I've been working on a tabletop game idea - I just wanted to share where I'm up to so far.

Rules/setup:

Two players each with a tray of 6 characters (either from the world of Scooby-Doo or the world of Harry Potter). A third player is an adjudicator (Chief Warlock of the Wizengamot)
Players set their characters in the order that they wish to play (left to right) and face their opponent (random pairings).
The scorer picks which side will start (then turn about) - they then play through 6 rounds of duels.
For each duel the scorer sets the room then players describe what they would do with their character in that situation (attack then defence). When scored the losing character sits down, winner stays standing. Most standing at the end wins.

Equipment:

  • 2 black Lego boards 6x42
  • 2 Lego team icons (Lego Dimensions Mystery Machine 71206
  • 1 and Lego Dimensions Ford Anglia 71247)
  • 6 Mystery Inc. Lego characters with baseplates and an accessory each
  • 6 Dumbledore's Army Lego characters
  • 1 instruction book/card for the adjudicator
  • 1 spellcasting ideas playbook/card including a description of each character
  • 1 investigation ideas playbook/card including a description of each character

Rooms:

  • Basement and wine cellar
  • Dining room
  • Hall
  • Library
  • Kitchen
  • Bathroom
  • Bedrooms
  • Attic
  • Hidden bar
  • Drawing room

Mystery Inc.:

  • Scooby-Doo (Lego 71206-1)
  • Scrappy-Doo (a Lego Friends puppy)
  • Shaggy (Lego 71206-1)
  • Velma (Lego scd005)
  • Fred (Lego scd008)
  • Daphne (Lego scd004)

Dumbledore's Army:

  • Harry (Lego hp143)
  • Hermione (Lego hp121)
  • Ron (Lego hp142)
  • Hagrid (Lego hp144)
  • Luna (Lego hp103)
  • Ginny (Lego hp090)

Spell ideas:

  • Send Moaning Myrtle, Peeves or Nearly Headless Nick round the room and terrify everyone
  • Wingardium Leviosa
  • Reveal a hidden passage
  • Put on the invisibility cloak
  • Disapparate
  • Make the room spin or revolve
  • Move the stairs
  • Flash the lights
  • Make the portraits talk
  • Open up a hole in the floor
  • Use a potion

Investigation ideas:

  • Distract a wizard with a Scooby Snack
  • Hide in armour
  • Crash the Mystery Machine through the house
  • Rollerskate
  • Barricade the door and look for clues
  • Set up a video camera
  • Use muggle tools like a fire extinguisher
  • Create huge shadows using a light
  • Steal Harry's glasses
  • Make a gadget

Character descriptions:

Scooby-Doo

A fun-loving dog that can (mostly) be understood by humans. Will always put on disguises or run to avoid a scary thing but will also always be brave in the end. Loves all foods.

Velma Dinkley

Practical, smart, logical. Loves reading. Knowledgeable but also innocent. Says "Jinkies!" a lot.

Norville "Shaggy" Rogers

Carefree. Scoob's best friend. Whimsical. Cowardly but overcomes his fears to battle danger. Says "Zoinks!" a lot.

Daphne Blake

Comes from a wealthy family and is trying to make her own way in the world. Financially and socially smart but danger-prone)

Fred Jones

Handsome, self-obsessed and a bit of a square. Makes gadgets. Very sceptical about magic and ghosts.

Scrappy-Doo

Dives into danger where cousin Scooby will run away.

Harry Potter

Quick thinking, brave and honourable. Self-reliant but also self-centred. Often at the front of things.

Hermione Granger

Smart, opinionated, logical, confident in her own abilities. Mediator of arguments. Knows a lot of spells.

Ron Weasely

Loyal, passionate, family-oriented, funny. Loves planning and strategy. Gets very nervous.

Ginny Weasely

Brave, tenacious and an awesome Quidditch player. Can perform the Bat-Bogey Hex. Full of nerve.

Luna Lovegood

Whimsical, unique, a true friend, honest and an artist. Loves spotting Nargles. Often loses her shoes. Has an awesome Gryffindor lion hat (but is in Ravenclaw).

Rubeus Hagrid

Half-giant. Gamekeeper. Pink umbrella conceals his wand. Super strong. A crack crossbow shot. Stunning spells bounce off him. Terrible cook. Loves caring for exotic magical creatures.

Story introduction:

Welcome to 12 Grimmauld Place, the historic residence of the famous wizarding family Black, current residence of Harry Potter, and headquarters of the Order of the Phoenix.
This morning started out a typical day in the wizarding home - Kreature made breakfast, Ginny was beating Ron at wizard chess, Hermione and Hagrid were debating appropriate used of spider venom, Harry and Luna reading copies of the Quibbler sent by Luna's dad.
Suddenly a knock at the door catches all of their attention.
Outside, stand six friends who call themselves Mystery Inc. They are obsessed with finding proof of magic. They have followed years of clues and leads to get to this point - they are absolutely certain that this very house, number 12 Grimmauld Place, contains actual wizards and witches.
They knock again. The door magically swings open.
The wizards peer out at them from behind a one-way mirror. Hermione recognises them immediately. Dumbledore's Army listens in, hearing the awe at the house, the range of emotions from curiosity to abject terror and the age-old phrase "Let's split up, it'll make the searching faster".
Hermione whispers to the others "This is a big deal. They are the good guys and they are good people, but they could expose the whole wizarding world and show muggles that magic really exists. We have to stop them getting out of here and revealing the truth. We can't hurt them though, stuns and scaring only! "
The two super smart teams of friends sneak their way around the 5 storey mansion.
In front of you, you will find your characters. Whether you are investigating or spellcasting you may come up with your own moves.


Story outro - Dumbledore's Army wins:

The six duels over, the Wizards have succeeded in keeping magic safe from the muggle world for another day. Hermione changes the memories of their guests and sends them into the street, happily eating a Berty Bot Every Flavour Bean each, thinking they had asked directions to the closest fun fair. As the door closes Ron gives a call of "Scooby Doobie Doo!"

Story outro - draw:

The six duels over the two gangs have been remarkably well matched. Kreacher saves the day by rounding up the exhausted wizards and detectives and takes them all to the kitchen. Making the Mystery Inc. all promise to keep the existence of magic a secret with an unbreakable vow, he then serves up a round of Butterbeer and pumpkin pasties. The food and drinks thaw attitudes. A massive belch from Scooby is followed by a larger, possibly magically enhanced one, from Luna. Soon the group are all laughing and sharing stories into the night.


Story outro - Mystery Inc. wins:

The duels over, Mystery Inc. have succeeded in avoiding spells, curses and hexes (and a rather pesky house ghost) to gain real knowledge of the existence of magic. Velma realised the enormity of their discovery and sits her group down. They agree not to share their newfound secrets and offer to take any of Dumbledore's Army with them on their next investigation. Luna makes Shaggy and Scooby a giant magical sandwich as a thank you.