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October 1st, 2001

Harry Potter™, The Card Game

Game Type: Collectible Card Game
Platform: Card Game
Developer's Website: Wizards of the Coast
Publishers Website: Wizards of the Coast

 

GAME OVERVIEW

The Harry Potter ™TCG is a simplified version of the Magic the Gathering™ game play system with a few, basic alterations.

Each player has a deck of 41 cards with the basic starters and 60 cards when booster cards are added. The object of the game is to make your draw pile outlast your opponent. If you draw your last card before your opponent, you lose.

You begin by picking one of several Witches or Wizards in the game and place the card in play. That witch or wizard represents you, the player. During your turn you draw one card and then have two actions that you may take. With these two actions you may; draw an additional card, and/or play a spell, lesson, creature, item, and/or adventure cards. However, you can only play spells, creatures, and items if you have the appropriate number of "lesson" cards in play. The number of lessons and types of lessons needed is indicated on each card. (For example: for me to use the "Forgetfulness Potion" (7 Lessons) (Potions symbol) against my opponent, I must have 7 lesson cards in play with at least 1 of them being a "Potions" lesson.) Once a player has finished both actions, the turn passes to the other player. Players take turns until one player has no more cards in his/her draw pile. The game is then over.

GAME PLAY EVALUATION

  • The card design overall is well done, the icons easily readable and understandable. Most of the artwork is good but some of it might be a little frightening to some players.
  • Having played both starter decks and customized decks numerous times I still cannot help but feel frustrated watching all those good cards I could have used go into my discard pile.
  • Some adventure cards require you to discard seven cards from your hand (just under 1/9 of your deck). Very frustrating.
  • I found the Witch deck plays better straight from the box because the deck specifically attacks and discards lesson cards from it's opponent. Without lessons, the opponent can't play creatures, spells, or items to help them get back into the game. The Wizard deck does have good cards, but is geared towards powerful spells that can take our your opponent's creatures. Because the Wizard deck does not discard lessons from the Witch deck, it (the Witch deck) is constantly able to play spells, items, and creatures. It became very obvious that in customizing a deck a player must include cards that discard your opponent's lessons.
  • The average game takes about 15 - 20 and requires very little thinking. This is especially good for younger kids. Harry Potter™ is certainly is not geared for the Magic the Gathering™ players but the post-Pokemon ™players.

SPIRITUAL EVALUATION

The game consists of witches, wizards, creatures, and spells. Does that automatically make it wrong? Not when it is based on fantasy literature. The two most notable Christian book series using magic, witches, and wizards are The Chronicles of Narnia (C. S. Lewis) & The Hobbit and The Lord of the Rings (J. R. R. Tolkien).

If Christian authors used wizards and magic, where does the Christian stand with the Harry Potter Books on which the game is based? The answer lies in three parts 1.) The definition of magic; 2.) The source of the magic; 3.) Magic in the books.

1.) Definition of Magic - The American Heritage Dictionary defines magic as "1. The art or alleged art of controlling natural events, effects, or forces by invoking charms, spells, etc. 2. The use of sleight of hand and other tricks to entertain." The 2nd definition, sleight of hand, is not used in the books and games in question and does not concern us. The 1st definition, however, does. While witchcraft and other such pagan practices fall under this definition, so too does Christianity. Christianity is a religion that calls upon supernatural powers (magic as some would call it) to change or in some way alter the world's events. Because both Witchcraft and Christianity can be said to use magic, we must go on to point 2 for further clarification.

2.) The Source of Magic - "And do not let your people practice fortune-telling or sorcery, or allow them to interpret omens, or engage in witchcraft, or cast spells, or function as mediums or psychics, or call forth the spirits of the dead. Anyone who does these things is an object of horror and disgust to the LORD." Deuteronomy 18:10-12 (New Living Translation). But did not the Bible prophets interpret omens and tell the future? Did not the Apostles say certain phrases to heal people and bring spirits back from the dead? Yes, they did these things. But there is a glaring difference that is the key to this entire discussion on magic. The difference is from where the power to do magic came. The prophets and Apostles did forecast the future and bring spirits back from the dead, but they did it through the power of God. Witchs, mediums, and psychics never look to God for answers. Instead they look at palm lines, special chants, herb combinations, and the stars to bring about their magical powers. If they are not calling on God then the Bible tells us they are from the lying, deceptive, spiritual forces of darkness. So, we can conclude that magic (use of supernatural forces) is not wrong if it is from God. We must now examine the Harry Potter books to determine the origin of this magical power.

