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- [div align="center"][div style="background-color:#222222;width:700px;padding:2px;"][div style="border:1px solid #2e2e2c;padding:1px;"][div style="border:1px solid #313131;"][div style="border:2px solid #242423;padding:5px;"][div style="font-size:40px;letter-spacing:1px;text-shadow:1px 1px 5px #101010;background-image:url(https://i.imgur.com/eYwWHGz.jpg);"]
- [font color="#808080" face="times new roman"]THE GREAT BIG BOOK OF[/font]
- [img style="max-width:100%;opacity:0.9;" alt=" " src="https://txt-dynamic.static.1001fonts.net/txt/b3RmLjg4Ljc1NzU3NS5abXg1YVc1bi4w/amalya.regular.png"][div style="font-size:10px;letter-spacing:5px;opacity:0.8;"][font color="#808080" face="times new roman"]
- WRITTEN BY DEIMOS BLACK[/font][/div]
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- [div align="center"][div style="background-color:#222222;width:700px;padding:2px;"][div style="border:1px solid #2e2e2c;padding:1px;"][div style="border:1px solid #313131;"][div style="border:2px solid #242423;padding:5px;"][div style="font-size:20px;letter-spacing:1px;"][font color="#676767" face="times new roman"]CHAPTER ONE: TITLE[/font][/div][hr style="height:1px;width:95%;"][table style="width:100%;"][tbody][tr][td style="border:1px solid transparent;padding:1px;width:50%;"][div style="font-size:10px;text-align:justify;"][font face="arial" color="#676767"]In an official game, each team is required to have a minimum of:[ul type="circle"][li]1x Keeper[/li][li]2x Chaser (or 3x Chaser)[/li][li]1x Beater (or 2x Beater)[/li][li]1x Seeker[/li][/ul][/font][/div][/td][td style="border:1px solid transparent;padding:1px;width:50%;"][div style="font-size:10px;text-align:justify;"][font face="arial" color="#676767"]In addition to this, there will also be:[ul type="circle"][li]1x Playing Referee[/li][li]2x Standing Referee[/li][/ul]
- [/font][/div][/td][/tr][/tbody][/table][div style="font-size:10px;text-align:justify;"][font face="arial" color="#676767"]A goal scored through one of the opponent’s three hoops equals 10 points. The capturing of the Snitch equals 30 points. The Snitch may be captured when each Seeker has had their total amount of dice rolls.
- [div style="text-align:center;"]All Quidditch roles are explained below in their full capacity.[/div][/font][table style="width:100%;"][tbody][tr][td style="border:1px solid transparent;padding:2px;width:50%;font-size:10px;"][div style="text-align:center;letter-spacing:1px;"][font color="#676767" face="times new roman"][b]KEEPER[/b][/font][/div][div style="text-align:justify;"][font color="#676767" face="arial"]They are in charge of defending their hoops from the Quaffle, and preventing the opposing Chasers from scoring a goal.
- When the Chaser shoots, the Standing Referee and defending Keeper match dice rolls, where the highest roll wins (so if the Keeper loses, they concede a goal). Keepers may pass out the ball after saving or conceding without interception. If a Keeper is hit by a Bludger whilst attempting to defend the goal, they automatically concede.[/font][/div]
- [div style="text-align:center;letter-spacing:1px;"][font face="times new roman" color="#676767"][b]SEEKER[/b][/font][/div][div style="text-align:justify;"][font face="arial" color="#676767"]It is the job of the Seeker to keep an eye out for the Snitch, throughout the game. During this time, they must try to avoid the Bludgers and also stay out of the way of the other players. When the Snitch is released, both Seekers will roll the dice X times throughout the course of the game (roughly every few minutes) and their total will be added up. However, with every successful Bludger hit on a Seeker, they lose a dice roll -- unless of course the Seeker is hit with a 6 and then they are out of the game.
- So, if a Seeker was hit twice over the course of the game, they would get two less dice rolls than their opposing team's Seeker. Between each dice roll, the Seekers are expected to continue to hunt for the Snitch. This means between dice rolls, the Seekers can continue to be hit by Bludgers and so it is imperative that the Beaters keep them safe.
