Pioneer the Playbook
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23rd June 2025; Quidditch Stadium
─────────────────────────────────────────────────────────Play Name: Bleed
Play Type: (Defensive?) Debuff/Aggresive [I can't reallyput this in a category]
Goal(s): Debuff Enemy seeker so bad they wish their second string could come in
Key Player(s): Beaters and Chasers
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Keeper: Block 2, Leave 1
Chaser 1: Quaffle Grab & Trick Score
Chaser 2: Blagging on opponent seeker
Chaser 3: Snitch Blocking
Beater 1: Dopplebeater Defense with Beater 2 on Beater 1
Beater 2: Dopplebeater Defense with Beater 1 on Beater 1
Seeker: Search
Second-String Keeper: Cheer for their First string seeker
Second-String Chaser:Boo on opponent Beater 1
Second-String Beater: Boo on opponent Beater 2
Second-String Seeker:Cheer for their First string seeker
Errand: The reasons for these course of actions are quite elementary. Debuffing your opponent seekers while attempting to take out their beaters. Both are to an extent the more used and better spread around facets of the game. Beaters are annyoing when you get hit, but for the strength and accuracy, lots of them choose to ignore their evasion. Making them an easier target, with new stat changes coming to site and a reduction in how many extra stats you could obtain per year, the stat distribution would only lead to reduced evasion stats. With this in mind, the beaters are easy pickings while the seekers with enough debuffs are dead in the water.
The intent is to finish the game in its initial steps without letting it go too far or lose control of the field. Prat's always liked his games where he maintains the control, albeit nothing has went his way (Booo Duelling attempts boo) Putting opponent seeker on debuffs gives our Seeker enough chance to find and grab the snitch while one of their beaters is gone to bed.
Blagging on opponent seeker & Snitch Blocking is meant to debuff their seeker while using chasers to carry them out, making the fouls worth it while Dopplebeater Defense on Beater either of the beater (usually the stronger one) takes out the one who had more chances of dealing damage to our team. Ensuring the least damage on our side while securing an advantage in health and possibly get our seeker one step closer to finishing the game.
RP: Prat hadn't planned on staying too long, he'd shown up mostly out of boredom and the idea of sitting inside a room wasn't as entertaining and grated on his nerves. Besides, this was another time to enjoy some snacks he'd brought in his satchel. That alone made it worth the trip.
He strolled onto the pitch with a neutral expression, nodding to someone he vaguely recognised, A handful of candies later, he wandered to where the writing materials were laid out. Students around him were scribbling wildly, tossing around ideas with far too much enthusiasm. Prat just stared at his for a while, digging through his snacks before eventually writing something down.
"Kill Beaters. Beat Seekers Chasers spin. Probably won’t work."
He stared at it for a moment longer, shrugged, and folded the parchment in half like it was a napkin. He didn’t really care about making the playbook, he hadn’t had the time to look into quidditch beyond the eyes of a fan boy who occasionally liked the enthusiasm and violence the sport attracted.
After lounging against his seat for a while, eating a third pasty and sipping some juice, he finally stood up, deciding that enough time killed, dropped the parchment to one of the captains, and left without ceremony.
It wasn’t the most exciting use of a Sunday, but it was quiet and perfect for a nap. Onto eepy things.
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| Prat Pass - Slytherin | |
Sta: 7 | Eva: 10 | Str: 6 | Wis: 7 | Arc: 7 | Acc: 13 |
Sta: 9 | Eva: 15 | Str: 0 | Wis: 7 | Arc: 5 | Acc: 15 |
Pioneer the Playbook
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───────────────────────────────────────────────────────────Calming Presence in Effect: Figaro Affected
"Has it really been so long...?

I can't honestly say that I know that I miss it, though."
───────────────────────────────────────────────────────────It had been a long time, perhaps too long, since the boy had last stepped on the Quidditch pitch. It had seemed nearly a decade ago since he had last played in the colors of scarlet and gold with a large and emblazoned "13" on his back and a nickname of "Friday" given to him by the beloved part-Giant Hugh that the Gryffindor tower so intensely loved. Back when Evelynn and Rafael had been captains of the team, and back even when Alan was on the team: Anastasia Beckett too, and Ivy...
They had all broken up so quickly after Piérre had first had it in his mind that things simply did not feel right at this school. Before he had been willing to try to chase the shadows that lurked and had instead elected for an innocent and childish delight that he had thought going to a school with a bunch of magical and slightly strange children his own age would entail. A chance to turn the page, a chance to ink a new chapter in a story that simply was quite evil to the palate.
