The Quidditch Feild is not 100% complete, but the rules and regulations, along with players and movements, etc. IS. I find this to be fairly self explanitory, but some others may not think so. By the time each Quidditch position is filled, the Feild should be done!

Information: To play, you need a team of SEVEN team members. One Keeper, one Seeker, two Beaters, and three Chasers. A Referree is also needed, along with another team (also of seven players) to compete against. Each team needs one player to be thne Captain, preferrably the Keeper, seeing how his position does not change much throughout the game. This will give him something more to do.

Set Up: A board must be provided. Either drawn on notebook paper (if at home / school) or you must find one online, like the one at the address at the bottom of the page. It is preffered that the game board be drawn because you will need game pieces to mark the position of each player. It is easier if you have a half-poster sized paper rather than notebook paper because you want the squares to be fairly large. Label the columns in numbers 1 - 20 and label the rows in letters A - K. The goal posts are set at either end of the feild at E1 (I), F1 (II), G1 (III) and E20 (I), F20 (II), G20 (III). The numbers are letters are positions on the grid. Players are not allowed in those spaces, even the Keeper. Posts I and III are worth 10 points, and posts II are worth 25 points.

Starting Places: Team Purple, let's say Hufflepuff, has it's players starting at these positions on the feild:
K (keeper) F2
BE a (beater a) E5
BE b (beater b) G5
S (seeker) F7
CH a (chaser a) F9
CH b (chaser b) H8
CH c (chaser c) D8

The subletters (a,b,c) can be switched to fit the Teams need, just as long as the Chasers remain in Chaser positions and Beaters remain in Beater postions.

Team Orange, Gryffindor, has it's players in the same positons REFLECTED OVER THE MID FEILD LINE.

Movement:
Keeper chooses which post to guard for that round, post I, II, or III. He may only move to these spaces.
Seeker may move in any combination of 6 spaces total, left, right, up, or down. If the Seeker chooses to move diagonally, they may move up to 4 spaces, and only diagonal that round. A combination of diagonal and any other direction is not allowed.
Chasers may move move in any combination of 4 total spaces, 2 diagonally. If a Chaser is in posession of the Quaffle he may only move 2 spaces with no diagonals. A Chaser may throw the Quaffle if they do not travel with it. When throwing the Quaffle, the Chaser must speak a direct to throw it.

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