Quidditch Rules

This page is under construction, and should not be taken as official material.

A Note on Quidditch Skills & Attributes

Obviously, all Quidditch players need Broomflying. Other than that, the various positions tend to rely most upon the following Skills and Attributes for their roles on the pitch:

Beaters: Fighting (clubbing the Bludgers)
Chasers: Marksmanship (accuracy for scoring)
Keepers: Reaction (catching the Quaffle), Broomflying (covering all three rings)
Seekers: Awareness (spotting the Snitch), Reaction (catching the Snitch)

What follows is the first iteration of WiWi's Quidditch rules. These are likely to change as we playtest them throughout the school year. If you have any feedback after a match is played, please submit it in a +request entitled "Quidditch Feedback." Thank you for your participation in the development of this game.

Basics

The pitch is divided into a 3x5 grid.

Columns A-E represent the lengthwise position on the pitch. One team's hoops are positioned in the A column, the other team's hoops are positioned in the E column. For the sake of simplicity, the team that is alphabetically first will always be defending the hoops in the A column.

Rows 1, 2, and 3 represent the widthwise position on the pitch. These are important because they determine which hoop is most accessible for a Chaser, and which is currently protected by the Keeper.

Depth, or height, is handled as a more abstract concept. There are certain maneuvers that take advantage of dives or climbs, that will represent making use of the depth of field. But all movement still takes place within the two-dimensional grid shown below.

All references to "adjacent" grid locations refer to locations that share a border. Locations that touch corners diagonally are not adjacent.

Quidditch-Pitch.jpg

The Toss-Up

At the beginning of every game, there is one roll that takes place before the first round: the Toss-up. The Referee tosses the Quaffle into the air, and the two starting Chasers make an opposed Reaction + Broomflying roll. The winner of this roll has possession of Quaffle at the beginning of the first round.

Anatomy of a Round

One round of Quidditch consists of three phases: Initiative, Movement, and Play (in that order).

Initiative Phase

At the beginning of each round of play, the team Captains make an opposed Mind + Presence roll, as they form strategies and attempt to direct their team. The Captain that wins this roll wins Initiative for their team.

The team that loses the Initiative roll acts first in the Movement Phase, and declares first (but acts last) in the Play Phase. The winning team can then take their actions with the knowledge of the losing team's intentions. Order of actions within a given team is up to the Captain, if there is a conflict.

If any player must change their action due to being unable to perform their declared action, they suffer a -2 penalty to their roll.

Also during this Phase, the Snitch makes a Stealth vs. Awareness roll against each Seeker (see below for details).

Movement Phase

Every player gets one Movement Action each round. An Embarrassing Failure on any of these actions means losing control of one's broom, inflicting -1 to the next Movement Action taken.

The Bludgers use the Fly action at the beginning of this phase (before all other movement).

The Snitch also uses the Fly action at the beginning of this phase, except during rounds in which it becomes visible, in which case it's position is determined randomly.

Movement Position Roll Special Rules and Considerations
Fly All Broomflying The Keeper may only move in the scoring area (A or E column). Failure means you cannot leave your current grid location. Success allows movement to an adjacent grid location. Good Success allows two such movements, Great Success allows three, and Amazing Success allows four. (Diagonal movement must be simulated with multiple adjacent movements.)
Dive All Broomflying-1 A hard downward flight, ducking beneath the usual field of play. This maneuver serves two purposes. First, it is the only way to retrieve a fumbled Quaffle (when a Chaser drops or fails to catch the Quaffle). Second it is a defensive maneuver, adding +1 to Broomflying rolls to avoid Bludgers until the end of the next turn.
Climb All Broomflying-1 Moving above the fray grants a +1 to Broomflying rolls to avoid Bludgers until the end of the next turn. It has the added benefit of giving a Chaser or Beater an excellent view of the pitch, giving them a moment to plan strategy. If the Climb roll achieved a Good Success or better, the player gains +1 to their next Play Action.
Pursue the Snitch Seeker Broomflying vs. Snitch's Flying This action can only be used after the Snitch is successfully spotted. It functions just like the Fly action (using only the Seeker's Broomflying result as a measure of speed), but also determines the Seeker's ability to outmaneuver the Snitch (using the opposed results). A total of ten "degrees" of pursuit must be achieved over the course of several rolls to get close enough to Capture the Snitch. Degrees are as follows: Draw 0; Marginal Victory 1; Solid Victory 2; Crushing Victory 3. Note that if the Snitch gains victory, the degrees are actually subtracted from the Seeker's total. All degrees of pursuit, and sight of the Snitch, are lost if the Seeker is ever more than one grid location away from the Snitch after Movement is rolled. But as long as the Seeker retains any degrees of pursuit at the end of the round, that Seeker still has sight of the Snitch.

Play Phase

In addition to Movement, all players get one Play Action each round. An Embarrassing Failure on these actions will usually mean either suffering a -1 penalty to a subsequent roll, or possibly a fumbled Quaffle.

