<div align="center">(https://fontmeme.com/permalink/180506/e926e42edd3fbd0486b29cb22853f988.png)</div><br/>Quidditch has lots of moving parts, but we can't know how long a game will go until we know how quickly the snitch is caught by one of the Seekers. In order to find this out Seekers will roll 1d20 and we will multiple the score by 10. The total score equals the amount of time it takes to find the snitch.<br/><br/>So for example if the Gryffindor Seeker rolls a 13 and the Hufflepuff Seeker rolls 14<br/><br/>It would take Gryffindor's 130 minutes to find the Snitch, versus Hufflepuff's 140 minutes, and we would know that Gryffindor catches the snitch.<br/><br/><br/><hr/><br/>Now that we know how long the game is, we can find out how many points are scored. So the next set we'll roll is Chasers. Each Chaser will roll 1D4 for every 20 minutes the game goes on.  Each 1D4 counts as the shots fired with the quaffle<br/><br/>So in this case each Chaser would roll 6D4<br/><br/><strong>Gryffindor Chaser #1</strong>= 11<br/><strong>Gryffindor Chaser #2</strong>= 12<br/><strong>Gryffindor Chaser #3</strong>= 20<br/><br/><strong>Hufflepuff Chaser #1</strong>= 9<br/><strong>HufflePuff Chaser #2</strong>= 15<br/><strong>HufflePuff Chaser #3</strong>= 12<br/>Each of those would count for shots attempted.<br/><br/>Next we figure out how many of those shots were goals, to do this The Keeper will roll 1 D10 per 20 minutes the game goes on, and the Keeper's total score counts for shots blocked.<br/><br/><strong>Hufflepuff Keeper</strong>: 37<br/><strong>Gryffindor Keeper</strong>: 22<br/><br/>11+12+20= 43<br/>43-37= 5<br/><br/>5 goals are scored and so the chasers will have scored 50 by the time the seeker catches the snitch.<br/><br/>9+15+12=36<br/>36-22= 14<br/><br/>14 goals are scored by Hufflepuff so their score stands at 140 by the time the Seeker catches the snitch.<br/><br/><br/><hr/><br/>Finally the Beaters come into play last and the Beaters can make a choice. They can either choose to attack. Which will take away 3d6 from a opponents score. (Or add 2D6 time on a seeker)<br/><br/>Or they can choose to protect specific players on the team to protect and avoid negatives coming into play against key players on the team. These actions are declared prior to the rolls<br/><br/>For example. The two Beaters on the Hufflepuff team elect to attack the Keeper and the Seeker of the Gryffindor team.<br/><br/><strong>Hufflepuff Beater</strong>#1 Targets the Keeper for a score of -9 to the Keeper<br/><strong>Hufflepuff Beater</strong>#2 Targets the Seeker for a  score of +14<br/><br/>This changes the goals scored from 14 to 24 to 14 making the score 280<br/>And it hinders Distracts The Gryffindor Seeker from finding the snitch for a additional 14 minutes<br/><br/>On the Gryffindor side One of the beaters chooses to protect and the other attacks Chaser #2 of the Hufflepuff team<br/><br/><strong>Gryffindor beater #1</strong>Prevents their seeker from taking additional time to find the snitch.<br/><strong>Gryffindor beater #2</strong>roll subtracts 7 from the chaser of the Hufflepuff team<br/><br/><hr/><br/>With everything factored in the final score becomes<br/><br/><strong>Gryffindor</strong>: 200<br/><strong>Hufflepuff</strong>: 210<br/>