Quidditch

Quidditch in The Wizard's Wardrobe, unlike many roleplaying sites, is an actual game that our members can play. We have taken JKR's concepts and adapted them into a textual/visual gameplay. In order to participate, players will need to print out and set up a 3D gameboard, much like chessboards stacked atop each other. They will also need to obtain pieces that can represent the various players. The game is then played in an AIM chatroom, and the individual players can move the pieces on their boards to "see" what everyone else sees. The various components, rules and gameplay are explained below.

 

Roleplay Mediums
Game Chatroom
The Game Chatroom is the room where the actual Quidditch match is played. Only active Players and Moderators are allowed to participate in this room.

Stands Chatroom
The Stands Chatroom is the room where any other activities happening during the game may be roleplayed. Active Players may not participate in this chat.

Private IM's
Private IM's are the means of communicating to the Seekers. They are used to give private Glimpses and Sightings of the Snitch.

 

Gameplay
Teams
A Quidditch game will consist of two opposing House Teams. The two Bludgers and the Snitch will also comprise a Team.

Players
Each House Team has 7 Players: three Chasers, two Beaters, one Keeper and one Seeker. The two Bludgers and the Snitch are also considered players.

Actions
Actions are the abilities and/or options that each Player has available. All Players have the ability to move, but the distance is determined either by the position or a three-sided die (1d3). In addition, each Player has one or more actions specific to their position

Turns
Teams will take Turns playing in the following order-- Team 1, Team 2, Bludgers/Snitch. During a Turn, every Player on that Team will be given the opportunity to take any Actions available to them. The Turn will end when all Players on the Team had the opportunity to act.

Scoring
Quaffle – 10 points
10 points are scored when a Chaser successfully Shoots the Quaffle through one of the opposite team's goalposts.

Snitch – 150 points
150 points are scored when a Seeker successfully catches the Snitch.

Foul
A Foul may be called if a Player knocks an opposite team member not carrying the Quaffle from a square.

 

Equipment
Pitch
A 5-by-9-by-7 3D playing field divided into layers (a-e), columns (A-I) and rows (1-7).

Square
A specific cubic position within the Quidditch Pitch, labeled by Layer-Column-Row (ex. a-A1)

Goalposts (3 per team)
Three Goalposts are placed at either end of the Pitch on the d-level. Chasers attempt to score by Shooting the Quaffle through the Goalposts, which are guarded by the Team's Keeper.

Quaffle (1)
The Quaffle is a non-sentient ball that may be carried by a Chaser and passed from player to player. Chasers attempt to score by Shooting this ball through the opposite Team's Goalposts.

Bludgers (2)
Bludgers are semi-sentient balls (RPed by the Admin). Bludgers will move about the Pitch, randomly attempting to knock players from their squares

Actions: Moving- 1d3, Attacking

Golden Snitch (1)
The Snitch is a semi-sentient ball (RPed by the Admin). It moves about the Pitch, evading the Seekers. At the beginning of its Turn, the Snitch may tease Seekers with Glimpses and Sightings.

Actions: Moving- 1d3, Glimpses, Sightings,

Brooms
For the sake of simplicity, in WW, all Brooms have the same abilities and speeds. Various brands and models may be used as status symbols for the character but will not affect the Player's ability to play Quidditch.

 

Players
Referee
The Referee will moderate the game ICly and also help the Admin to monitor movements and play for accuracy and fairness.

Announcer
The student Announcer will serve as the liaison between the Game RP and the Stands RP. This member will be responsible for "converting" the technical game speech into a play-by-play IC commentary. This will be the only student allowed in both rooms.

Chasers (3 per team)
A Chaser's primary objective is to score points by working alone and with the other Chasers to Carry, Pass, Intercept, Steal and Shoot the Quaffle through the other Team's Goalposts.

Actions: Moving- 1 space/turn, Carrying, Intercepting, Passing, Shooting, Stealing

Beaters (2 per team)
A Beater's primary objective is to protect his or her team from Bludgers by working alone and with the other team Beater to Bat Bludgers away from fellow Teammates.

