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Quidditch is a magical sport played by two teams of seven players: three Chasers, two Beaters, one Keeper, and one Seeker. At Hogwarts the Quidditch Cup is contested by Gryffindor, Hufflepuff, Ravenclaw and Slytherin. The winning team is determined by the most victories. If two teams have won the same amount of games then total points will decide the overall victors.

General Rules[]

MATCH OFFICIALS[]

Match Officials are not to be argued with under any circumstances. If a player flagrantly disagrees with the referee or argues with them, the opposing team will be awarded a penalty.

Though those involved in crafting the rules take care to ensure that everything is as clear as possible there are often instances of unintended ambiguity which result from unforeseen circumstances. In these cases the match officials will make an in-game ruling that will be binding for the remainder of the game. Thereafter, the Quidditch Overseers will discuss the issue and formalise a more permanent resolution in the rules.

The referees will remain completely anonymous throughout the matches. You may not ask them who they are. They have been chosen in good faith, and will not show any sort of house bias. If they wish to let you know that they were reffing your match that is entirely up to them, but it may NOT be solicited. Each referee will have a deadline of 24 hours to judge each round. If, for some reason, the assigned referee will not be able to fulfill the deadline a new referee will replace him/her.

Referees will use a 10 sided dice throughout the match.


RULE AMENDMENTS[]

If Quidditch Rules are amended prior to a scheduled match, teams will be given at least 5 days to review rule amendments before the match begins.


INACTION[]

If, for some reason, the round has passed and there has been no action, the referee will randomize an action to take place (i.e. a freak gust of wind knocks the Quaffle out of the Chaser's hands.) This is meant to keep the match from being stale and lifeless.

Players are not allowed to sit out during rounds. This means that they are always vulnerable to a Beater's assault (unless the rules forbid it for some reason). Quidditch is a brutal game and there is no hiding.


DISCIPLINE[]

It is important for all Houses to keep their housemates under control and not to encourage inappropriate behaviour. For example, the excessive pranking of the opposing team's members may result in loss of house points, a penalty called in the opposing team's favor, or in the most extreme cases, a temporary Quidditch ban, meaning future games result in a forfeit.

Pre-Game[]

PLAYER STATS[]

Each player will be given 14 stat points to divide between 4 different skills. No skill may have MORE than 5 points or LESS than 1 point. Each skill is applied to different actions. What skills are good for Beaters might not be good for Seekers; however, many of the skills overlap. Chasers, especially, must be multi-talented.


BROOMSTICKS[]

The player must own and equip the actual broomstick they are listing, or it must be made available to them via a tradelink. The advantages (and disadvantages) for various broomsticks are as follows:

Firebolt (+10 to all actions, +2 to Reflexes)

Nimbus 2001 (+9 to all actions, +1 to Reflexes)

Nimbus 2000 (+8 to all actions)

Cleansweep 11 (+5 to all actions)

All Others (+3 to all actions) If a reserve, they suffer a -2 to any score in the first round they play in.

School Broomstick (no bonus) If a reserve, they suffer a -5 to any score in the first round they play in.


ROSTERS[]

At the beginning of each match, captains must owl Madame Hooch a complete team sheet, listing their seven starters (3 Chasers, 2 Beaters, 1 Keeper, and 1 Seeker) and a maximum of four reserves. For each player, a character sheet must be included. This consists of the player name, character name, character gender, stats sheet, and broomstick. For example:

Username: The Chosen One 
Character 
Name: Harry Potter 
Character 
Gender: Male
Reflexes: 3 
 
Sight: 1 
 
Hand-Eye: 5 
 
Strength: 5
Broomstick: Firebolt


Teams will be given twenty-four hours to submit their team sheets. If a team misses the deadline, they will be docked 1 point from all their first round role plays for every hour they are late, up to a maximum of five. After ten hours, possession will automatically be given to the team that is 'waiting'. After twenty hours, a penalty will be awarded to the waiting team. If a team is more than twenty-four hours late, the game will begin using the line-up and stats from the previous game, no matter the availability of said players. The only exception is if a player has switched houses, in which case the team will begin with a player missing and need to call in a reserve. If the missing player was assigned a Firebolt then that broom is lost to the team for the game.

