Departments
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Quidditch
One of the joys of the J.K. Rowling universe is the invention of
games played on flying brooms. Most famous of these is Quidditch
a game invented slightly over one thousand years ago in Queerditch
marsh (possibly) according to Quidditch Through The Ages
By Kennilworthy Whisp. It is our pleasure to role play this as students,
the matches being almost as fun as watching the film. Dice rolls
are easy and opposed rolls...highest one wins the action. Below
is a general description of the game, the team
rosters, basic rules, a list of the most
common fouls and a listing of the more difficult
maneuvers, a word about role playing the
matches as well as the schedule for play
at Hogwarts.
The Rules, Fouls and Difficult Maneuvers sections are quotes
from "Quidditch Through The Ages" by Kennilworthy Whisp (aka J.K.
Rowling) and all rights are reserved. The reproducing of them in this
document are in no way meant to infringe on her copyright, but are
merely here as a reference for those who play in Tales From The Daily
Prophet. All rights to those sections revert to their author.
General Description of the Game
The Pitch and Quidditch balls
The Quidditch field or pitch is usually grass for a field and is an oval 500 feet
long and 180 feet wide and has six round goal posts, three at each
end. The Golden Snitch is the size of a walnut and is charmed to evade
capture as long as possible, the longest being a game where the snitch
wasn't caught for six months before the captains agreed to end the
match. That was in 1884 and that snitch has never been caught. The
Quaffle is about the size of a modern soccer ball. The Bludgers (originally
called 'blooders') are about the size of a softball. The Beaters'
bats are magically reinforced to withstand the blows of knocking the
Bludgers away.
Scoring
Scoring occurs when one of two things happen, either a Quaffle is thrown through
a goal hoop or the Seeker catches the Golden Snitch. Goals are worth
ten points whether because of a play or a foul. Catching of the Snitch
ends the match and is worth 150 points.
The Team
Each team consists of seven players. Three (3) Chasers, two (2) Beaters, one (1)
Keeper and one (1) Seeker.
- The Chasers handle the Quaffle primarily
and are the ones that approach the goals with that ball
- The Beaters have magically reinforced
bats to hit the Bludgers away from their own team and towards
the opposing team.
- The Keeper tends the goal from in
front of the goal hoops, keeping the Quaffle from entering and
scoring.
- The Seeker is the only one allowed to catch and hold the Golden Snitch.
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Role Playing The Matches
- All difficulties on maneuvers for Beaters, Chasers and Keepers are 7 and 11 with the exceptions on the Difficult Maneuvers chart.
- All dice rolls are opposed rolls -- highest roll wins. This means you must declare your actions and the players you are involving if any. Do not post any outcomes until all effected Character's rolls have been published in the room.
- Seekers may only sight the Golden Snitch if it has come out. The Snitch is
its own Character and has a difficulty of 14 to be seen.
- All difficulties for the Seeker to sight the Golden Snitch are 14+.
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Basic Rules
- Though there is no limit imposed on the height to which a player
may rise during the game, he or she must not stray over the boundary
lines of the pitch. Should a player fly over the boundary, his
or her team must surrender the Quaffle to the opposing team.
- The Captain of a team may call for "time out" by signaling to the referee.
This is the only time players' feet are allowed to touch the ground
during a match. Time out may be extended to a two-hour period
if a game has lasted more than twelve hours. Failure to return
to the pitch after two hours leads to the team's disqualification.
- The referee may award penalties against a team. The Chaser taking
the penalty will fly from the central circle toward the scoring
area. All players other than the opposing Keeper must keep well
back while the penalty is taken.
- The Quaffle may be taken from another player's grasp but under no circumstances
must one player seize hold of any part of another player's anatomy.
- In the case of injury, no substitution of players will take place. The team
will play on without the injured player.
- Wands may be taken on to the Pitch but must under no circumstances whatsoever
be used against opposing team members, any opposing team member's
broom, the referee, any of the balls, or any member of the crowd.
- A game of Qudditch ends only when the Golden Snitch has been
caught, or by mutual consent of the two team Captains.
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Fouls
700 Quidditch fouls are listed in the Department of Magical Games
and Sports records. Only a few are made public because the Department
feels that if wizarding folk see the list they "might get ideas."
Penalty for any foul is one goal attempt by the opposing team.
|
Name |
Applies to |
Description |
| Blagging |
All players |
Seizing opponent's broom tail to
slow or hinder |
| Blatching |
All Players |
Flying with intent to collide |
| Blurting |
All Players |
Locking broom handles with a view
to steering opponent off course |
| Bumphin |
Beaters Only |
Hitting Bludger towards crowd, necessitating
a halt of the game as officials rush to protect bystanders.
