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| Quidditch Rules and Quidditch Tournaments Information (Fully Updated) | |
| | Author | Message |
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Raistlin The Wizard Headmaster : Slytherin Head of House: Astronomy Professor : 1st Year : Master of All
Country : Regist. date : 2006-07-26 Number of posts : 11497 Age : 37 Location : In the mad house! Real First Name : Lost in the mists of time... Warning : House : Slytherin! Crest : Wand : Exam not taken Award Bar :
| Subject: Quidditch Rules and Quidditch Tournaments Information (Fully Updated) Sun Nov 16 2008, 14:32 | |
| Quidditch Through the Ages Quidditch has developed us; Quidditch unites witches and wizards from all walks of life, bringing us together to share moments of exhilaration, triumph, and (for those who support the Chudley Cannons) despair.
7 Team Players - Each team is comprised of 7 players that ride on broomsticks. The Goal Posts are located 50 feet in the air and the action takes place 10 feet to 120 feet in the air. The Quidditch field is called the Pitch.
Players: 3 Chasers, 1 Keeper, 2 Beaters and 1 Seeker.
Equipment - 1 Quaffle, 2 Bludgers and 1 Golden Snitch.
Scoring - Quaffle through a hoop scores 10 points each time. When the Seeker catches the Snitch, 150 points is added to the team score and the game immediately ends.
The Play - Each team has one Seeker. His/her job is to seek out the small, hard to find, Golden Snitch and capture it by any means possible. The Golden Snitch is a bright gold ball with little fluttering silver wings and is extreamly fast. The first seeker to catch the snitch wins 150 points for their team and the game ends.
While the Seeker is looking for the Snitch, there are two bludgers, which are big, heavy balls that rocket around trying to knock all the players off of their brooms. Each team has two Beaters, equipped with large clubs. The Beaters zoom after the Bludgers trying to knock them into the opposing team players in addition to protecting against bludgers aimed at any of their team mates.
There are 3 Chasers that pass the Quaffle to each other and try to put it through any one of the opponents 3 goals in order to score. Each team has a goal keeper that protects the goals. NOTE: This are Quidditch as played in the book rules! Not how it is played here in HE! For that you must read posts below!
Last edited by Raistlin The Wizard on Sun Nov 16 2008, 15:59; edited 2 times in total | |
| | | Raistlin The Wizard Headmaster : Slytherin Head of House: Astronomy Professor : 1st Year : Master of All
Country : Regist. date : 2006-07-26 Number of posts : 11497 Age : 37 Location : In the mad house! Real First Name : Lost in the mists of time... Warning : House : Slytherin! Crest : Wand : Exam not taken Award Bar :
| Subject: Re: Quidditch Rules and Quidditch Tournaments Information (Fully Updated) Sun Nov 16 2008, 14:38 | |
| Quidditch Through the Ages (Part2)
Manuevers In addition to transportation, brooms are an essential item to play the popular game Quidditch. Without a broom, a wizard and/or witch would be incapable of playing the game. Some spectacular plays that can be performed with a broom are:
Bludger Backbeat: This is a move where the beater strikes the bludger with a backhanded club swing, sending it behind him/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 takers, 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 goal posts. Highly intimidating to opposing teams and effective in forcing other players aside.
Parkin's Pincer: Two chasers close in on an opposing chaser on either side, while the third flies headlong towards him/her.
Plumpton Pass: Seeker move: a seemingly careless swerve that scoops the snitch up one's sleeve.
Potter's Gulp: Seeker nonchalantly catches the snitch with his/her mouth.
Porksckoff Ploy: The chaser carrying the quaffle flies upwards, leading opposing chasers to believe he/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.
Reverse Pass: A chaser throws the quaffle over ones shoulder to a team member. Accuracy is difficult.
Sloth Grip Roll: Hanging upsidedown 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.
Transylvanian Tackle: 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: 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. NOTE: This are only the maneuvers listed in the books, in HE you are free to come up with your own moves! | |
| | | Raistlin The Wizard Headmaster : Slytherin Head of House: Astronomy Professor : 1st Year : Master of All
Country : Regist. date : 2006-07-26 Number of posts : 11497 Age : 37 Location : In the mad house! Real First Name : Lost in the mists of time... Warning : House : Slytherin! Crest : Wand : Exam not taken Award Bar :
| Subject: Re: Quidditch Rules and Quidditch Tournaments Information (Fully Updated) Sun Nov 16 2008, 15:07 | |
| Quidditch Within HE How will it work:Within your houses – you will have a Quidditch Captain and Co or Sub-Captain who will put together a team which comprises of: 3 Chasers 1 Keeper 2 Beaters 1 Seeker There can be reserves if wanted! There is also two other figures: Referee:A referee will oversee each game. The referee will usually be Elfie, Duck the Duck or Raistlin The Wizard. The referee's role will be to officially start the game by releasing the Quidditch balls into the air. Commentor:Commentators should make no more than five posts per game day. The commentators will be awarded up to 50 points for their participation in each game. Special HE Rules:
Quidditch games are five days long. The first day of each game can be used for players arriving onto the pitch, and the general RPG that usually precedes play. At the end of the first day, the referee will come onto the pitch and officially release the balls into the air, after which normal play can begin for the following four days. Play cannot begin until the referee has released the balls. If you notice for any reason that by the end of the first day, the referee hasn't posted, feel free to send a nagging PM! You can RPG anything within the game (Quidditch linked of course) – remembering manoeuvres, skill, teamwork etc, and you are able to score as in a real game of quidditch, but this is not how you will win! When playing your house games, please concentrate on your own moves. It is up to the other person on the oposing team to react, you can not say what they will do. Also, keep the games real. When playing Quidditch it would be beneficial not only to you but to the other members of your team and the opposing team if you have read everything that has happened in the game prior to your post. If there are too many pages to read, ensure that you have at least read a few posts back. It helps the game flow better if you follow what has happened previously. For example, the following would not make sense: - Quote :
- PLAYER ON TEAM A: ::Player A flew towards the goals and scored easily. The keeper was nowhere in sight!::
PLAYER ON TEAM B: ::Keeper B turned and prevented Player A from scoring.:: This is not possible as player A has alread scored - you cannot change something that has already happened. On occasion several players post at the same time - if you notice that this has happened and play no longer makes sense, remember that you have an edit button in all your posts. Seekers:Each match will be played over a five day period, the snitch being caught by either seeker only in the last day of the game on the fifth day never before that. (CATCHING THE SNITCH DOES NOT WIN THE GAME). Keeper Rule:Chasers cannotr state straight away that the Quaffle has entered the goal hoops. A chaser may post to say they throw the Quaffle towards the goals, however this must then be followed by a post by the Keeper who will say if the goal is saved or if it goes through the hoops. If the Keeper doesn't reply within three posts, then the Chaser may post again to say if a goal was scored or not. This rule is implemented to give the Keeper an incentive to stay active through the game and the term, and to have a more active role in the games. Scoring:There will be a panel of specially picked judges from each house for each game (judges will change from game to game). At the end of the five days, the judges will award points in the following categories; Skill shown Team work Manoeuvres Knowledge of the game Creativity Initiative Reliability of team Give a score out of 50 for each of the above categories. The average score will then be taken from all the the judges once i have recieved all of the scores and will be posted. The winning team of the above scores will also receive and extra 50 points! NOTE: If you have any doubts about one of the rules please feel free to contact Elfie Dumbledore, Duck the Duck,Raistlin The Wizard, one of the moderators or a more experienced player. | |
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