  • If neither team has posted, the possession will go to the team that posts first.

Once the stat sheets have been posted by Madame Hooch, the referee will flip a coin to determine which house has possession of the Quaffle to start the match. Both teams will then have 24 hours to post their RPs. Teams are welcome to use whichever players they wish at any time, so long as they follow the above posting rules.

Game Mechanics[]

HEALTH POINTS[]

Each player begins the game with 15 Health points. If a player's health points should reach 0, they must be removed from the game to go to St. Mungos for immediate treatment. They shall be replaced with a reserve of their captain's choice. Each team is allowed to have 4 reserve players available to replace the starters during the game.


ROUNDS OF PLAY[]

There is a maximum of 20 rounds.

Each round is limited to only eight posts; four posts per house. Two of these four posts are reserved for Chasers. Using them or not is left up to each team's judgment, but bear in mind that they are EXCLUSIVE for Chasers. This means that each round, other players on the team can only play up to two posts, independent of the Chasers posting or not.

Rounds will last for a total of 24 hours, but may end early if all RPs have been posted. The next round will start as soon as the referee posts.


PLAYER MOVES[]

A full list of play moves are listed in the individual sections.

Players are not allowed to anticipate moves. Meaning you cannot post blocking "all potential goals" or hitting a Bludger at "the Chaser in possession." You must specify who you are playing against, otherwise points will be deducted from your role play.

Players can, in the same post, react to any actions performed that involve your character, but you can only initiate ONE action. This means, a Chaser can assume they have possession at the end of a round if they are being tackled or intercepting a Quaffle and attempt to score in that same round (i.e., - in the same round, you can dodge a tackle AND shoot the Quaffle; if the tackle or interception are successful the second part of the RP will just be disregarded). You cannot however "dodge all Bludgers," if no Bludger was hit at you, since you are not reacting to any action initiated against you. A reaction only happens when it is certain that the action you are reacting to will happen. So, you can attempt to intercept a shot on the goal of someone who was tackled, even if you don't know if that Chaser will still have possession. However, for that same reason, your action will be considered initiating an action and not reacting (as it is not certain the shot will happen) and that is the only action you can perform that round. This applies across the board to actions that interfere.

Also, note that time and sequence is determined by post order. If at the end of a post, the Quaffle or Bludger is "in-transit", tackles and Bludger hits do not interrupt this action, as it has already taken place. Post order will determine action order with ONE exception, namely Bludger hits. If a player attempts to dodge a Bludger hit before a deflection is made, but the deflection is RPed as happening before the player tried to dodge, then the calculation will follow this order: Hit > Deflect > Dodge.

In the event of a tie between two players the defensive move wins.


ENDING THE MATCH[]

The match ends when one Seeker catches the Golden Snitch. The winner will be determined based on point totals. Highest score wins.

If the Seekers do not spot the Snitch within 20 rounds of play AND both teams have the same amount of points, the winner will be determined after 3 rounds of penalty shots. A coin toss will determine which House starts. Each team can chose which Chaser to use - both starter and subs can be used. The house that scores the most penalties wins. In the event of the scores still being equal after all penalties have been taken, the game will be considered a draw.

In an official HEX Quidditch match the winning team will receive 15,000 House Points + 1,500 for every goal. The losing team will receive 5,000 House Points + 1,500 for every goal. In the event of a draw both teams will be award 10,000 points + 1,500 for every goal. The team who catches the Snitch will receive 7,500 House Points.

Position Rules[]

1. KEEPER[]

RESTRICTIONS[]

- Keepers may not leave the Keeper zone, meaning that they are unable to block other players or Bludgers.


CATCH QUAFFLE[]

The Keeper's primary responsibility is to defend the goal posts. Once a shot is loosed he or she may then attempt to catch the Quaffle.