And while he knew that it simply hadn't been his fault that the team had broken up after he had left... it had always struck him as increasingly strange and worrying that it was whenever he either entered or left that things seemed to go horribly wrong and he was left entirely helpless to do anything about it.
Orabella was with him, that broom that so far in his racing career could have been a School Broom for all that his current record was proving, and he was facing the incoming July weather with a grim apprehension. He was going to be out of the house this summer, and with precious few places he could will himself to go to so as to beg for the ability to lump around at, only one real location seemed plausible and the most likely place at which he was going to end up gracing. And it was a place that he did not relish.
He had had thoughts in his mind concerning Quidditch plays when he had been a Keeper and an aspiring Seeker, though none of them had seemed particularly useful. He was not expressly good at creating immediate 'kill switch' plays like it seemed many teams were capable of pulling off (Durmstrang being a particular ace in the hole when it came to such matters, based on his observations of their methods of play against any that had opposed them in the past three years), nor was he exceptional at the 'distraction' plays intended to keep 'soft targets' safe and 'hard targets' compromised.
No, he was more of a strange in-between. He played unexpectedly.
And so he wrote the play that had struck him as being useful... but niche.
But niche won games, and so he left the play behind for anyone to claim for their own. If the captains had been keen, they may have realized that it was his work or his handwriting (and therefore may have eventually come to ascribe the name of the play to him), but he had left no signature on it of his own.
So the play was only known, at least at first glance, as the "Xerophyte Gambit". A prickly play where eyes had to be everywhere at once in order to shut down or prevent. Instead of staying on the ground, Piérre instead elected to help others play out their own plays, serving as target or playing the roles of the positions that were demanded of him.
If he had the ability, why squander it: right?
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Reducio
Play Name: Xerophyte Gambit (Marchonné Tautline "The More you Resist, the Tighter it Gets")
Play Type: Mixed
Goal(s): Cause as much confusion as possible in the ranks of the opposing team while scoring and dismantling defenses at the same time by reflecting bludger attacks that are made towards you and refusing goals.
This play is intended to be used when the opposing Seeker appears to have a tangible edge or that you fear a game may occur too quickly to conclude in your favor regardless of if it is a play right out of the gate or if the seeker has spotted the snitch and an immediate disable is required before a subsequent haymaker can be pulled. It can have pieces switched out where there are backslashes in the playbook, but the intent remains present: Distract the Seeker without direct confrontation, dominate and harass the Quaffle and the opposing Chasers and Keeper, refuse pithy goals to be scored on you unwittingly, and set up a Beater to handle incoming damage while also keeping a Beater on standby for further cheating on a proposed player or for the purposes of saving one of your fellows.
While niche, this play serves the general purpose of being ambiguous in both resolve and risk verses reward. Low risk, high rewards are possible and the ultimate goal, but low risk and high consequences are also a potential if rolls do not favor your team, hence why your second string is working to stat increase while your main string pushes confusion. Quaffle play leading to 150+ points before the opposing seeker can snatch the snitch can win games: this play may allow such a possibility to become more possible.
Key Player(s): Chasers & Beaters
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Keeper: Flack / Double Eight Loop
Chaser 1: Bodyblow w/Chaser 2, Pass to Chaser 2
Chaser 2: Bodyblow w/Chaser 1, Haversack Score
Chaser 3: Quaffle Guard & Pass to Chaser 2
Beater 1: Dual Wield, Bludger Intercept Beater A & Bludger Intercept Beater B
Beater 2: Blurt / Blag / Cob Player X (or any cheat/defensive non-Beater operation, really)
Seeker: Wronski Feint / Snitch Block / Seek or other Seeker operation
Second-String Keeper: Boo Player X
Second-String Chaser: Observe
Second-String Beater: Strategize w/Second String Seeker
Second-String Seeker: Strategize w/Second String Beater
Play Type: Mixed
Goal(s): Cause as much confusion as possible in the ranks of the opposing team while scoring and dismantling defenses at the same time by reflecting bludger attacks that are made towards you and refusing goals.
This play is intended to be used when the opposing Seeker appears to have a tangible edge or that you fear a game may occur too quickly to conclude in your favor regardless of if it is a play right out of the gate or if the seeker has spotted the snitch and an immediate disable is required before a subsequent haymaker can be pulled. It can have pieces switched out where there are backslashes in the playbook, but the intent remains present: Distract the Seeker without direct confrontation, dominate and harass the Quaffle and the opposing Chasers and Keeper, refuse pithy goals to be scored on you unwittingly, and set up a Beater to handle incoming damage while also keeping a Beater on standby for further cheating on a proposed player or for the purposes of saving one of your fellows.
