Firstly there are several OOC rules, mostly pertaining to the Quidditch system in itself. These are not dealt with by the IC referee in-game but by the Quidditch Department and are dealt with OOCly:

 

  • Quidditch schedules are written 6 months in advance of the school term, our OOC members of staff take time off or schedule their RL accordingly.
    •  If a match needs to rescheduled, this must be requested at least a month prior to the match with appropriate reasoning. 
    • A request does not guarantee the match will be rescheduled
    • If the request is made less than a month prior this may lead to an IC forfeit. The Quidditch Department understands that RL emergencies occur and will make this decision based on the reason provided
  • Any players on the team must be active members of the Mischief Managed Roleplay Sim, outside of Quidditch, in order to play.
    • At any point in time, a player whose RP-attendance is in question may be asked to produce logs of three roleplays of substance to have taken place within the past month. 
    • Roleplay upon Alternate Students, Adult characters or Professors will not count towards this.
  • Captains of both teams are expected to be in a group chat with the referees to escalate any issues noted by themself or their team. Only the captain is to escalate concerns
  • Captains may call a Time-Out via the group chat with the referee.
    • All play after the referee calls the timeout is void, even if the snitch is caught moments after. 
    • The reason for a timeout should be communicated to the referees and should be limited to 5 minutes where possible
  • Boundaries
    • Previously, boundary passing meant a player received a spark
    • To maintain the IC nature of the game, any player who strays out of bounds will be grounded for 1 minute increments
    • The IC reasoning will be that they have collided with a tower and need the attention of a healer
    • For each “collision” the player who went out of bounds will be grounded for an additional minute for recovery time
  • Roleplayers must not use the pitch on game day until the allocated arrival time
    • This includes (but is not limited to) practicing quidditch, running, rezzing items, etc
  • Players must not use OOC means to give themselves/their team an advantage. This includes, but is not limited to:
    • Exploiting the needs system to boost fitness, 
    • Using exploitations of the Quidditch system during matches, 
    • Playing on an opposing team as an alt to hinder that team’s performance,
    • Adding any additional items to their persons that might affect the game in some way I.E. Third Party Brooms with additional scripts, External HUDS, Beta Testing/Admin Tools, Target Reticules, Items that obscure you from view etc. 

 
 

Any behaviour deemed to be exploitative will be punished, the weight of which is equal to the severity of the exploitative behaviour. Teams that breach this are liable to stringent punishments including but not limited to expulsion from the league for the season and/or a ban on Quidditch for the characters involved. This is not an exhaustive list. If you are unsure if something would be considered cheating, please contact a member of the Quidditch Team.

 
 

  • [Note: The Changing of windlights, of FoV via use of Ctrl+8 or Ctrol+0, mouselook, the use of minimaps, derendering crowd members or nonessential teammates/opposing players, use of the ‘friends only’ feature, or keyword alerts are all allowed preferences.]
  • Players must not exploit any matchday glitches, including but not limited to:
    • Playing with extra quaffles, extra bludgers, etc. 
    • It is the referee’s duty to stop the game immediately and correct the issue.
    • Upon being made aware of any glitches, referees will call a time out 
    • All players must immediately ground themselves in order to keep the game fair. 
    • Any players not doing this will be treated to a Green Sparking and forced to sit out in accordance with said Sparking’s rules.
  • Players must choose a suitable in-game nickname that includes their IC character’s name. Accepted nicknames include: John ‘The Flash’ Smith, Harry ‘Lightning’ Potter, MC ‘Can’t Touch This’ Hammer. Rejected nicknames include: Karl ‘The Demon From the Depths of Hell’ Jones, ‘Consuela the Magic Pickle’, Gary ‘Lacing the other Team’ Boot.
    • Failure to choose a suitable in-game nickname may result in a temporary ban from playing.
  • Players may only play for their IC character’s house. If they have two characters in different houses, they may play in both houses’ teams, however they must tell both team captains out of courtesy, and inform the Quidditch Department which house has their priority in case of those teams playing against each other.
  • Captains may not play for other teams on an alt or as a substitute
  • Last minute substitutes can be called and play for any team, however that team’s captain must have tried to recruit a last minute player from their own house first, and the substitute player must not be a captain.
  • Players will receive 1 HUD point per House Team practice and 2 HUD points per match
    • To receive HUD points for practices, players are expected to roleplay
    • Team captains must submit the IC local logs of the roleplay for their players to receive HUD points
    • The log submission link will be provided to captains only
  • Players will receive 10 House Points each if their team wins, and 2 House Points each if their team does not win
    • If a player has subbed from another house, the house points will go to their own house