3.) Magic in the Books of HARRY POTTER - The magical powers in Harry Potter are derived from saying spells, using certain items (such as tea leaves), making potions from various material items (such as herbs), entering into a trance-like state (aided by incense) and astrology. None of these is in any way connected to a higher being (God). This puts the magic of Harry Potter in conflict with Scripture. The teachings of magical power in Harry Potter is actually in line with the Wiccan (witchcraft) religion (this should not be surprising). Both use the same ways to conjure up magic (spells, potions, trances, and astrology. Both also believe that the powers that exist in the world are neutral. A power becomes good or evil depending on how the witch uses it. Evidence of witchcraft can also be seen in other Harry Potter games, such as Harry Potter Casting Stones game which is a playful mimicking of an actual Wiccan practice of casting runes onto a mirror and then reading them to tell the future.

LORD OF THE RINGS - So what do we say when we see a Wizard like Gandalf in J. R. R. Tolkien's Lord of the Rings use magic? At first, nothing. We must examine the source from which the magic comes. Further review of Tolkien's masterpiece (especially the Samarillian in it's dealings with the creation of the world) will show that Middle Earth was created by an all Good Being (Illuvatar). He created lesser beings, called the Ainur. Later, some of these powerful spirit beings rebelled against Illuvatar and wickedness enter the world. (Does any of this sound familiar?) It was to fight this wickedness and evil that Gandalf used his magic (spiritual power). In the end, ultimate good wins out over ultimate evil.

CHRONICLES OF NARNIA - The same magic can be seen in the Chronicles of Narnia where we find magic rings, a magical painting, and a magic wardrobe. And what about all that magical stuff Aslan does? Again, we need to examine the context. All powers used in Narnia were from God. In fact, Aslan even acts as a Christ figure through the entire series. Once again we see ultimate good conquering ultimate evil.

FINAL SUMMARY
Magic, when used in fantasy literature is not necessarily evil. Only when taken in the context of it's setting and when the source of its magic is found can we determine whether it violates the biblical precepts. The magic of Harry Potter does violate Scripture in this way. The use of this same magic (and emphasis of this magic) in the Harry Potter TCG also violates Scripture.

Doug Gray

Harry Potter, characters, names and related indicia are trademarks of and © Warner Bros. 2001
Pokémon is a registered trademark of Nintendo. 2001
Wizards of the Coast and Magic: The Gathering are registered trademarks of Wizards of the Coast Inc., a subsidiary of Hasbro Inc. ©2001 Wizards.
Lord of the Rings & The Hobbit are © Houghton Mifflin Publishing 2001
Chronicles of Narnia are © Harper Collins Publishers 2001

Final Score

Highlights: SWell designed cards. Game captures the flavor of the books very well..

Lowlights: Based on witchcraft with a highlight of using magic.

Hints:  With a game like Redemption (TCG based on the Bible) I'd leave Harry Potter sitting on the shelf.

Recommendation: Not something for Christians as the magic is too similar to Wiccan ideas of magic.

Age Appropriateness: Elementary to Middle School and perhaps sliding into Jr High.

Christian Sense (CS): 2- Not blatantly blasphemous but its fantasy magic is based on a religion forbidden and condemed in the Bible. Just because it's supposed to be fiction doesn't make it OK.

Game Engine (GE): 5 Well written. The quick start mat is excellent. You are off and playing in 15 minutes.

Game Play (GP): 3 The idea of discarding so many cards is painful to those already familiar with other TCGs.

Overall: 3

For a full explanation of our ratings system, click here