While niche, this play serves the general purpose of being ambiguous in both resolve and risk verses reward. Low risk, high rewards are possible and the ultimate goal, but low risk and high consequences are also a potential if rolls do not favor your team, hence why your second string is working to stat increase while your main string pushes confusion. Quaffle play leading to 150+ points before the opposing seeker can snatch the snitch can win games: this play may allow such a possibility to become more possible.
Key Player(s): Chasers & Beaters
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Keeper: Flack / Double Eight Loop
Chaser 1: Bodyblow w/Chaser 2, Pass to Chaser 2
Chaser 2: Bodyblow w/Chaser 1, Haversack Score
Chaser 3: Quaffle Guard & Pass to Chaser 2
Beater 1: Dual Wield, Bludger Intercept Beater A & Bludger Intercept Beater B
Beater 2: Blurt / Blag / Cob Player X (or any cheat/defensive non-Beater operation, really)
Seeker: Wronski Feint / Snitch Block / Seek or other Seeker operation
Second-String Keeper: Boo Player X
Second-String Chaser: Observe
Second-String Beater: Strategize w/Second String Seeker
Second-String Seeker: Strategize w/Second String Beater
Jesters do oft prove prophets. 𓀚
I am the brother account to Romeo Marchonné & Zyva Hel Fae Skógrwight
Pioneer the Playbook
Play Name: The Hunter’s Gambit
Play Type: Offensive
Goal(s): Take out the key players of the other team while still protecting key players of their own team.
Key Player(s): Keeper and Beater
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Keeper: Blatch opposing beater 1
Chaser 1: Wollongong Shimmy
Chaser 2: Quaffle grab and score
Chaser 3: Blatch opposing beater 2
Beater 1: Defend seeker
Beater 2: Bludger opposing seeker (only if it is first string seeker)
Seeker: Search
Second-String Keeper: Cheer keeper
Second-String Chaser: Boo opposing chaser 3
Second-String Beater: Boo opposing chaser 1
Second-String Seeker: Boo opposing chaser 2
During this play, the goal is to take down as many key players from the opposing team as possible, while continuing to complete key objectives. This play is helpful when many players have foulplay, or high accuracy and there is a need to take out many of the opposing team’s players. This play should be used before the snitch is found and when the majority of players are still left in the match and need to be taken out. The chasers with the highest accuracy should be used to grab the quaffle and score against the opposing team to prevent the opposing team from scoring easily while the keeper is outside of the goal post, while beaters and the remaining chaser take out players on the opposing team. This play prioritises point scoring for their own team with the seeker and chasers.
Ever since Ava had spiked Koko’s food with the sleeping draught during breakfast, Koko seemed to have it out for the younger slytherin. Koko seemed determined to glare at Ava during any opportunity presented to her, and to overall make Ava’s life as miserable as possible. Ava had made the mistake to sign up for the Quidditch team, and ever since then Koko seemed to hate Ava even more.
On one random morning Koko had come up to Ava in her usual foul mood and shoved a poster for some Quidditch thing in her face, and said something about needing to go or else. Ava could only agree to the conditions, for fear that Koko would make her life even worse.
Ava showed up to the Quidditch field and seemed highly unenthusiastic about it from the start, glaring at Koko pointedly as she grabbed a hardcover book, some paper and a quill to write a play. She rolled her eyes, because she hardly knew anything about Quidditch! She had seen a match or two, but not enough to form a whole play based off of it. Her only ideas were to propose the idea of spellcasting into the system and cast Incendio at every chance she could.
Unfortunately, that probably wouldn’t pass in Koko’s eyes. Instead, Ava wrote whatever she could think of, still relating it to destruction while still making it helpful…somewhat. When she finally finished, she stood up and handed it to Koko, staring at the ground as she did. “Here,.”
As soon as Koko took it, Ava left as quickly as possible.
Pioneer the Playbook
Oonagh was not per-se a strategist, especially not when it came to proper strategies. However through experience on the pitch she had a knack for how to get things done in the sky. Did those things involve immeasurable amounts of violence and bloodshed? Naturally. However that would not make them bad moves, at least not in her opinion. She assumed if given a proper chance again, she could easily take down others such as that princess from the green kids, @Koko Riddle. How good could she be at this whole thing after all, the only thing she had going for her when it came to Quidditch was her age and the money she spent on fancy brooms.
