Quidditch The Game
Quidditch The Game
This is
my attempt.
Equipment
The original board
3 bags - 2 snitch bags, 1 search
A total of 6 snitch puzzles (3 per side. A snitch puzzle is included at the end of this document.
Print 6 copies and cut along the lines. You may want to glue the paper to cereal box cardboard
before cutting to make the pieces sturdier).
2d4, 2d6, 2d8, 2d10
The original 7 player pieces per side
The red plastic quaffle (put it on a small piece of clay or something to keep it from rolling
around)
The original 2 bludger pieces
Some way to keep score
Setup
Each player places a Chaser at the center of the board, other either side of the dividing line, and
a Keeper on a hex in front of one of their goal hoops. They may then place their remaining five
players anywhere behind their dividing line.
All of the tokens from the original game, except for the “slow” tokens (just throw ‘em
away), go in the “search” bag. Each player takes a snitch bag and 3 compete snitch puzzles
and puts the puzzles in to their snitch bag.
Play
Keeper (x1) d4
Beater (x2) d6
Chaser (x3) d8
Seeker (x1) d10
Start of Play
The referee starts the game by releasing the balls into the air and the Chasers fight for the
Quaffle. Each player rolls 1d8; lowest roll gets possession of the Quaffle. In case of ties, roll
again until a winner is determined.
The Turn
On their turn each player must activate two pieces on their team, one at a time. Each piece
must complete its activation before the next can be activated. Each piece may move and take
an action, in either order, but must complete one before starting the other (i.e. a piece may not
move, perform an action, and then complete its move).
Movement
Select the piece to move and then roll the appropriate die. The piece may move up to the
number on the die, but does not need to move the full amount. Pieces may move through
friendly pieces, but they may not end their movement on the same hex as another friendly
piece. Pieces may never move through enemy pieces, and may not end their movement on the
same space as an enemy piece.
Actions
The following is a list of actions pieces may take. Each piece may only take a single action
during its activation. Note that not every piece may take every type of action.
Beat - Beaters only. Attempt to hit a bludger into the enemy team (in game terms, attempt to
gain control of the bludger). Roll a die. On 4+ the hit is successful. The successful player now
has control of that bludger and immediately moves the bluder a number of spaces equal to the
amount on the die just rolled.
Cobb - A piece may attempt to cobb a piece in an adjacent space. Both pieces roll a die.
Higher number wins. If the winner is the attacker, turn the attacked piece around; it may not
move on its controllers next turn (at the end of that turn, turn the piece back around). If the
winner is the defender, nothing happens.
If the cobbed piece was holding the quaffle, the cobber gains possession of the quaffle.
Pass - Chasers only. A piece holding the quaffle my attempt to pass it to another friendly piece.
To do so, count the number of spaces between the passer and the catcher (count the catcher’s
space, but not the passer’s). Then roll the catcher’s die. If the roll is greater than or equal to
the number of spaces to the catcher, the pass is successful. Place the quaffle on the catcher’s
piece. If the pass is unsuccessful, place the quaffle a number of spaces away from the passer
equal to the die roll, in the direction of the catcher.
You may attempt to pass “over” one or more enemy pieces. For each piece in the line of
the throw rolls a die. If the roll is greater than the catching roll, the pass has been intercepted
by the enemy piece.
Score - Chasers only. A piece holding the quaffle may attempt to score. Count the number of
spaces to a goal space and roll a die. If the roll is greater than the number of spaces +1 (i.e. 5
spaces to the goal, 5+1 = 6, roll must by 7+), the attempt was successful and a goal was
scored. The scoring team gets 10 points, and its turn is over (even if only one piece was
activated this turn).
After scoring the quaffle is given to the opposing team’s keeper, and it is now the
opposing team’s turn. (The other pieces remain where they are.)
Scout - A piece may attempt to scout for an advantage. To do this reach into the scouting bag
and pull out a tile, then apply the effect(s) of that tile. (See the effects in the original rules. The
only exception is fouls. Pieces are only out for a single turn before rejoining the game at the
center of the pitch.)
Search for the Snitch - Seeker only. To search for the Snitch, reach into the Snitch bag and pull
out a puzzle piece, adding it to the puzzle in front of you. If you cannot add the piece to your
puzzle (i.e. you already have that piece), discard it. Next, roll the Seeker die. If the roll is less
than the number of puzzle pieces in front of you, you have found the Snitch. Place the Snitch
token on your hex.
Catch the Snitch - Seeker only. If a Seeker ends its move on the Snitch, it may attempt to catch
the Snitch. Roll the Seeker die. If the roll is less than the number of puzzle pieces you have in
front of you, you have caught the Snitch and the game ends.
.
Bludgers
Bludgers always count as enemy pieces, even when controlled.
Bludgers are moved at the start of their controller’s turn. The controller rolls a d6 for
each bludger, then moves it the full amount. Bludgers must be moved towards the enemy, if
possible. If a bludger moves through a space with any piece, that piece and the bludger’s
controller roll a die (bludger rolls a d4); lowest die wins. If the bludger wins, turn the piece
around, as in cobbing. If the piece wins, nothing happens. If a piece is holding the quaffle when
hit by a bludger, that piece drops the quaffle. Roll the scatter die and place the quaffle in the
indicated space.
A bludger may end its movement on the same space as a piece.
Quaffle
If a piece holding the quaffle is ever turned around, that piece has lost control of the quaffle. If
the turn was due to cobbing, the piece that cobbed gets the quaffle. If it is due to a bludger, roll
the scatter die and place the quaffle in the indicated space.
Game End
The game ends when a Seeker successfully captures the Golden Snitch.