D EOfficial rulebook ↗
THE FIELD GUIDE / RULES GUIDE

What do I do on my first turn?

Defenders of Hogwarts · a practical answer for your next game.

THE SHORT ANSWER

The House player to the left of Dark Arts goes first. A House turn has one main action: Explore, Learn or Replenish. Explore uses a card, Learn acquires a card, and Replenish refreshes your hand. Eligible free actions are additional; the three main actions are alternatives.

Based on the publisher’s rulebook ↗

Choose one main action

HOUSE TURN CHOOSE ONE

Eligible free actions are additional. These are alternatives, not three consecutive steps.

ActionCheck firstWhat happens
ExploreRead the card’s movement and effect.Resolve its movement and/or effect in either order. Discard the played card at turn end.
LearnAt least one of your pawns must be outside Protected Areas.Discard one card for a normal acquisition, or two for an advanced acquisition and one Loyalty step. The acquired card goes on top of your draw deck.
ReplenishCompare the new hand with the Dark Arts advance.Discard any number, draw to five, revive your stunned pawns, then advance Dark Arts once.
Official rulebook · printed pp. 16–17 ↗

A worked Explore example

ILLUSTRATIVE EXAMPLE · NOT A REQUIRED OPENING

  1. Choose a card with a single movement value of four.
  2. Choose one of your un-stunned pawns. Check a legal route before moving: obstacles require the relevant card effect.
  3. Move that pawn up to four spaces. You do not have to spend all four movement points.
  4. Resolve the card’s effect before or after movement, as allowed by its text. Finish applicable free actions, then discard the played card.

This is a rules example, not a claim that one opening move is always best. Your hand, locations and board position determine a useful destination.

Official rulebook · printed pp. 16–17 ↗

Three mistakes to avoid

Do not take all three main actions. Extra actions need a rule or card effect that permits them.

Do not put a learned card straight into your hand. It goes face-down on top of your draw deck.

Do not treat a “3 + 3” movement value as a freely divisible six. It moves two pawns up to three spaces each, or one pawn up to six—not one by two and the other by four.

Official rulebook · printed pp. 16–17 ↗

What should I learn next?