Oonagh however did wish to entertain the thought of how to take down another house in Quidditch, especially if she was being paid for just coming up with the plan, not the actual execution. If anything she could have just put anything down on that paper for some free money, however she would love being able to brag about being picked.
So in the end, Oonagh sat comfortably on the grass of the quidditch pitch, one leg angled and the other stretched out as she bend her back to crouch over the space between her legs where she was writing on a clipboard. The Quidditch through the Ages book had been tossed aside, she did not really see the need for that. No one was going to remember that with adrenaline rushing through their veins anyway, so might as well let her intuition run wild for this one.
Her pen flew over the note on the clipboard, putting down words and strategy without further thought and relying on her gut, when she sat up after just a few minutes. Stretching her arms with a yawn. That had taken enough of her brain cells, now she was starving and would have to find some food. What a shame that-
Her gaze caught a familiar face about to leave the pitch. She grabbed her stuff, tossed the clipboard at the next best captain in sight (which unbeknownst to her happened to be clad in green and carrying the name of Koko Riddle). She then hurried to catch up to the familiar face. @Prat Pass
"Oy Prat!" the whirlwind called out. "I'm starving! Dae ye want tae head tae Hogsmeade again? Yer treat o course!" A cheeky grin split her face, as she kept up his walking speed, causing her hair to bounce, which in turn had her brush it out of her face a few times just so that she wouldn't be walking into too many people... and things.
Reducio
Play Name: Double Trouble
Play Type: Offensive
Goal(s): Eliminate important players of the opposing team effectively and fast
Explanations: What makes this play unique is that it is aiming for the long game and thus will include some suggested follow-up actions at the end, but can be used - very effectively - as a single round play as well! This happens by putting Beater 2 on Save Duty (I know, I know) with a priority on the seeker. Beaters are often very tanky players and hard to take out. Beater 1 in the meantime is going to be dual-wielding and playing extremely offensive (this is even more effective if said Beater has a ricochet broom and/or the broken broomshaft ability to effectively reduce the other team in numbers, so this should be taken into account when determining the assignment of players to the roles). For this it is important that the 2nd string chaser and keeper cheer on Beater 1 to maximize their chances of success. This play is otherwise very straightforward with the Keeper focusing on blocking 2 hoops to maximize the chance of blocking a goal and the Seeker looking for the snitch. Meanwhile the Chasers focus on throwing hoops and (hopefully) getting away with fouls. Chaser 1 & 2 are the ones that should be determined by which chasers have the best Accuracy skill. If one of the chasers has Foulplay it would be smart to have them be the one doing the foul. Lastly, with the Quaffle Grab & Slice a higher likelihood of scoring points early in the game is being provided. 2nd string Seeker and Beater are very likely to make an appearance in the game, so boosting their stats by making them strategize is a very good long-term strategy.
Overall the goal of this round is to reduce the biggest threats of the other team, which commonly are the Beaters and depending on their builds either Chasers or Keeper of the opposing team. The Seeker can't really do much within round 1 aside from finding the snitch, so unless they found the snitch the focus does not need to be on them.
Suggested follow-up actions in the next round, that may be conditional and are totally up to the flow of the game and state of the team... If the Seeker finds the snitch, they would enter the chase phase and could consider a foul, if that is safe for them to do. If Beater 2 caught a fallen player, then their action should be to return them to their broom, in which case Beater 1 follows up with another dual-wielded attack on the opposing team. If there is no one that needs to be returned to their broom, Beater 2 could follow up with a Body Blow together with Chaser 1. 2nd String actions would remain the same. These follow up suggestions are very flexible and can be adjusted to the team's needs!
Key Player(s): Beaters, Chasers & 2nd String
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Keeper: Block 2, Leave 1
Chaser 1: Quaffle Grab & Slice
Chaser 2: Blatch Beater A
Chaser 3: Cobbing the Seeker
Beater 1: Dual-Wield → Bludger two players of the opposite team
Beater 2: Save Duty (priority on Seeker)
Seeker: Search
Second-String Keeper: Cheer on [Beater 1]
Second-String Chaser: Cheer on [Beater 1]
Second-String Beater: Strategize with [Second-String Seeker]
Second-String Seeker: Strategize with [Second-String Beater]
| Oonagh Brown - Gryffindor - #A0522D | #5b7a56 - Semyon Reznikov - Durmstrang |
Sta: 10 | Eva: 10 | Str: 10 | Wis: 00 | Arc: 02 | Acc: 10(13) |
Sta: 10 | Eva: 10 | Str: 01 | Wis: 10 | Arc: 10 | Acc: 10 |
Pioneer the Playbook

@Ellie Randensmith
@Koko Riddle
Lillian didn't really feel like she belonged here. First of all, she didn't play Quidditch for Gryffindor. Second of all, she didn't really know much about the sport anyway. And, she was not likely to join anytime soon. Her mother said 'no sports for your first year' and mabie second year. And, if Lillian were to join a sport, she was thinking about convincing her parents to let her broom race.
