
House Cup: Potterhead
Magic strategy
0 ratings
Free
About
The east-wing house stood dark for a generation — cold hearth, shuttered glass, empty beds. Then you lit the fire.
House Cup is a magic-school strategy game where the smarter house wins. Found your own wizard house, train your students, and out-think a field of fifty houses for the term's greatest prize.
FOUND YOUR OWN WIZARD HOUSE
Name it. Choose its crest, colours, and the words it lives by. Six students wait at the gate — pick the three who'll light the hearth with you.
OUTSMART EVERY RIVAL
Duels are won by scouting, not luck. Every rival house has a pattern — read it, counter it, and send the lineup that breaks it. No dice, no random draws. If you win, it's because you saw it coming.
RECRUIT & TRAIN YOUR WIZARDS
Send students to Charms Hall, the Hexwork Yard, and the Potions Cellar. Every finished lesson changes what your next duel can win. Victories earn trophy shards — fill the meter and a new student joins your house. Choice, never chance.
CLIMB TO THE HOUSE CUP
Fifty banners line the long gallery. Win duels, climb the standings, and fight to hold a promotion place as the term counts down toward the House Cup.
PLAY FAIR, ALWAYS
No pay-to-win. No ads. No account to create. Every edge that decides a duel — training, scouting, and the lineup you send — is earned by playing, not bought.
ALSO WORTH KNOWING
• Works offline — train and duel anywhere
• Collects no data: your house lives on your device, full stop
• Gentle notifications, only when something finishes — no streaks, no guilt
• A full session is about four taps: collect, assign, duel, done
The hearth is lit. The gate is open. The house is yours to found.
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What's New in House Cup
1.0
July 21, 2026





