RULES FOR MOVES
(As Edited from Streams of Silver)
1) If you NAME your loop (move) - say, you call it the Drunk Badger or the Confused Eagle, it becomes an established move. Official moves earn you more points than regular loops or dives. Also, it isn't enough to say that you looped around a couple times. Describe your move. For example:
Confused Eagle (for chasers):
Shout 'Oh dear Merlin, what's that?!' to an opposing player. Player is distracted momentarily. Loop around them first clockwise, then counter-clockwise, as if you can't make up your mind. Keep shouting and looping. Then grab the Quaffle when the opposing player's grip slackens due to bewilderment.
Then of course, there are the oldies but goodies, like the Sloth Grip Roll, Starfish and Stick, etc. But it isn't enough ust to name the maneuver. Describe it. For example, if you're going to be using the Sloth Grip Roll, describe how you're hanging upside down, blood rushing to your head and you're getting dizzy, but the bludger whistles by right where your head was, previously to the roll. You've saved yourself from the bludger, but now you need to struggle to right yourself on your broom . . .
Describing the official maneuvers you choose makes for a much more interesting game, and when it comes to judging 'Maneuvers', descriptive ones will earn you more points.
2) It would save time if when performing a maneuver, you bolded the name, so that it is easily seen by judges. To guarantee that the judges will see it, bold the name of the maneuver.
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