Okay, so, sorry for the double post, but this is totally unrelated to my last post. Well.. mostly.
So, while looking around on BGG before it went down, I found a Geeklist that was a bunch of re-themed Wings of War things. One of them was Quidditch, which immediately peaked my wife's interest. Now, she's not in to tactical games, like,
, so her showing interest definitely got me interested.
. It was apparently done by some Italian HP fan club for their wait for one of the books to come out, and all there seems to be is a single picture.
However, given my current boredom, I decided to try coming up with a working ruleset. I'd like to see if you guys think this might actually be playable.
Just so we've got the basics down:
3 different types of ball are used in Quidditch.
-- The Snitch is incredibly fast and equally chaotic. It appears randomly during the match, at which point it triggers a mad dash by the Seekers to catch it. Its worth 150pts and immediately ends the match.
-- The Quaffle is carried and passed by Chasers, who attempt to throw it through one of the 3 rings within their opponent's scoring area. Each goal is worth 10pts.
-- Bludgers are heavy iron balls that are enchanted to seek out players and knock them off their brooms. They are redirected by Beaters.
Each side is made up of a team of 7 players.
-- It is the Seeker's job to catch the Snitch.
-- The Chasers catch, carry, and pass the Quaffle.
-- The Keeper's job is to keep the Chaser from scoring.
-- The Beaters jobs are to protect their team from the Bludgers, while also directing said Bludgers at the other team.
Even though the team who catches the Snitch usually wins the match, Quidditch Championships are actually decided by point total, and not
win total. That's why scoring with the Quaffle still matters--losing one match by even 20 less points than you might have otherwise leaves you with that many less points to make up later in the season. So, yay for campaign play?
Alright, so, the game of the game.
Each class of player (Seeker, Chaser, etc.) has their own Maneuver Deck. Each card has a Standard Move, a Slow Move, and a Quick Move on it.
Standard Moves are used when flying at full speed. The Slow Move portion is used when the player wants to move more slowly. The Quick Move is used during what I'm going to call Dilation
. Basically, in certain circumstances, you want to focus on a particular bit of action. At that point, the players in question get a series of shorter moves in place of one bigger one.
Examples of this would be when a Chaser is attempting to score a goal, a Beater is attempting to maneuver to hit a Bludger, or the Seeker is within grabbing distance of the Snitch. It basically allows you to zoom in and get a good, action-y moment, to make your Chaser fake out the opposing Keeper and score an awesome goal.
Standard/Slow Moves are all played face-down at the same time and then revealed. In Dilation, three (3) Quick Move cards are played face-down/revealed, one set at a time, in place of the single Standard/Slow moves.
At the moment, there's no Altitude.
The Snitch has its own Maneuver Deck that is drawn from randomly each turn. The deck is shuffled before each draw. It has incredibly erratic movement, able to easily shift direction in an instant. The Snitch is caught when a Seeker overlaps it and succeeds in a check to grab it. The Snitch's Maneuver Deck also has Quick Move options on it, for when the Seekers close in.
The Quaffles are passed pretty simply. The team in possession of the Quaffle moves their Chaser's first. The controlling player then declares whether or not they are going to pass. The defending team then reveals their moves. If a defending Chaser ends up in between the passer and receiver, the Quaffle is intercepted.
Similarly, when attempting to score, the Chaser and Keeper go into Dilation. The Chaser gains access to a Shoot maneuver, and the Keeper gains access to a Block. The Chaser has an option to play a Shoot card early on in the Dilation, or take a shot at the end of the turn. If a Keeper is between the Chaser and the goal and uses their Block maneuver, the attempt is very unlikely to make it past. On the flip side, if a Chaser manages to fake a Keeper out and Shoot when the Keeper moves, its usually a sure thing.
The Quaffle can also be stolen by Keepers or opposing Chasers. When two players come into contact with each other, the defending player can attempt to steal the ball from the Offense. Both sides draw chits, and the higher number wins. Ties go to the player originally possessing the ball.
The Bludger is slow and heavy, so it can only go straight, or make very shallow, sweeping turns. Each Bludger token has two sides, each representing alignment with one of the teams. When hit by a Beater, the Bludger is flipped to alignment with his team. If the Bludger hits or just barely misses a player, it flips alignment to that player's team. The team aligned with the Bludger plays its moves at the end of the turn, following the rules that it must always aim towards the nearest (and most accessible, given movement restructions) oppositely aligned player.
Being hit by the Bludger causes the player to draw a chit. This can result in either a near-miss, being dazed and knocked about, or completely knocked unconscious for a number of turns.
Those are obviously rough, but I'm mostly concerned about the "zooming" aspect. It seems like it would make certain points in the game more interesting and tense, but I also don't want it to be so clunky that it doesn't feel good, either.