Actions: Moving- 2 spaces/turn, Batting

Keepers (1 per team)
A Keeper's primary objective is to protect his or her Team's Goalposts from the opposing Team by means of strategy, positioning and HP trivia knowledge.

The Keeper has all the actions of a Chaser, but may not be knocked from his or her Square. Keepers may move anywhere within the Pitch, but must be within range of the Goalposts to attempt to Block a Shot.

Actions: Moving- 1 space/turn, Blocking, Chaser Actions

Seekers (1 per team)
The Seeker's primary objective is to locate and Catch the Snitch by following private Glimpses and Sightings and by faking the opposing team's Seeker.

Actions: Moving- 2 spaces/turn, Catching, Faking
See Also: Glimpses, Sightings

 

Abilities
Attacking
Bludgers will attempt to knock Players of either team from their Squares. If a Bludger enters a Square occupied by a Player, the Bludger will knock the Player one Square away in the direction of its choice.

If a Bludger knocks the Player carrying the Quaffle from his or her square, the ball will be lost, and the nearest Player from either Team will take possession of the Quaffle.

Batting
A Beater may bat a Bludger from any adjacent Square. Beaters may knock a Bludger two Squares in the direction of their choice. Batting may only take place at the end of the team's turn after all Players have moved.

Blocking
A Keeper who is in range (d-A3, d-A4, or d-A5, or d-I3, d-I4, or d-I5) may attempt to Block a Shot. The Admin will pose a HP trivia question, and the Keeper must correctly to answer this question within one minute, without help from other Players, to Block the Shot.

Carrying
The Chaser currently in possession of the Quaffle is said to be Carrying the ball. He or she may move while Carrying the Quaffle or may stay in the same Square.

Catching the Snitch
A Seeker Catches the Snitch when he or she lands on a Square occupied by the Snitch.

Faking
A Seeker may attempt to Fake the opposing team's Seeker by luring him or her to false locations in the Pitch.

Glimpses
The Snitch may give Seekers Glimpses at any point during the game. A Glimpse will be a private IM to the individual Seeker with a general direction. (ex. "You catch a glimmer of gold below you.") Glimpses may be true or false.

Intercepting
A Chaser of the opposing Team may intercept the Quaffle by knocking the Player that was supposed to receive the Pass from his or her Square. The Player intercepting the Quaffle will knock the other Player one square in the direction of his or her choice and take possession of the Square and the Quaffle.

Moving & Knocking
Players are given the opportunity to Move every turn, and the distance is determined by the specific position (Chasers & Keepers- 1 space per turn, Beaters & Seekers- 2 spaces per turn, Bludgers & the Snitch- a three-sided die). Players may Move to any adjacent Square on that level, on the level above or on the level below.

Only one Player may occupy a specific Square at any given time. If a new Player moves to a Square currently occupied by another Player, that Player will be knocked to an adjacent square of the moving Player's choice and the moving Player will take possession of the square.

Knocking a player from a Square is allowed while Stealing or Intercepting the Quaffle. Any other instance may be considered a Foul. Bludgers may knock Players at any time.

Passing
The Chaser Carrying the Quaffle may Pass it to another Chaser within a two-square radius. Passing may only take place at the end of the Team's Turn after all Players have moved.

Shooting
A Chaser may Shoot the ball from any direction so long as he or she is two Squares away from one of the goalposts. If the Keeper is not in range, an automatic goal is earned. If the Keeper is in range, a trivia question will be given to the Keeper to determine if the Shot was blocked. Shooting may only take place at the end of the Team's Turn after all Players have moved.

Sightings
A Seeker will have a Sighting of the Snitch if they come within two Spaces of the Snitch. A Sighting will be a private IM to the Seeker with a specific location. (ex. "You see the Snitch in space d-E4.") Sightings will always be accurate at that moment.

The Snitch may not be visible to a Seeker if another Player is in a direct line of sight between the Snitch and the Seeker. If the Player is still in sight of the Snitch after their move, another sighting will be given.

Stealing
A Chaser of the opposing Team may Steal the Quaffle from the Player carrying it by knocking the person carrying the ball out of the Square they currently occupy. The Player Stealing the Quaffle will knock the other Player one Square in the direction of his or her choice and take possession of the Square and the Quaffle.