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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

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. In the case of injury, no substitution of players will take place. The team will play on without the injured player.
  6. 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.
  7. 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
Position Character Year Player
Chaser      
Chaser      
Chaser      
Beater      
Beater      
Keeper      
Seeker      


H   U   F   F   L   E    P   U   F    F
Position Character Year Player
Chaser

 

   
Chaser      
Chaser      
Beater      
Beater      
Keeper      
Seeker      


R   A   V   E   N   C   L   A   W
Position Character Year Player
Chaser      
Chaser      
Chaser      
Beater      
Beater      
Keeper      
Seeker      


S    L    Y    T    H    E    R    I    N
Position Character Year Player
1      
2      
3      
Beater      
Beater      
6      
7      


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