Something wicked this way comes...


The Game

Quidditch is the most popular and exciting wizard sport in the Harry Potter books. At Hogwarts, each house has their own team. Each house team consists of 3 Chasers, 2 Beaters, 1 Keeper, 1 Seeker, and 3 Reserves. In the game, there are 4 balls roaming around: 1 Quaffle, 2 Bludgers, and 1 Snitch. There are 3 goal hoops at the each end of the pitch. The object, is to get the Quaffle into your opponent's goal hoop. To win the game, your team's Seeker must catch the Snitch. That is how the game ends. The Snitch is only worth 150 points, so if the other team had 160 points and you had 0, even though you caught the Snitch, the opponent still wins.


Our System

We understand that it is very much impossible to have every person from the Quidditch teams on the boards at once. But we have a pretty good system. We try to make this as real as possible, however, Quidditch is a dangerous and unpredictable sport. How we play is based on the individual player. Each player, when they join the team, is granted 30 Technique Points. Extra Technique Points are obtainable throughout the academic year in various ways, listed further down on this page. These come from the idea, that a Quidditch team wins the game, based on their technique's and plays, so we've developed a list of plays and techniques players can use. Only certain players, however may use certain techniques. See below for the list. The outcome of each move is determined the only really fair way. A coin toss. So, the chance's of your move succeeding is 50/50.


Technique Board

Techniques:
Dodge - This move allows player to attempt dodging a Bludger.
Pass - This move allows player to attempt passing the Quaffle.
Chase - This move allows player to Chase either the Snitch, a free Quaffle, or an oppenent carrying the Quaffle.
Seek - This move allows the opponent to notice the Snitch, and gives them the option of whether to chase it or not.
Catch - This move allows a player to attempt catching the Quaffle when it is passed to them.
Block - This move allows players to attempt blocking a pass an opponent has made.
Defend - This move allows a Beater to attempt defending another player by knocking the Bludger away from them, or the Keeper to attempt knocking the Quaffle away from the goal hoop.
Attack - This move allows the Beaters to knock Bludgers toward players.
Steal - This move allows Chasers an attempt at stealing the Quaffle from an opponent.
Shoot - This move allows a Chaser to attempt shooting the Quaffle through their opponents goal post.
Toss - This move allows the Keeper to choose whom he desires to toss the Quaffle back to.

Seeker:
Catch, Chase, Dodge, Seek

Chasers:
Catch, Chase, Dodge, Pass, Block, Steal, Shoot

Keeper:
Defend, Pass, Dodge

Beater:
Dodge, Defend, Attack



Special Events

While playing Quidditch, things aren't always predictable. That's why, before the game, the board moderators pick from a huge list of random events (a random selection btw), and 15 of them are chosen. They randomly through these events in at any time during the game. We like to call these random events Peeves' Plays, simply because we do. Now, when a moderator posts these PPs, it's first come first serve. These things can be good or bad. They can effect your character, your team, or the whole game. They're completely random. Here's an example:
** Peeves' Play is now available **
** Cho Chang selects Peeves's Play **
** Peeves' Play is granted to Cho Chang and clouds move in front of Sun. Winds pick up and begin blowing fiercly. Rain begins falling in thick, steely gray sheets, lowering visibility to almost zero. Congratulations Cho Chang, you've just enacted a storm. **

That's how a Peeves' Play would work. Also random are the bludgers. You never know who a Bludger will strike, unless of course someone is attacked. But these two Bludgers just randomly fly about striking at randomly chosen people. In the event you decide to not defend yourself, and your team's beaters cannot do so, there is one more hope. The coin is tossed one more time to see if the Bludger hits you, or if it takes an unexpected turn in direction. After you've been hit by a Bludger 2 times, you are injured and out of the game. Also, the Snitch's actions are randomly chosen from a random list. The Snitch will appear at least eight times throughout a game, but it's actions from that point depend completely on the Seeker. Read this example to understand better:

** The Snitch appears near the Slytherin stands **
Harry spots a flash of gold flutter by. ** SEEK TP **
Cho doesn't notice, she is watching the game. ** NO SEEK **
(( Coin tossed: Tails - Harry loses a Seek TP, but cannot chase Snitch. Cho loses nothing, but cannot chase the Snitch. ))




Rules

1. Each player is only permitted one original character on any Quidditch team. You may have more than one book character on a team, for the sake of being canon, but this rule is to allow everyone a fair chance at playing Quidditch. (( Please note: Until we have a large amount of players, rest assured that this rule may be bent reasonably. ))

2. During a match, if a player goes for 48 hrs. without responding, they are out of the game and a reserve must be put in. If the team is out of reserves, then the match is forfeited.

3. Anytime a Seeker runs out of Chase or Catch TPs, then they forfeit the Snitch to the other team.

4. Anytime a Chaser runs out of Pass or Steal TPs, they are out of the game and a reserve must be put in. If the team is out of reserves, then that's just too bad. Play continues until a Snitch is caught or forfeited.

5. Anytime a Keeper runs out of Defend TPs, they are out of the game and a reserve must be put in. If the team is out of reserves, then that's just too bad. Play continues until a Snitch is caught or forfeited.

6. Anytime a Beater runs out of Defend TPs, they are out of the game and a reserve must be put in. If the team is out of reserves, then that's just too bad. Play continues until a Snitch is caught or forfeited.

7. Before a match, if you play Quidditch, you MUST delete ALL Personal Text and insert instead your Quidditch players name, their position, and their TPs. That should be all that's in your Personal Text space. So, it will look like this:
Harry Potter G5, Seeker, 10-10-5-5
You can do this by going to Profile, scrolling down the left to Personal Text (above the Avatars) and changing the box on the right to that info. Note: Throughout the game, moderators will be changing your TPs, and that alone in your profile. They do not tamper with anything else. Thank you.

8. All regular forum rules apply. No insulting, no cursing, no god-moding, etc...

9. Quidditch is simply for fun. Our final rule, no excessive unjust complaning, no whining, no bickering, and no taking it too seriously. You must have fun. Our final rule.


Earning Extra TPs

Since all practises and such are monitored, our Madam Hooch has the right to UNBIASLY reward good plays and rps with extra TPs. She may also reward them to everyone in the team if she thinks you have excellent teamwork. They are given out to all team members for winning games. They are given out to Seekers for game Snitches caught. Beaters for excellent blocks in a game. Chasers for excellent passes in a game. And Keepers for excellent defense in a game. Then of course, as a reward for good sportsmanship. She also may give them out for her own personal preferences as far as actions go. If she simply likes the way you ride your broom, it is completely up to her.


Questions?

If you have any questions, feel free to email me from the contact me page, or post a question on the Official Owl Post board. Thank you for playing!





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Original image found at:
The Leaky Cauldron.

Brushes used:
1) Insomniac Brushes
2) Brushes.Da.Ru

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