Sometimes used by unscrupulous players to prevent an opposing
Chaser scoring. |
| Cobbing |
All Players |
Excessive use of elbows towards
opponents |
| Flacking |
Keeper Only |
Sticking any portion of anatomy
through goal hoop to punch Quaffle out. The Keeper is suppose
to block the goal hoop from the front rather than the rear. |
| Haversacking |
Chasers Only |
Hand still on Quaffle as it goes
through goal hoop (Quaffle must be thrown) |
| Quaffle-pocking |
Chasers Only |
Tampering with Quaffle, e.g. puncturing
it so that it falls more quickly or zigzags. |
| Snitchnip |
All Players but Seeker |
Any player other than Seeker touching
or catching the Golden Snitch |
| Stooging |
Chasers Only |
More than one Chaser entering the
scoring area. |
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Difficult Maneuvers
Each of these maneuvers is excellent to watch and carry a high degree
of difficulty. In game terms that is a target of 14 difficulty.
| Move |
Description |
| Bludger Backbeat |
A move by which the Beater strikes the Bludger with a backhanded
club swing, sending it behind him or her rather than in front.
Difficult to bring off with precision but excellent for confusing
opponents. |
| Dopplebeater Defence |
Both Beaters hit a Bludger at the same time for extra power, resulting in a Bludger attack of greater severity.
|
| Double Eight Loop |
A Keeper defence, usually employed against penalty takes,
whereby the Keeper swerves around all three goal hoops at high
speed to block the Quaffle. |
| Hawkshead Attacking Formation |
Chasers form an arrowhead pattern and fly together towards
the goalposts. Highly intimidating to opposing teams and effective
in forcing other players aside. |
| Parkin's Pincer |
So named for the original members of the Wigtown Wanderers,
who are reputed to have invented this move. Two Chasers close
in on an opposing Chaser on either side, while the third flies
headlong towards him or her. |
| Plumpton Pass |
Seeker move: A seemingly careless swerve that scoops the Snitch up one's sleeve.
Named after Roderick Plumpton, Tutshill Tornado Seeker, who
employed the move on his famous record-breaking Snitch catch
of 1921. Although some critics have alleged that this was an
accident, Plumpton maintained until his death that he had meant
to do it. |
| Porskoff Ploy |
The Chaser carrying the Quaffle flies upwards, leading opposing Chasers to believe he or she is trying to escape them to score, but then throws the Quaffle downwards to a fellow Chaser waiting to catch it. Pinpoint timing is of the essence. Named after the Russian Chaser Petrova Porskoff. |
| Reverse Pass |
A Chaser throws the Quaffle over one shoulder to a team member. Accuracy is
difficult. |
| Sloth Grip Roll |
Hanging upside down off the broom, gripping tightly with hands
and feet to avoid a Bludger. |
| Starfish and Stick |
Keeper defence; the Keeper holds the broom horizontally with one hand and one foot curled around the handle, while keeping all limbs outstretched. The Starfish Without Stick should never be attempted.
|
| Transylvania Tackle |
First seen at the World Cup of 1473, this is a fake punch aimed at the nose.
As long as contact is not made, the move is not illegal, though
it is difficult to pull off when both parties are on speeding
broomsticks. |
| Woollongong Shimmy |
Perfected by the Australia Woollongong Warriors, this is a
high-speed zigzagging movement intended to throw off opposing
Chasers. |
| Wronski Feint |
The Seeker hurtles towards the ground pretending to have seen
the Snitch far below, but pulls out of the dive just before
hitting the pitch. Intended to make the opposing Seeker copy
him and crash, named after the Polish Seeker Josef Wronski.
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Schedule of Matches
Here is the schedule of matches at Hogwarts and when they are Role Played out.
All games are on the third weekend
of the month unless otherwise noted.
|
Month |
Teams |
|
November |
Gryffindor vs Slytherin |
|
December |
No match due to holidays |
| January |
No match due to inclement weather |
| February |
Ravenclaw Vs Hufflepuff |
| March |
Hufflepuff Vs Slytherin |
| April |
Gryffindor Vs Ravenclaw |
| May |
Ravenclaw Vs Slytherin |
| June |
Gryffindor Vs Hufflepuff (second weekend) |
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Rosters
| G R Y F F I N D O R |
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| H U F F L E
P U F F |
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| R A V E N C L A W |
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| S L Y
T H E
R I N |
| Position |
Character |
Year |
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