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House points for September 2013.

boo Ravenclaw: 32 boo Slytherin: 19 boo Gryffindor: 3 boo Hufflepuff: 0
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The Qudditch Rulebook
Topic Started: Sep 2 2013, 10:47 PM (78 Views)
Salvatore
Administrator
Players
* There are 5 members per team:
- 2 Chasers
- 1 Beater
- 1 Keeper
- 1 Seeker

* There is no limit to how many subs there can be in a team.

* Switching players can be only done at half time or when someone calls a Time Out. If a players disconnects or leaves the game, you might replace the player but the time will not be stopped.

* Players are limited to playing 1 game per week. They cannot play 2 games for two houses on the same week.


Team Captains

* Each team must have a Team Captain. The Team Captain will represent their corresponding team.

* Team Captains are entitled to 2 Time Outs per half. Only the Team Captain can call a Time Out.


Ball Rules
Quaffle: (Red Pods)


- Only chasers (or keepers when inside the goal) are able to move the quaffle and only when they are sitting on it.
- You cannot intercept the quaffle if it lands on the goal area, only keepers are able to do so.

Bludger: (Brown Pod)

- Only Beaters are able to move the bludgers and only when they sit on it.
- If hit or "tripped" by a bludger you must perform a wave by typing o/ and wait for it to stop to keep moving.
- If you are a Chaser and you are hit by a bludger just as you sit on the quaffle, you must stand up from the quaffle and perform a wave by typing o/.

Snitch: (Yellow Pod)

- Only Seekers can catch the snitch. If someone other than the Seekers sit on the snitch, the points will not be awarded to that team.
- The Snitch will be released when the total amount of points sums 100 or after 10 minutes in the second half if the previous requisite isn't met. The Snitch will be activated by the referees or a designated person.


Game Rules

Chasers:

- To score the "quaffle" needs to be placed on the back lines of the goal area and you need to sit before the keeper does.
- Passing can happen between two chasers or yourself, meaning self passing is possible.
- Long passes between chasers is strictly forbidden. Passes must be shorter than half pitch length (From 2 to 12 spaces). Consequent long passes will be punished by giving possession of the quaffle to the opposing team.
- Passing the "quaffle" directly besides you is forbidden. The minimum amount of spaces you can move it is 2 spaces. The maximum is 12 spaces. Consequent one space passing will be punished by giving possession of the quaffle to the opposing team.

Keepers:

- Keepers will remain on the center of the goal area at all times. The only times they can move is when a chaser moves the quaffle to score so they can intercept it.

Beaters:

- Beaters need to sit on the bludger to be able to move it.
- Beaters can move the bludger anywhere except the Goal Zone. Under no circumstances the bludger is to be moved there.

Seekers:

- Seekers come to play only when the snitch has been released.


Sides

* The choosing of sides will be determined by whoever arrives first to the Home pitch. The other team will take the remaining side.

* After half time, teams will switch sides.


Time

* The first half of the game will last 10 minutes.

* The second half of the game will last until one of the seekers catches the snitch.

* Half Time will last 3 minutes.

* Time Outs will last 2 minutes.


Points

* Scoring will grant 10 points to the team that scored.

* The snitch is released after the sum of both teams' scores adds up to 100 points (10 goals in total). If more than 10 minutes pass after the second half and both teams aren't close to scoring 10 goals, the snitch might be released. (This is subject to the opinion of the referee)

* If one of the seekers catches the snitch, the corresponding team will be awarded 30 points and the match will end.


Overtime

* When the scores are tied after the snitch is caught, the game will go into Overtime.

* A 5 minute break will be given for both teams to switch sides and substitute any players they want. During this time no time outs may be called and no substitutions will occur unless it is extremely necessary.

* The duration of Overtime is 5 minutes. During this time both teams will be able to score goals and try to catch the snitch one again. Whoever has the most points by the end of the 5 minutes or catches the snitch will be the winner.

* During Overtime the Snitch will be worth 30 points.