Catch Quaffle: Sight + Hand-Eye + Broom + Dice Roll + RP


Whenever the Keeper catches the Quaffle, he/she can choose which Chaser will get possession of the Quaffle at the start of the next round. A Keeper's moves therefore, provided there are no Bludgers to dodge, will be:

[Catch Quaffle] 
[Pass Quaffle to _________________]


A Keeper's pass is automatically successful and cannot be intercepted. The Chaser receiving the pass does not need to make a post where they catch the pass. Nor may the Chaser receiving the pass relinquish possession, via a pass or shot, until the beginning of the next round. If no Chaser is chosen in advance, then possession will be randomized among that team's Chasers.


2. CHASERS[]

RESTRICTIONS[]

- If a player receives a contested pass, i.e., the passing player was forced to attempt to avoid a tackle before they passed, someone attempted to intercept the pass,or someone attempted to block the pass, then the receiving Chaser's catch is considered an initiating action and therefore he/she may NOT shoot until the following round.

- A tackle is only good so long as the player has not already posted passing the Quaffle. Actions are considered in sequence, so if you attempt to tackle a Chaser for possession after they have passed the Quaffle, it is considered a foul and will be treated as such. In the same way, if two players attempt to tackle the same Chaser in the same round, success will be determined based on post order, with the 1st Chaser tackling having priority to get the Quaffle. If the tackle is successful, then the 2nd tackler's post will just be disregarded as if it never happened (which means he/she can be included for an eventual Quaffle randomization).

- Chasers may not pass to Keepers.

- Only the Keeper is allowed in the 'Keeper Zone'. This means that if a Chaser attempts to score, the Quaffle is considered from that moment on to be "in-transit", in the "Keeper zone". Any attempt by a Chaser to intercept it will be considered a Classic Foul.


PASS QUAFFLE[]

If a Chaser receives the Quaffle at the start of the match or after the other team scores a goal, then this is considered initial possession and he/she MUST pass to another Chaser before an attempt on goal may be made.

Pass Quaffle: Sight + Hand-Eye + Broom + Dice Roll + RP


If the Chaser that the Quaffle is being passed to responds before an opposing player makes a move to intercept or prevent the pass, it is assumed caught, and that Chaser may make an attempt on the goal.


INTERCEPT QUAFFLE[]

If an attempt to intercept is made before the player receiving the pass posts, the success of the pass is determined by who has the highest score based on:

Pass Quaffle: Sight + Hand-Eye + Broom + Dice Roll + RP
Intercept Quaffle: Reflexes + Sight + Broom + Dice Roll + RP


SHOOT QUAFFLE[]

If a Chaser has STOLEN the Quaffle, if the Keeper has caught the Quaffle, or if either of the involved Chasers are hit with a Bludger that results in the opposing team catching the loose ball, that Chaser does NOT have to pass it before making an attempt on the goal. A Chaser shooting the Quaffle must post within the first 12 hours of the round, so as to give the Keeper time to defend the goal. The success of the shot is determined by:

Shoot Quaffle: Sight + Hand-Eye + Broom + Dice Roll + RP
Catch Quaffle: Sight + Hand-Eye + Broom + Dice Roll + RP


TACKLE PLAYER[]

A Chaser may try to tackle an opposing Chaser for possession of the Quaffle. The winner of the tackle is decided on by who has the highest score based on:

Tackle Player: Hand-eye + Strength + Broom + Dice Roll + RP
Avoid Tackle: Reflexes + Strength + Broom + Dice Roll + RP


If the Chaser being tackled does not post in that round, or has already posted, success will be based on the following computations:

>33; <38 - You knock the Quaffle out of the opponent hands but are not fast enough to get it; randomize for possession among ALL the other chasers (i.e., except the player tackling AND the player being tackled). 
>38 - You tackle successfully and get possession of the Quaffle


PENALTIES[]

The team awarded the penalty will have one free shot. Whether the shot is successful is determined by the Chaser's stats vs. the opposing Keeper's stats with no role plays. If it is a Chaser who is fouled, that Chaser will automatically be awarded the free shot. If it was another player who was fouled, the ref will chose a Chaser at random.

For penalties at the end of a tied game, Chasers and Keepers will provide role plays as part of the calculation.


3. BEATERS[]

RESTRICTIONS[]

- There are only TWO Bludgers in a game of Quidditch.

