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 Quidditch Game Guide

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James Riddle
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PostSubject: Quidditch Game Guide   Sun May 20, 2012 9:21 pm


First of all I wish to welcome all of you to the Quidditch Game Guide. When you joined the forum and you saw that you could play Quidditch you probably asked yourself ”How can I do that?”. The answer to your question is in the next lines, so please read carefully.

The first thing you should do is to join your House Quidditch Team. Each house has its own team that is made of 7 players: three Chasers, two Beaters, one Keeper and one Seeker. There can be up to 3 more people in case one of the official 7 players can’t participate.

Don’t forget that playing Quidditch brings you a lot of money, fame and at the same time house points. So it is actually one of the best ways to win money if you are a student. We currently don’t accept adults to role play at this game.

How to play Quidditch

• A list of all scheduled games during a month will be posted in advance on the noticeboards in all Common Rooms. We will try to have a maximum of 2 games per month as we don’t want the players to become too busy with it.

Skill, Speed and Stability Points

Skill Points determine how good a player is at his position in the team. Every player starts with no skill points, but earns them by playing and winning matches and Cups. More precisely, a player receives 1 skill point for every 4 matches played, for every 2 victories, and one bonus skill point for winning the Quidditch Cup or being voted Best Player at his position.

Speed and Stability points are determined by the broom the player uses when playing Quidditch matches. The better the broom, the more Speed and Stability points it has. In case a player doesn't possess a broomstick of their own, the school will lend them a basic one, which grants no Stability or Speed Points. Here is the list of available brooms, with their Speed and Stability Points:

- Cleansweep Five: 2 Speed Points and 2 Stability Points
- Comet 260: 4 Speed Points and 4 Stability Points
- Cleansweep Eleven: 6 Speed Points and 6 Stability Points
- Nimbus 2000: 8 Speed Points and 8 Stability Points
- Nimbus 2001: 10 Speed Points and 10 Stability Points
- Firebolt: 15 Speed Points and 15 Stability Points

You can buy any of these brooms at Broomstix, on Diagon Alley. If you want to play Quidditch, you have to possess a broom, so if you plan on making the team, acquire one as soon as possible.

Chasers and Keeper

When the referee announces the start of the game and releases the Quaffle into play, the first Chaser to post ensures that his team is the first to attack. The Chaser starts his team’s action by role playing his actions on the field. At the end of his post, he has the choice to pass the ball to another Chaser (he has to indicate to whom exactly) or to shoot. If he passes, the second Chaser role-plays his own actions and then has the same choice. Every Chaser has the right to post maximum once during each action, and there has to be at least one hour between the posts of the different Chasers. A team’s action can therefore last from one to three posts, depending on the choices made by the Chasers. Whenever one of the Chasers decides to shoot, that ends the action of the team. The points are then counted in the following way. First, the referee judges the team’s attack based on its role-playing quality. This means that he gives a mark out of 100 points, judging the skills shown by the Chasers (for instance if they have performed maneuvers), their team work (if the posts are in harmony with each other), creativity and post quality (if the posts are well written and don’t contain mistakes). It is obvious that the higher the number of Chasers participating in an action, the easier it is to have a high mark. After the referee gives his mark, we add to that number the total of Speed points of all the Chasers who have participated in the action, and two times the amount of skill points of the Chaser who shot (only the one who shot the ball at the end). After that, the referee rolls a dice and 1 to 6 bonus points (depending on the number shown on the dice) are added to the points to get the total amount of point of the attack.

In summary: RPG points (out of 100) + Speed Points (all participating Chasers) + Skill Points (the one who shoots) (x2) + Bonus Points (Dice Roll) = Attack Points

Every time the opposing Team shoots, a Team’s Keeper steps in. He role-plays that he is trying to stop the Quaffle from entering the goal hoops. The referee then judges his post, giving a mark out of 25, based on the quality of the post (no mistakes, well written), and the creativity and the skills shown by the Keeper. After the referee gives his mark, we add to that number of Speed points of the Keeper, and two times his amount of skill points. After that, the referee rolls a dice and 1 to 6 bonus points (depending on the number shown on the dice) are added to the points to get the total amount of points of the Keeper.

In summary: RPG points (out of 25) + Speed Points + Skill Points (x2) + Bonus Points (Dice Roll) = Keeper Points

Once we have the attack and the Keeper points, the Keeper points are deduced from the attack points, to get the overall points of the action (Attack Points – Keeper Points = Total Points of the action). If the total points of the action are superior to 75, the attacking team has scored a goal and wins 10 points on the scoreboard (for example, if the game has just begun the team leads 10-0). If the total points of the action are equal or inferior to 75, the Keeper has stopped the shot and the score stays the same. In any case, the other Team then starts its own attack.

Beaters

During the action of the opposing team, a Beater can try to hit one of the Chasers. He can try to do that only once per action, so he has to choose wisely at what moment he is going to do it. He can role-play that he is trying to hit a Chaser between the posts of the attacking Chasers: if he role-plays between the first and the second Chaser, the second one will be targeted (if between the second and third, the third will be targeted). However, as soon as one of the Chasers shoots the ball, the Beater can’t do anything. When a Beaters role- plays that he sent a Bludger towards one of the Chasers, the referee counts his points in the following way. He judges his post, giving a mark out of 25, based on the quality of the post (no mistakes, well written), the creativity and the skills shown by the Beater. After the referee gives his mark, we add to that number the Speed Points of the Beater, two times his amount of skill points, and we deduce from that the number of Stability Points of the targeted Chaser. After that, the referee rolls a dice and 1 to 6 bonus points (depending on the number shown on the dice) are added to the points to get the total amount of point of the Beater.

In summary: RPG points (out of 25) + Speed Points + Skill Points (x2) – Stability Points (of the targeted Chaser) + Bonus Points (Dice Roll) = Beater Points

If the Beater points are superior to 30, he succeeded in hitting the Chaser with the Bludger, who loses the Quaffle, and the Beater’s team then starts its attack. If they are equal or inferior to 30, nothing happens and the opposing Chaser just continues his team’s attack. Since there are two Beaters in each Team, they have to agree on which one of them will hit the Bludger.

A Beater can also choose to try to hit an opposing Beater instead of a Chaser. The points are counted in the same way. If a Beater from Team A succeeds to hit a Beater from Team B while Team B attacks, the Beater from Team B is unable to hit anyone with a Bludger during the next attack of Team A.

Seekers

When the referee announces the start of the game and releases the Golden Snitch, the goal of the Seeker is to catch it. The Snitch will be hiding somewhere on the forum, and will be moving regularly. When a Seeker finds it, he can post the link and role-play that he tries to catch it. The referee then judges his post, giving a mark out of 25, based on the quality of the post (no mistakes, well written), and the creativity and the skills shown by the Seeker (for instance the maneuvers used). After the referee gives his mark, we add to that number of Speed points of the Seeker, and two times his amount of skill points. After that, the referee rolls a dice and 1 to 6 bonus points (depending on the number shown on the dice) are added to the points to get the total amount of points of the Seeker. If they are superior to 30, the Seeker has caught the Snitch, his team wins 50 points and the match is finished. If they are equal or inferior to 30, the Seeker has not caught the Snitch, which then hides again somewhere on the forum. The match ends whenever one of the Seekers catches the Golden Snitch.

Quidditch Rewards:

* For each victory, a team's House receives 25 points, and every player of the winning team earns 20 galleons.
* For winning the Quidditch Trophy, the champion team's House receives 75 points, and every player of the team earns 50 galleons.

We might add or remove some things from the Quidditch guide so please check this thread as often as possible
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