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- [div style="text-align:center;letter-spacing:1px;"][font color="#676767" face="times new roman"][b]SUBSTITUTION RULES[/b][/font][/div][div style="text-align:justify;"][font color="#676767" face="arial"]Captains are in charge of all Substitution decisions on the pitch. If the Captain is sent off, the Vice Captain automatically now becomes ruling Captain. A Captain may choose to substitute their players at any time during the course of the game. However, if a player has been Subbed off they may never be brought back on during the game and so the decision must not be taken lightly. It is advised when any player has been hit by a 6 that they are immediately substituted so that the enemy team cannot take much advantage of this... but a new player may not join the pitch until the decision is officially made by the Captain and the old player is no longer on it.
- [div align="center"][img style="max-width:70%;opacity:0.3;" src="https://cdn.clipart.email/639fe9f1f8578e7da63836e1e30be3fc_library-of-harry-potter-quidditch-png-transparent-download-png-_603-512.png"][/div][/font][/div][/td][td style="font-size:10px;border:1px solid transparent;padding:2px;width:50%;"][div style="text-align:center;letter-spacing:1px;"][font color="#676767" face="times new roman"][b]CHASER[/b][/font][/div][div style="text-align:justify;"][font face="arial" color="#676767"]This role is imperative to goal scoring. The Chasers must pass the Quaffle between one another to get close enough that they may shoot at the goals. To be in a position to shoot, the Chasers must have either successfully passed the ball to one another two times (two consecutive successful passes), or they must have successfully avoided an interception. When the Chaser shoots, the Standing Referee and defending Keeper match dice rolls.
- If a Chaser attempts to intercept, they must be in range of the Chaser being passed to and then may attempt to intercept, which will be rolled on by the Standing Referee. 1, 2, 3, signify unsuccessful interceptions. 4, 5, 6, signify successful interceptions, meaning that the intercepting Chaser is now in possession of the Quaffle.
- If a Chaser is hit by a Bludger whilst in possession of the quaffle, they automatically drop it and must roleplay injury (a 5 is a minor injury where they may continue play and a 6 is a major injury which either includes the breaking of their broom or the player falling off... they may not continue play until seen to by a Healer and so probably cannot rejoin the game). In light of injuries, the player may be substituted off by their Captain.[/font][/div]
- [div style="text-align:center;letter-spacing:1px;"][font face="times new roman" color="#676767"][b]BEATER[/b][/font][/div][div style="text-align:justify;"][font color="#676767" face="arial"]This position belongs to the people that are in charge of commanding the Bludger. The Bludger will attempt to knock the Seekers, Chasers, Keepers, and other Beaters, off of their brooms. Although the Bludger has a mind of its own, the Beaters can use their bats to alter their paths. Beaters are in charge of both defending their own players, and also attacking the opposing ones.
- When the Bludger is struck by a Beater, the Standing Referee will roll the dice. 1, 2, 3, 4, signify unsuccessful attempts, meaning that the target either dodged or was defended by their own Beater. 5, 6, signify successful attempts and the resulting player is hit by the Bludger.
- In the event of 5, the player is not hit significantly and may continue playing (although they are expected to roleplay injury). In the event of a 6, the player is knocked from their broom (or their broom is broken) and the player is most likely badly injured as a result. Other players are free to save their team mate from their fall (although the Playing Referee will most likely intervene in this instance).
- If a Beater moves to protect a player, they must be near the player to be able to do so. When a Beater attempts to defend their player, then only a 6 can count as a successful hit (and it will hit the defending Beater instead of the player they are defending). A 6 to a Beater who is attempting to defend a player will only be minor injury unless the Beater chooses to take a more serious one.
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- [table style="width:100%;"][tbody][tr][td style="font-size:10px;border:1px solid transparent;padding:2px;width:50%;"][div style="text-align:center;letter-spacing:1px;"][font color="#676767" face="times new roman"][b]STANDING REFEREE[/b][/font][/div][div style="text-align:justify;"][font color="#676767" face="arial"]The RNG masters of the game. The Standing Referee is in charge of three dice, 1 dice represents the Quaffle and another represents the Bludger. The third is a spare that can be used interchangeably for the Snitch and Keeper dice rolls. They must keep an eye on all three balls in play and move the dice around the room where necessary to make sure that the game keeps running smoothly. It’s an intense job, and in particularly important games it is essential to have two of these (one in charge of the bludger, one in charge of the quaffle).