 
 

Game Length and Snitch Catch

 

  • A Quidditch match will be timed for 45 minutes (plus any time added for penalties and time outs)
  • A running tally will be kept of each seeker’s catch attempts throughout the game. 
  • After 45 minutes, the next team to catch the snitch with a majority, catches the snitch
  • In the case of a match reaching 60 minutes (total) and neither team has caught the snitch on a majority then the team with majority will automatically have caught the snitch
  • If there is a tie at 60 minutes, all players will be grounded except seekers who will proceed to ‘sudden death’ – meaning the first to catch the snitch in this period will end the match and earn their team the additional 150 points

E.g.

 

Scenario 1:

Ravenclaw has 5 snitch catch “attempts”.
Hufflepuff has 3 snitch catch “attempts”.

45 minute mark.

Hufflepuff attempts to catch the snitch.

Ravenclaw 5 “attempts” : Hufflepuff 4 “attempts”. 
Hufflepuff attempts to catch the snitch again. 5 to 5.
Hufflepuff attempts to catch the snitch again. 5 to 6.

Ruling: Hufflepuff’s Snitch catch ends the game with Hufflepuff catching the snitch.


Scenario 2:

Ravenclaw has 5 snitch “attempts”.
Hufflepuff has 3 snitch “attempts”.

45 minute mark.

Ravenclaw attempts to catch the snitch. 6 to 3.

Ruling: Ravenclaw’s Snitch catch ends the game with Ravenclaw catching the snitch.


Scenario 3:

Ravenclaw has 5 snitch catch “attempts”.
Hufflepuff has 3 snitch catch “attempts”.

45 minute mark.

Hufflepuff attempts to catch the snitch.
Ravenclaw 5 “attempts” : Hufflepuff 4 “attempts”. 

60 minute mark.

Ruling: Ravenclaw win without a final snitch catch


Scenario 4:

Ravenclaw has 5 snitch catch “attempts”.
Hufflepuff has 3 snitch catch “attempts”.

45 minute mark.

Hufflepuff attempts to catch the snitch. 
Ravenclaw 5 “attempts” : Hufflepuff 4 “attempts”. 

Hufflepuff attempts to catch the snitch. 
Ravenclaw 5 “attempts” : Hufflepuff 5 “attempts”. 

60 minute mark

Ruling: Sudden death

Ruling: House that next catches, has caught the snitch.

 
 

How the Quidditch House Cup is won

 

In previous years the Quidditch House Cup has been won based on how many wins each team has.

Canonically the Quidditch House Cup was won based on point difference.

To make the winning of the Quidditch House Cup transparent, fair, and representative of the efforts of the entire team, the following system has been devised:

 
 

1. Match Win

 

  • Winning Team: 10 points for the House that wins the match.
  • Losing Team: 0 points for the losing House.

 
 

2. Chasers/Keepers

 

  • Goal Points: Each goal is worth 1 point toward the team’s overall standing. 
  • Goals saved Points: The ratio of total goal attempts to actual goals saved is converted to a %
    • 70% and above = 4 points 
    • 45% and above = 2 points 
    • 35% and above = 1 point
  • This ensures that teams are rewarded for their offensive play and goal-scoring ability, even if they lose the match.

 
 

3. Seeker

 

  • Snitch Catch: The team that catches the Snitch earns an additional 5 points in the match.
  • The snitch catch may earn an additional 10 points (total 15) if the final catch was by the significantly less dominant seeker who caught up to take the final catch
    • Definition of significantly less dominant: Half or fewer catch attempts than the opposition seeker
  • Catching the Snitch can turn the tide of the game but shouldn’t overshadow a significant goal-scoring effort by the opposing team. This ensures the Snitch is important but not overwhelmingly so.

 
 

4. Beaters

 

  • Bludger Hits: 1 point for successful Bludger hits that are tactical and directly impact the game
  • Tactical Bludgerings:
    • The opposing seeker when diving for the snitch
    • The opposing chaser holding the quaffle
    • The opposing chaser shooting
    • The opposing chaser receiving a pass from either chaser or keeper
    • The opposing chaser when team chaser is trying to steal
    • The opposing keeper when team chaser is trying to score

 
 

5. Additional

 

  • Bonus for Dominant Performance: If a team wins by a margin of 100 points or more (before the Snitch catch), they get a bonus of 5 points toward their House standing.