So, here she was, sitting low in one of the closest-to-the-ground bleachers. After admiring what was set up, Lillian had decided to go plain- black ink and simple quill, ( though she was tempted by a large white one, she didn't want to get it all wet and ruined by her spit, ) She was thinking about what to write and sucking on the dry feathery part of the quill. Then, suddenly an idea struck her! She ferociously scratched-scratched something that she hoped that was readable. ( And, she hoped that she understood the rules of Quidditch enough, so this would make sense for the sport. )
Now she was ready to hand it in. Who to give it too? Lillian was really shy, so that was a big deal to her, but most other people wouldn't have cared who they handed it in to. Koko Riddle was closest, and Lillian wasn't quite sure who the other person was. So, it was settled. She quickly approached Koko and gave it to her, murmuring quietly, "It's probably not very good."
When Koko was ready to look she would see:
Reducio
Play Name: The Quaffle Swarm Circle
Play Type: (Offensive or Defensive?) Offensive
Goal(s): This move will have our team's Chasers swarming in on one of the other team's Chaser, pushing them away from their team members and towards our Keeper. The other team's Chaser will be out of luck. Chaser can't throw the Quaffle back to team because they are being kept away by Beaters, and the Quaffle will fall. If the other team's Chaser throws to the goal our Keeper will catch it easily. Or if the other team's Chaser does nothing, our team's Chasers will get the Quaffle from the other team's Chaser. It is a no-win situation for the other team and their Chaser.
Note: Move is more likely to succeed with all of this team's Chasers, though it can be performed with one or two Chasers.
Key Player(s): Keeper, Beaters, Chasers 1-3
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Keeper: Stops Quaffle from going into the goal.
Chaser 1: Shoo other team's Chaser to Keeper.
Chaser 2: Shoo other team's Chaser to Keeper.
Chaser 3: Shoo other team's Chaser to Keeper.
Beater 1: Keep other team's other two Chasers away.
Beater 2: Keep other team's other two Chasers away.
Seeker: Not needed for move; keep Snitch hunting.
Second-String Keeper: Not needed, unless as a back-up person.
Second-String Chaser: Not needed, unless as a back-up person.
Second-String Beater: Not needed, unless as a back-up person.
Second-String Seeker: Not needed for move; keep Snitch hunting.
Last edited by Lillian McMason on 7 Jul 2025, 01:05, edited 1 time in total.
Pioneer the Playbook

| ☆ ⋆。 ° ★ ✮ ⋆˙ ✦ ✶ ⋆.˚ |
Damien smiled as he was happy that both Cirrus and Harlan liked the cakes he baked for them. “You’re both welcome! And i made it a surprise so you wouldn’t except it Harlan” He said laughing at both of their reactions before turning his attention back to Harlan listening to him mention how Damien had wanted to get involved in quidditch. “Yeah! I did wanna join the Quidditch team and that’s a smart idea Harlan!” He said excitedly before taking the notebook and looking through it. As Damien read through the notebook that held different ideas for Quidditch plays. As he looked through the notebook he was intrigued by alot of them as these were some fantastic ideas for amazing plays. He looked up at Harlan and noticed he was writing his own play called Null and Void which sounded absolutely brilliant just from the name alone. He decided why not come up with his own play so he took a piece of paper and began to write his own play. He continued to write his play as he figured most plays focuses on the players in the game so why not come up with a play that focuses on the second strings but could possibly help their team win the match thanks to this play. That’s when he decided to come up with The False Fan Formation. He looked over at Harlan smiling before handing him the piece of paper with his idea of a play on it. “I think I managed to come up with a cool play idea!”
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☆ ⋆。 ° ★ ✮ ⋆˙ ✦ ✶ ⋆.˚ |
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| IC date: 8th of June | Interactions: @Cirrus Nam @Harlan Montgomery |
| English: #0056d6 | Thoughts: Italics |
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