- The Standing Referee must roll the Quaffle dice every time a Chaser attempts to intercept a pass, and every time a Chaser attempts to shoot (also passing the Snitch dice to the defending Keeper so they can match the roll). The Standing Referee must roll the Bludger dice every time a Beater hits the Bludger at a player. The Standing Referee never rolls the Snitch dice, but does pass it between the two Seekers intermittently throughout the game and keep track of their sum total.
- Before the game, the Standing Referee must roll a D6 dice and add that total to 3 (e.g. a total of 2 + 3 = 5). This number will signify how many dice rolls the Seekers will get over the course of the game (though this dice roll total may be reduced for a Seeker individual that has been hit by the Bludger, each hit reducing their total of dice rolls by 1).
- [/font][/div][/td][td style="border:1px solid transparent;padding:2px;width:50%;font-size:10px;"][div style="text-align:center;letter-spacing:1px;"][font color="#676767" face="times new roman"][b]PLAYING REFEREE[/b][/font][/div][div style="text-align:justify;"][font color="#676767" face="arial"]This is the Referee that joins the game on a Broomstick, and is in charge of calling out any fouls caused by players (and there are a lot of fouls that can be made, of course!). The Playing Referee is expected to prioritise the safety of the players, but also expected to keep the game running smoothly. Should any players need to come off due to injury, it is the Playing Referee’s job to get them off of the pitch safely and ensure their team's Captain replaces them with a substitute (if one is available).
- The Playing Referee may also give out penalties, should they deem any fouls terrible enough, and can even send players to the ‘sin bin’ for three minutes at a time if they are being particularly unsavoury.
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- [div style="text-align:justify;font-size:10px;"][font color="#676767" face="arial"]Like in all competitive games, cheating is encouraged but not condoned. You are expected to attempt to cheat sometimes (unless your character is particularly honourable), as cheating can really impact the game. The Playing Referee will be watching carefully to quell any cheating, however, and the consequences of being caught are very dire. As well as this, the Playing Referee will be looking out for fouls -- the following is a semi-comprehensive list of foul types:[ul type="circle"][li]Blagging (All players): Seizing an opponent's broomstick to slow them down.[/li][li]Blatching (All players): Flying with the intent to collide.[/li][li]Blurting (All players): Locking broom handles to steer an opponent off course.[/li][li]Bumphing (Beaters): Hitting a bludger to the crowd.[/li][li]Cobbing (All players): An excessive use of elbows towards a player.[/li][li]Flacking (Keeper): Sticking any anatomy in a hoop to punch the Quaffle out when it's already gone in.[/li][li]Haversacking (Chasers): Keeping their hand on the Quaffle as it goes through a goal hoop.[/li][li]Quaffle-pocking (Chasers): Tampering with the Quaffle, either by magic or otherwise.[/li][li]Snitchnipping (All except Seeker): Any player except for the seeker touching or catching the Golden Snitch.[/li][li]Stooging (Chasers): More than one chaser entering the scoring area (the sandy pit).[/li][li]Wicketing (All players): Casting magic of any type on an opposing player's broom.[/li][li]Wocketing (All players): Casting magic of any type on their own player's broom.[/li][/ul]Players are reminded to not bring weapons onto the pitch, including but not limited to: swords, knives, axes, daggers, crossbows, or creatures that bite.
- The start of the game is always signified by the Playing Referee's whistle. They will throw the Quaffle up into the air, allowing one Chaser from each team to surge forward in an attempt to catch it. The Standing Referee will roll. 1-3 means the team on the left of the pitch catch the tip-off, 4-6 means the players on the right of the pitch catch it. The other Quidditch balls are then released (Bludger, Snitch) and the game begins.[/font][/div][/div][/div][/div][/div][/div][/div]
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