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Post by REFEREE !? on Apr 3, 2011 8:41:29 GMT
These guidelines have been introduced so that we can actually play out the games and give some meaning to being on the Quidditch team. The referee will post regularly throughout the game to summarise who is in possession of the Quaffle and when certain actions are permitted. Please read all of this post if you will be involved in the games so you have a complete understanding of how things will work.
CODES [OOC] Captain [C] Chaser [E] Beater [IC] In Character [K] Keeper [OOC] Out of Character
Seeker
POSITIONS [IC] CAPTAINS Captains are responsible for the behaviour of their team and also making decisions about tactics and events such as time-outs or ending a game. They are also in charge of which players they put onto the team and in which positions. A player of any position could potentially be a Captain and would not necessarily have to have played a certain position. A vice-Captain may also be nominated in the event that a Captain is injured and unable to play for the duration of the game. BEATERS [E] Their first duty is to guard their team members from the Bludgers, which they do with the aid of bats. Beaters have never been goal-scorers, nor is there any reason for them to handle the Quaffle. Beaters also need a good deal of physical strength to repel the Bludgers. This is therefore the position that, more than any other, has tended to be taken by wizards rather than witches. Beaters also need to have an excellent sense of balance, as it is sometimes necessary for them to take both hands from their brooms for a double-handed assault on a Bludger. CHASERS [C] The Chasers throw the Quaffle to each other and score 10 points for every time they get it through one of the goal hoops. Only the Chaser carrying the Quaffle can enter the scoring area and if more than one Chaser enters, the goal will be disallowed. KEEPERS [K] The Keeper should be the first to reach the goal hoops for it is his job to prevent the Quaffle entering therin. Keepers are advised to remain within the scoring areas, guarding their goal hoops, though Keepers may fly out of this area in an attempt to intimidate opposing Chasers or head them off early. SEEKERS Usually the lightest and faster fliers, Seekers need both a sharp eye and the ability to fly one- or no-handed. Given their immense important in the overall outcome of the match, for the capture of the Snitch so often snatches victory from the jaws of defeat, Seekers are most likely to be fouled by members of the opposition. Indeed, while there is considerable glamour attached to the position of Seeker, for they are traditionally the best fliers on the pitch, they are usually the players who receive the worst injuries.
BALLS [IC] BLUDGERS [C][E][K] Nowadays all Bludgers are made of iron and are ten inches in diameter. Bludgers are bewitched to chase players indiscriminately. If left to their own devices, they will attack the player closest to them, hence the Beaters' task is to knock the Bludgers as far away from their own team as possible. GOLDEN SNITCH The Golden Snitch is walnut-sized and is bewitched to evade capture as long as possible. Catching the Snitch ends the game and awards the Seeker's team 150 points. QUAFFLE [C][K] The modern Quaffle is twelve inches in diameter and seamless. It is coloured scarlet to make it distinguishable from the muddy ground whenever it is dropped. Quaffles are enchanted with Gripping Charms so the Chaser is able to keep a one-handed hold on the charmed leather and also with other charms to make it fall slowly earthwards if dropped as though sinking through water, meaning that Chasters can grab it in mid-air.
ACTIONS [OOC] CATCHING THE SNITCH Seekers may not catch the Golden Snitch until the Referee has allowed them to do so. At a certain point during the game, the Referee will PM both Seekers. The first Seeker to reply with the correct answer will be permitted to catch the Snitch. Seekers may spot the Snitch at ayn point and chase it but may not touch it. Players have 48 hours to post a catch. In the event that they do not post in the allotted time, the other Seeker will be permitted to catch the Snitch and will have the same time before the original Seeker is permitted to catch it again. DODGING BLUDGERS [C][E][K] Players may choose if they successfully dodge a Bludger attack or if they are hit but they should be aware that too many dodges may make you appear to be making your character seem perfect and too many hits may make you appear to be making excessive drama for your character, even if that isn't your intention. Remember that even the best players won't be able to dodge every time and even the worst players get lucky some times. Players have 48 hours to post a dodge. In the event that they do not post in the allotted time, the Bludger will hit or be deflected by another Beater if they have posted. HITTING BLUDGERS [E] Beaters may hit a Bludger at any player they wish or simply hit it away from another player on their team. They may also just generally hit it at an unspecified player but they should not dictate as to whether the Bludger hits its target as that is considered a separate action. Players have 48 hours to post defending a player that has had a Bludger hit at them. In the event that they do not post in the allotted time, the Bludger will either hit or be dodged. PASSING THE QUAFFLE [C] Chasers may choose to pass to a specific Chaser or just generally pass to an unspecified player. Both of these passes are subject to interception and unless they are intercepted or the receiver, for some reason, chooses to drop the Quaffle, all passes are successful. Players have 48 hours to post a catch of the Quaffle. In the event that they do not post in the allotted time, the Quaffle will be open to interception. SHOOTING AND SAVING [C][K] Only the Chaser in possession of the Quaffle may attempt to shoot. They must throw the ball through a hoop of their choice though most likely one that doesn't have the Keeper in front of it. Players have 48 hours to post a save of the goal. In the event that they do not post in the allotted time, the shot will be successful. TACKLING AND INTERCEPTING [C] Interception is permitted if a pass of the Quaffle is made and a post to say that it has been caught has not been posted within 48 hours. Players have 48 hours to post an interception of the Quaffle and can either be a member of the opposition or the third Chaser of the same team that wasn't involved in the pass. In the event that they do not post in the allotted time, the Quaffle will be open for any players to take. Players have 24 hours to either pass or shoot after receiving possession of the Quaffle. In the event that they do not post in the allotted time, they may be tackled.
RULES [IC] BOUNDARIES [C][E][K] 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. TIME-OUTS [C][E][K] The Captain of a team may call for 'time out' by signalling 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 laster more than twelve hours. Failure to return to the pitch after two hours leads to the team's disqualification. PENALTIES [C][K] The referee may award penalties against a team. The Chaser taking the penalty will fly from the central circle towards the scoring area. All players other than the opposing Keeper must keep well back while the penalty is taken. TACKLING [C] 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. SUBSTITUTING PLAYERS [C][E][K] In the case of injury, no substitution of players will take place. The team will play on without the injured player. USE OF WANDS [C][E][K] Wands may be taken onto 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. ENDING A GAME A game of Quidditch ends only when the Golden Snitch has been caught, or by mutual consent of the two team Captains.
FOULS [IC] BLAGGING [C][E][K] Seizing opponents broom tail to slow or hinder. BLATCHING [C][E][K] Flying with intent to collide. BLURTING [C][E][K] Locking broom handles with a view to steering opponent off course. BUMPHING [E] 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 [C][E][K] Excessive use of elbows towards opponents. FLACKING [K] Sticking any portion of anatomy through goal hoop to punch Quaffle out. The Keeper is supposed to block the goal hoop from the front rather than the rear. HAVERSACKING [C] Hand still on Quaffle as it goes through goal hoop (Quaffle must be thrown) QUAFFLE-POCKING [C] Tampering with Quaffle, e.g., puncturing it so that it falls more quickly or zig-zags. SNITCHNIP [C][E][K] Any player other than Seeker touching or catching the Golden Snitch. STOOGING [C] More than one Chaser entering the scoring area.
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