- Each Beater may only deal with ONE Bludger in a given round. This means that one Beater may not deflect one Bludger and then hit another.

- A Beater may hit a Bludger at any other player. However, attacks on Keepers can only be made after a shot is loosed, but before the Keeper posts attempting to catch the Quaffle, otherwise this will be considered a Classic foul and the Bludger hit will no longer occur (see Fouling section).

- Additionally, attacks on Seekers can only be made after they post an attempt to spot the Snitch AND during the round they can attempt to catch the Snitch when it has been spotted (before or after they have posted) or this will be considered a Classic foul and the Bludger hit will no longer occur.

- There is only one deflect allowed per Bludger; meaning you cannot continue to hit the same Bludger back and forth to each other. Deflects can only be used as a means of defense and cannot not have an intended target.


HIT BLUDGER[]

Beaters can hit the Bludger at any given time during the match. The success of an attempted Bludger hit (i.e., send the Bludger on its way) will be calculated as such:

Strength + Hand-Eye + Broom + Dice Roll + RP > 30


Any scores less than 30 will be considered a failure to connect, and therefore you will be swinging at nothing.

The Beater must specify who they are hitting a Bludger at. When a player attempts to dodge a successful hit the calculation will be as follows:

Hit Bludger: Strength + Hand-Eye + Broom + Dice Roll + RP 
Dodge Bludger: Sight + Reflexes + Broom + Dice Roll + RP


When the player to whom the Bludger is being aimed at has already posted in that round or the team has used up all the available posts, the success of the hit is based on:

Strength + Hand-Eye + Broom + Dice Roll + RP > 40


DEFLECT BLUDGER[]

A Beater may deflect a Bludger away from a target, but cannot aim the deflect towards another player. In the event of a deflect, the calculations will be as follows:

Hit Bludger: Hand-Eye + Strength + Broom + Dice Roll + RP
Deflect Bludger: Reflexes + Strength + Broom + Dice Roll + RP


BLOCK BLUDGER[]

Additionally, a player may attempt to sacrifice themselves and get hit by the Bludger instead of the player it was intended for. The winner is whoever has the highest score out of the following:

Hit Bludger: Strength + Hand-Eye + Broom + Dice Roll + RP /
Deflect Bludger: Reflexes + Strength + Broom + Dice Roll + RP
Block Bludger: Sight + Strength + Broom + Dice Roll + RP


SUCCESSFUL BLUDGER STRIKES[]

If a player is struck by a Bludger, then the player is "injured," losing up to 3 health points, depending on the die roll. Additionally, any action they were attempting to make that round (Catch Snitch, Catch Quaffle, Tackle Chaser, etc.) is interrupted.

4. SEEKERS[]

RESTRICTIONS[]

- Seekers do not come into play until a random point during the game. This will be randomized from 4-8. This means that if the random number results to 4, then a Seeker can only attempt to spot the Snitch on the 4th round of the match.

- Only the team's designated Seeker, or a player who has substituted in to replace the designated Seeker, may attempt any of the Seeker moves.


SPOT SNITCH[]

Once they come into play, either Seeker may attempt to locate the Snitch. Whenever they attempt to spot the Snitch, they also must choose a "zone" of the Quidditch Pitch to be looking at. This will determine the likelihood that they actually spot the Snitch. If they are looking in the correct "zone", there is a much higher chance of spotting it than if they are looking at the completely wrong end. Success is based on:

Sight + Reflexes + Broom + Dice Roll + RP
If "Seeking" in same zone as the Snitch: 35 or more required.
If "Seeking" in a zone bordering the Snitch: 40 or more required.
If "Seeking" in a zone 2 or more zones from the Snitch: 45 or more required.


NOTE: If neither Seeker is successful at spotting the Snitch, then, the Snitch will remain in the same place. The Snitch only moves after an unsuccessful catch.

NOTE: There is a Snitch advantage for the Seeker who spots the Snitch first accordingly:

If the spotter owns a worse broom than the other Seeker: +1 If the spotter owns the same broom as the other Seeker: +2 If the spotter owns a better broom than the other Seeker: +3


Once the Snitch has been spotted, BOTH Seekers may attempt to catch it in the immediately following round. If a Seeker fails to post an attempted catch in the next round, it will be assumed that said Seeker is obviously not paying attention and has lost sight of the Snitch. The same is applied to a failed Snitch catch attempt.

