Seeking on HOL initially involved Seekers searching through web pages until one of the Seekers located the Snitch. While this form of Seeking was easy for anyone to pick up, it took quite a bit of preparation for the organizers. Each game required a new set of links. Luck and chance played a huge role in this version of Seeking. Seekers usually did not have to practice with their teams or even at all.
Snitchplay was created by a Ravenclaw named Godric's Ghost. He wrote the Quaffle referee program that is still used today. Godric's Ghost also ran a site called Ravenclaw's Tests of Logic, challenging all members of HOL to solve weekly logic puzzles. This love for logic puzzles formed the basis of Seeking.
Play begins when the referee releases the Snitch. Background information for the logic puzzle is provided. Then the Seekers take turns moving around the grid. When prompted, Seekers type 'u' (up), 'd' (down), 'l' (left), 'r' (right) to indicate in which direction they wish to move. Every 10 minutes, there is a 2 minute solving break. This continues until a Seeker catches the Snitch or 90 minutes have elapsed.
In order to locate and catch the Snitch, a Seeker must enter all 5 clue locations, solve the logic puzzle, and reach the Snitch location before the other Seeker. The Seeker who catches the Snitch adds 50 points to his or her team's total.
The entire match takes place on an imaginary grid that is 13 squares by 13 squares in size. Because that is a lot of area to cover, Seekers can answer trivia questions when either Seeker enters trivia squares to help them locate clues.
In real Quidditch, Seekers are the prime targets for Bludgers. Therefore, HOL Seekers are not immune to Bludgers either! Each Seeking grid contains 10 Bludger squares. Seekers that hit a Bludger square are knocked out and cannot move for 3 turns. A Seeker that is knocked out can still answer trivia questions.
It is possible to perform the risky Seeking move, the Wronski Feint. In this version of Seeking, a Wronski Feint is completed entirely by chance. There are 2 Wronski Feint squares on the grid. When Seekers enter a Wronski Feint space, it knocks their opponent out for 5 turns.
The remaining squares are called empty squares. When a Seeker enters an empty square, he or she receives a notice from the referee that the square is empty.
Snitchplay Assignment
Send your completed assignment to [email protected] with the subject: Snitchplay Include your HOL name and house in the body of your email. Upload any images to an image-hosting site and send in the link. No attachments will be open.
Introduction (10 points) Tell me a little about yourself. Why did you decide to take this class? What do you hope to get out of it?
Seeking Availability (10 points) In the class forum, post your availability for Seeking matches. Keep in mind that a Snitch match may take up to 90 minutes. Make sure that your post reflects the latest start time that works for you.
True or False (10 points) Determine if the following sentences are true or false. If the statement is false, correct it to make it true.
The Seekers start in opposite corners.
The "one letter rule" applies to Seekers.
A Seeker receives a clue location when he or she reaches 3 trivia points.
There are 5 clue squares.
After every 10 minutes of play, there is a 5 minute solving break.
It is possible to accidentally land on the Snitch square.
A Seeker loses 3 turns if he or she lands on a Wronski Feint square.
A Bludgered Seeker can answer trivia questions.
Logic puzzle answers can contain abbreviations.
If a Seeker solves incorrectly, he or she must wait until the other Seeker submits an answer or until 15 minutes have passed.
Alternative Snitchplay (10 points) Which version of HOL Seeking do you prefer and why? OR Come up with your own adaptation of Snitchplay or research another version of Seeking.
Snitch Value (10 points) Do you think the Snitch should be worth more than 50 points? Why or why not?