Sudden Death (Second Overtime)

* In the event that the scores are tied after the first Overtime, we proceed to go to Sudden Death.

* Teams will not switch sides before Sudden Death.

* The first team to score by quaffle or snitch wins.

* The Snitch will be worth 30 points.


Penalties

* Chasers may sit on the quaffle without passing it for 10 seconds. If more than 10 seconds pass you will be given a warning and 5 additional seconds to pass the quaffle. If after 15 seconds the chaser doesn't pass the quaffle the team will lose possession of the ball.

* If another member of the opposing team trying to score intercepts the quaffle while on the goal area, 10 points will be awarded to the other team. Only Keepers are able to intercept quaffles in the goal area.

* Constant long passes will be punished with giving possession of the quaffle to the opposing team.

* Constant one space passes will be punished with giving possession of the quaffle to the oposing team.

* Camping or staying on the goal area before the quaffle is on it is strictly forbidden. Scoring a goal through this method of camping will result in the goal being void. Constant violations of this rule will result in being deducted 1 goal (10 points).

* Constant placing of the Bludger in the Goal Area will result in giving 10 points to the opposing team.

* If more than the required players for the team are outside their bench and playing, the team will be disqualified. Their current score will be reset to zero and the other team will be awarded their current score plus 50 points for the snitch. Example: having 3 chasers out or 2 seekers.

* If you call a time out after you have depleted the 2 time outs you have per half, your team will be deducted 10 points.

* Chasers may sit on the quaffle without passing it for 10 seconds. If more than 10 seconds pass you will be given a warning and 5 additional seconds to pass the quaffle. If after 15 seconds the chaser doesn't pass the quaffle the team will lose possession of the ball.

* If another member of the opposing team trying to score intercepts the quaffle while on the goal area, 10 points will be awarded to the other team. Only Keepers are able to intercept quaffles in the goal area.

* Constant long passes will be punished with giving possession of the quaffle to the opposing team.

* Constant one space passes will be punished with giving possession of the quaffle to the oposing team.

* Camping or staying on the goal area before the quaffle is on it is strictly forbidden. Scoring a goal through this method of camping will result in the goal being void. Constant violations of this rule will result in being deducted 1 goal (10 points).

* Constant placing of the Bludger in the Goal Area will result in giving 10 points to the opposing team.

* If more than the required players for the team are outside their bench and playing, the team will be disqualified. Their current score will be reset to zero and the other team will be awarded their current score plus 50 points for the snitch. Example: having 3 chasers out or 2 seekers.

* If you call a time out after you have depleted the 2 time outs you have per half, your team will be deducted 10 points.


Yellow Cards (Warnings)

* You may receive a yellow card (warning) if you commit one of the following offenses:

[*]Persistently infringing the rules

[*]Showing disrespect to an official (referee) or persistently questioning the referee's decisions.

[*]Having an illegal number of players on the field (Warning goes to the captain)

[*]Intentionally and repeatedly moving after the referee has stopped the game. (In effect when a referee stops the game to verify a foul, a confusing goal or when the situations merits it)


Red Cards (Expulsion)

* You may receive a red card (expulsion) if you commit one of the following offenses:

[*]Receive a second yellow card (warning) in the same match

[*]Using offensive, insulting, or abusive language and/or gestures (Must be agreed upon by referees)


Additional Rules:

* A person can't call a time out if the quaffle is in the space right next to the goal zone.

* Staff are now able to play House Quidditch. Keep in mind students (new ones in specific) have priority, still Staff can be added as subs in the team. If the core team isn't present for a game a Staff that is a sub of that house may replace the missing players.

* Head of Houses can't play House Quidditch due to the fact that they serve the role of Coach to the team.

* If there is any dispute concerning the Snitch, Sudden Death will be used to solve the dispute. Each team's Seeker will be placed in the same spot the Keepers are in the Goal Zone. The Snitch will be released and a countdown will be held. After the countdown is over both Seekers will try to catch the Snitch. Whoever catches the snitch first gets awarded the 50 points.



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