The zones are set up as follows:

QP


CATCH SNITCH[]

A Seeker may only make this move if the Snitch has been spotted. Whether the catch is successful or not is based on:

Catch Snitch: Reflexes + Hand-Eye + Broom + Dice Roll + RP > 38


NOTE: If both Seekers attempt to catch the Snitch at the same time, the winner will be the Seeker with the higher score. In the case of a tie, the Seeker with the higher average RP scores so far will catch the Snitch. If the averages are also the same, then both Seekers collide and fail to catch the Snitch.


WRONSKI DEFENSIVE FEINT[]

A Seeker may try to throw off the opposing Seeker by committing this move. Success is determined by:

Reflexes + Strength + Broom + Dice Roll + RP > 40


The loser of the feint is injured and loses up to 4 HP. Additionally, if the move is successful, the snitch gets away and must be re-spotted before another attempt at catching it can be made.

Universal Moves[]

BLOCKING[]

RESTRICTIONS[]

- Only the Keeper is allowed in the 'Keeper Zone'. This means that any attempt to block the Keeper will be considered a Classic Foul.


BLOCK PLAYER[]

Blocking is a universal move that simply interrupts the targeted player's action. A blocking attempt must be made BEFORE the player being blocked posts and will be computed against the first move that is calculated for the blocked player, excluding any moves that have been disregarded for any reason. Otherwise, the blocking post will just be disregarded. The computation will be:

Strength + Reflexes + Broom + Dice Roll + RP


VS

whatever move the player being blocked is attempting (i.e., shot Quaffle, catch Quaffle, etc...)


If the player blocking's score outranks the player being blocked, the action is interrupted. If not, the play continues without interruption. When the player who is being blocked doesn't post, the blocking post will simply be disregarded as it is not necessary.


FOULING[]

RESTRICTIONS[]

- With the exception of Whoopsie fouls, a team can only use ONE foul ONCE every two rounds. If a team uses a foul when they have exceed their limit or have not let 1 round elapse, they will receive a Technical Foul (see below).

- Each team is only allotted ONE Draconian Foul per game. If a second Draconian foul is attempted, it will be disregarded and incur a Technical Foul.

- You may not attempt to use any Unforgivable Curses on another player (ie. Avada Kedavra, Crucio, or Imperio).

- Should the classic foul involve a Bludger, it will NOT be calculated as a Bludger hit. It will be judged as a classic foul. This includes attacks on the Keeper when no shot has been loosed.


There are two kind of fouls that may be used by team:


1) THE DRACONIAN FOUL

This foul automatically cancels the action of the person targeted with the exception of another Draconian foul. Success is determined by a coin toss:

Heads - Foul spotted. Penalty. 
Tails - Foul not spotted. Damage is caused by the foul and up to 3 HP lost.


2) CLASSIC FOULS

Classic fouls are used to interrupt movement. Success depends both on skill and luck:

Fouler score: RP + dice-roll
Fouled score: RP + dice-roll


- If the fouler scores lower than the fouled, the foul is not successful.

- If the fouler scores higher than the fouled AND their RP score is >13, the foul is not spotted. Damage is caused by the foul (2 to 3 HP lost decided with a dice roll) and -3 is deducted from the fouled RP.

- If the fouler scores higher than the fouled AND their RP score is < 13 the foul is spotted. Damage is caused by the foul and -3 is deducted from the fouled RP.

- If a foul occurs >8h after the player being fouled posted, then the fouler will have -2 deduction from their role play score. If the foul is >16 hours after the player being fouled has posted then the deduction will be -4.

A Classic Foul is considered used regardless of whether it was successful or not.


Additionally, there are two kind of fouls that may be called by the referee:


1) WHOOPSIE FOULS

A whoopsie foul is a foul that, while technically against the rules, wasn't intentional. Whoopsie fouls happen ONLY in situations where two people post nearly simultaneously (with a difference of 1-5 minutes), with actions that conflict. In this case, the second post will just be disregarded BUT it will count towards the 4 post limit of that team.

