Practice Quidditch

Quidditch Practice

While the above rules are for the actual team versus team games, there are of course just those little practice games or just messing around among teams and friends. These are the rules for those types of situations. The +pitch code is also very helpful in non-official practices and such.

Play Position Roll Special Rules and Considerations
Simple Pass Chaser, Keeper Chaser 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.
Simple 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.
Pass & Catch Chaser, Keeper +roll <Thrower>=Chaser vs <Catcher>=Reaction + Broomflying 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.
Steal Chaser Reaction + Beater-2 vs. Reaction + Beater If successful, a Chaser can snatch the Quaffle out of the grip of another Chaser.
Score Chaser Chaser 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 Keeper 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 Beater 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 Beater vs. Bludger's/Opponent's Beater 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 Seeker roll each round against each Seeker's Keeper. A Seeker that uses this action is focusing entirely on finding the Snitch, and gains a +2 to Keeper when the Snitch makes its roll.
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 five - ten "degrees" (depending on intensity of practice/unofficial game) 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.
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.
  • 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.
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