Play Position Roll Special Rules and Considerations
Pass Chaser, Keeper Marksmanship The Quaffle can be passed to any Chaser in the same grid location at no penalty, or to an adjacent location at -2. If this roll is failed, the Chaser it was intended for suffers a -2 penalty to the Catch action. A Keeper that has successfully defended against a Score can use this action at -2 to immediately pass the Quaffle before it is considered dropped.
Catch Chaser, Keeper Reaction + Broomflying Only a Chaser or Keeper in the same grid location as a passed or dropped Quaffle can attempt to catch it. If this is an interception, it becomes an opposed roll against the Chaser that the Quaffle was passed to. A Keeper that has successfully defended against a Score can use this action at to immediately take control of the Quaffle before it is considered dropped.
Steal Chaser Reaction + Fighting-2 vs. Reaction + Fighting If successful, a Chaser can snatch the Quaffle out of the grip of another Chaser.
Score Chaser Marksmanship vs. Keeper's Reaction + Broomflying Attempts to score from within the same grid location as a goal hoop are made at no penalty. Scoring from an adjacent hoop suffering a -2 penalty. This penalty is -3 if the Chaser is in the scoring area (column A or E), but attempting to score in a hoop in an adjacent location (due to the angle of the hoops). For example, a Chaser in in A1, but trying to score in the A2 hoop, suffers a -3 penalty. The Keeper's roll is made at a -2 if the hoop being defending is one grid location away, or -4 if it is two grid locations away.
Read the Play Keeper Awareness The Keeper can observe incoming opponents' strategies to prepare their defense, and gain a bonus to a blocking roll made in a turn immediately after succeeding at this action. The bonuses are as follows: Success or Good Success +1, Great Success +2, Amazing Success +3.
Bat a Bludger (Offensive) Beater Fighting vs. Opponent's Broomflying A Beater can only bat a Bludger that is in the same grid location. A Bludger can be used to attack any opponent in the same grid location at no penalty, or an adjacent grid location at -2.
Bat a Bludger (Defensive) Beater Fighting vs. Bludger's/Opponent's Fighting Beaters can also protect their teammates from incoming Bludgers. A Beater can only bat a Bludger that is in the same grid location.
Spot the Snitch Seeker The Snitch must be spotted before it can be pursued. Usually this is handled when the Snitch makes a Stealth roll each round against each Seeker's Awareness. A Seeker that uses this action is focusing entirely on finding the Snitch, and gains a +2 to Awareness when the Snitch makes its roll.
Capture the Snitch Seeker Reaction vs. Snitch's Reaction This action can only be used if the Seeker has gained ten degrees of pursuit using the Pursue the Snitch action.
Run Interference All Broomflying vs. Opposing Seeker's Broomflying Successfully running interference can subtract from the opposing Seeker's degrees of pursuit, but also risks losing ones own degrees. Degrees are as follows: Draw -0; Marginal Victory -1; Solid Victory -2; Crushing Victory -3. If it is a Seeker attempting this action, and the opposing Seeker wins, the degrees are subtracted from the interfering Seeker's degrees. A player can only run interference on another Seeker in the same grid location.

Fouls

The following actions are considered Play Actions, but they are illegal moves that result in fouls. After any one of these maneuvers is performed, the Referee must roll Awareness vs. the player's Stealth to determine if the foul is seen.

Foul Position Roll Special Rules and Considerations
Blagging All Fighting-1 vs. opponent's Broomflying Seizing the opponent's broom tail can inflict a penalty to their next Movement Action (Marginal Victory -1, Solid Victory -2, Crushing Victory -3).
Blatching All Broomflying vs. Broomflying Colliding with another player can be made to look like an accident, but it is risky for both players. The player that loses the opposed roll is treated as if struck by a Bludger (see below).
Blurting All Broomflying vs. Broomflying Locking broom handles can inflict a penalty to an opponent's next Movement Action (Marginal Victory -1, Solid Victory -2, Crushing Victory -3). But if the opponent wins the roll, the penalty is inflicted on the player that attempted this action.
Cobbing All Fighting vs. Fighting Excessive use of elbows can interfere with another player's efforts, inflicting a penalty to their next Play Action (Marginal Victory -1, Solid Victory -2, Crushing Victory -3).
Flacking Keeper See "Score" Not so much a unique action, as it is another version of Defend the Hoop, in which the Keeper puts any portion of his anatomy through the goal hoop to push the Quaffle out. This grants a +2 to Broomflying to Defend the Hoop.
Haversacking Chaser See "Score" Not so much a unique action, as it is another version of the Score action, in which the Chaser's hand is still on the Quaffle as it passes through the goal hoop. This adds +2 to Marksmanship to Score.
Quaffle-pocking Chaser Tampering with the Quaffle requires some sort of sharp object to puncture it. No roll is required. If successful, all further rolls by any player to catch or throw the Quaffle are made at -1.

Balls

The Quaffle is an object which must be passed between players (and possibly intercepted).

Bludgers will act as NPCs, their actions determined semi-randomly.

  • When hit by a Bludger, the effects are determined by the result of the opposed roll. If the defender is victorious (or on a Draw), the Bludger is avoided. But if the Beater or Bludger is victorious, the effects to the defender are as follows:
    • Marginal Victory: The defender suffers -1 to their Action rolls until the end of the following round.
    • Solid Victory: The defender suffers -2 to their Action rolls until the end of the following round.
    • Crushing Victory: The defender is knocked from their broom, and taken out of the game.

Likewise, the Golden Snitch is an NPC, but it's actions are specifically intended to avoid capture.

  • Each round, the Snitch makes a Stealth vs. Awareness roll against each Seeker. If either Seeker wins this roll, that Seeker has spotted the Snitch, and may use the Pursue the Snitch action. In any round in which the opposing Seeker is pursuing, a Seeker gains +2 to Awareness to spot the Snitch.
  • When spotted by either Seeker, only then does the Snitch enter the pitch. It's starting position is determined randomly. If both Seekers lose sight of the Snitch, it is removed from the pitch, and will re-enter again randomly when spotted again.
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