Example: Chaser 1 shoots the Quaffle, while Chaser 2 attempts to tackle Chaser 1 at the exact same time that Chaser 1 posted (or within a reasonable time frame equal or inferior to 5 minutes); since Chaser 1 no longer has the Quaffle, the tackle is considered a foul, but as it was unintentional, Chaser 2's post will simply be disregarded.


If the foul involves a Chaser in possession of the Quaffle, the Quaffle will be considered lost. Possession will be randomized amongst all Chasers.


2) TECHNICAL FOULS

If a team willfully breaks the rules of the game, such as by violating a set restriction, a Technical Foul will be called. This means that all computations for the offending team will be reduced by -3 with additive effects. For each extra foul above the limit, a -3 penalty will be awarded (so, -3 if you foul twice in the same round, -6 if you foul thrice, and so on).


OUT OF POSITION MOVES[]

With certain exceptions (detailed in their individual sections under "Restrictions"), players can play "out of position" (for example: a Seeker shooting the Quaffle), but a -5 penalty will be deducted from their final score since it is not their preferred area of play.

Substitutions[]

Substitutions must be posted in the roster thread. Once a reserve player is in the match, the player they have substituted for can only rejoin the match ONCE. Reserves may also substitute for another reserve that is already in the match.

A player who leaves a match may only return to the position that they originally played. So, for example, if a Beater who subs out and then wishes to come back in, he/she must come back as a Beater, not any other position.

Any substitution will be effective from the moment the captain posts in the roster thread. However, any actions taken against the player they are subbing for (a Bludger hit for instance) will be counted against the sub player as well if he/she hasn't posted yet.

Role-Plays[]

WORD LIMIT[]

Role-plays may be no longer than 500 words. Each word over this limit will result in a point being taken away, though the RP score cannot be below 0. The word count will be determined using the Google Docs word count tool. The limit is so small because such a large number of role-plays will be posted throughout any one match. Even at 500 words, if 20 RPs are posted, the ref will be required to read 10,000 words about Quidditch over the course of a match; a commitment to read even MORE words than that is not something many users are willing to make in order to be referees.


GOD-MODDING[]

God-modding is not acceptable in most RPing. However, in the game of Quidditch, the referee determines whether every action succeeds or fails. Therefore, points will not be deducted for assuming the success of their attempted action. If the action is determined to fail, it will simply be assumed that your character is delusional and those actions never occurred. The reason for this is to allow players more freedom; leaving an RP open-ended is very tedious and detracts heavily from the entertainment value of the RP as a whole. However, you may not control another person's player to an extreme degree. Controlling their speech and actions is against the rules, and points will be deducted from your role play. For example, if you feel the need to slap player A, you may assume that it connected. However, you cannot write about how they reacted to your brutal violence; that is for them to decide.


FORMATTING[]

At the bottom of each role-play, the player must identify the actions that they have taken in either (parentheses) or [brackets]. If the moves are not identified, the referee will assume that your character did not do anything in that round and disregard the post entirely. Moves not actually RPed, but indicated in brackets will also NOT BE COUNTED. The RP must contain at least TWO sentences describing the move in order to be considered.

Actions directly pertaining to action being performed, (including, but NOT limited to, broom maneuvers, stretching, spying a ball across the field, wrapping your fingers around the snitch, etc.) should be counted as part of the aforementioned two sentences.

Natalia caught a glimpse of gold down towards the ground out of the corner of her eye. She gripped her Firebolt tightly and flew towards it.


OR

Natalia's desperation grew as she watched the Ravenclaw Seeker fly towards the Snitch. It was Natalia's time to shine, not Allyson's. Natalia inched towards the Snitch, with her arm stretched out as far as it would go. "That Snitch is mine! You can't have it!"


EDITING POSTS[]

Players are not allowed to edit their posts and any attempt to do so will result in the post being disqualified. Should there be an issue with formatting, such as the color being wrong or a tag being broken, then the issue should be reported to Madame Hooch. Should she deem it necessary she will make the appropriate edits.

Grading[]

BREAKDOWN[]

RPs will be scored out of 15 based on the following criteria:

Entertainment - 5 points This is an assessment of how interesting and compelling the role-play is. If the referee enjoys reading the role-play, and would like to re-read it or read more from the writer, then it will score highly.

Creativity - 4 points This is an assessment of the role-plays originality. Referees read dozens of role-plays, containing hundreds, even thousands of words, so they get quickly bored of the same things again and again.

Readability - 6 points. This is an assessment of how well the role-play flows. Jarring grammatical errors or convoluted syntax will detract from this category.


RUBRIC[]

Readabilityandgrammar
Entertainment
Creativity


CONTESTATIONS[]

RESTRICTIONS[]

- Captains are allotted TWO contestations of a referee's ruling regarding Game Mechanics, which are retained if granted. Additionally, they are permitted a maximum of FIVE contestations of Readability, which are used up no matter whether the contestation is granted or not.

- No contestations are allowed during the tie-breaker rounds.

- Contestations must be done via the contestation thread. Any contestations posted in the game thread will be discarded.


PROCEDURE[]

Contestations should be posted 24h or less after the referee posted the results for that round. The other team may not respond, nor may the team that contested make additional posts relating to their initial contestation either before or after the judgement. These limits cannot be exceeded under any circumstances. If there is an issue that a team feels needs addressing, such as an error in their post, then they should owl Madame Hooch. Any undue arguing in the contestation thread will result in a penalty called against the team that broke the limit.

Each referee will have a deadline of 24 hours to address each contestation. The time left in each round halts with each contestation, whether it changes the outcome of that round or not. If the outcome of the round is changed after the contestation is addressed then the round will be restarted; if not then it will proceed for whatever time was left in the round when it was first halted.

In the event that a captain challenges the ref, another referee will be brought in to assess the situation. If the ruling on the field is determined in the challenger's favor, they will retain their contestation for later in the match. Readability contestations will only be granted if they change the results of the round in terms of computing a player's Health Points and/or the success of an action. If the ruling stands, the captain will lose their challenge. Once all challenges are lost, the captain is not allowed to contest for the remainder of the match.

Weather[]

There are several different possible weather conditions in which a Quidditch match can take place. Although some are harmless and won't affect the normal gameplay, some may be inclement and affect different players in different ways. The weather in which each match will take place will depend on the season of the year and will be picked among all the possible weather conditions, based on a dice roll, as follows:

Spring
(Mar-May)
1- Strong Sun
2- Sunny - no effect
3- Cloudy - no effect
4- Light Rain - no effect
5- Cold - no effect
6- Thunderstorm

Summer
(Jun-Aug)
1- Strong Sun
2- Sunny - no effect
3- Light Rain - no effect
4- Foggy
5- Heatwave

Autumn
(Sep-Nov)
1- Sunny - no effect
2- Strong winds
3- Cloudy - no effect
4- Heavy Rain
5- Light Rain - no effect
6- Foggy
7- Cold - no effect

Winter
(Dec-Feb)
1- Sunny - no effect
2- Strong winds
3- Cloudy - no effect
4- Blizzard
5- Heavy Rain
6- Light Rain - no effect
7- Foggy
8- Cold - no effect

The weather marked as having "no effect" will have no affect to any players' stats. However, for some types of weather, stats or health points can be affected, as depicted in the following chart:

Qweather

- a roll dice will determine if the penalty occurs or not: 1 represents a stat loss and 2 or 3 that no penalty will occur
- a roll dice will determine if the penalty occurs or not: 1 = -1 Hand-Eye and Reflexes; 2-5: no penalty)
- a two-sided die is rolled once every 3 rounds; if the result is 1, then one element of EACH team randomly loses one health point.
For "Strong Winds," there are thresholds for passing/shooting the Quaffle. Should the thresholds not be met it will just be assumed the Quaffle veered of course and possession will be randomized amongst all other Chasers.


(NOTE: This information was taken directly from the HEX official Quidditch rules)

External Links[]

The Quidditch Pitch

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