Objective: Score the most points and catch the Snitch to earn an extra 50 points!
Respawn: 45 Seconds
Players: 7 per side plus 1 Snitch
Equipment: 6 Baskets, a foam football, a yellow strap with Velcro for a tail
Credited To: Steven Leblanc
Merlin’s Ball is a cross between Phoenix League, Jugging and Quidditch.
Teams are made up of 7 players, positioned as follows: Seeker (1 player), Chaser (3 players), Beaters (2 players), Keeper (1 player). Each position is responsible for the following:
- Seeker- Catching the Snitch
- Chasers- Scoring points with the Merlin’s Ball
- Beaters- Cause mayhem, kill enemies
- Keepers- Defend baskets. Restriction: Cannot touch ball outside crease
- In addition, 1 player is the Snitch and is a game objective (no class)
- White Dots- Points Baskets
- Green Dots- Keeper Starting Position
- Blue Dots- Beater Starting Positions
- Red Dots- Chaser Starting Positions
- Yellow Dot- Seeker Starting Position
The Chasers on each team will attempt to score points in the opposing team’s baskets. Each point scored is worth 10 points. After each scored point, any players that are alive on the scoring team are considered out of game until they return to their side of the field. Dead players may stay in the location they died provided they have their hand or weapon on their head and have not moved from their location. The game ends when a player catches the Snitch by pulling the yellow flag off the player marked as the Snitch. Catching the Snitch earns the team an additional 50 points. The winning team is the team with the most points.Deaths:
Dead players may either stay on the field and wait for a resurrection or exit the field on the closest edge. A player who dies and exits the field must return to the bench before a new player can take their place. Upon returning to the bench, they will tell the next player going in their position on the field. Before returning to the field, a player must count down the last 5 seconds of their respawn out loud. Any player may take a death at any time. Any player holding a ball when they die must drop it in place.Notes on Chasers and Keepers:
Only Chasers may score the Merlin’s ball. Both Keepers and Chasers may move, grab, or throw the Merlin’s ball. Keepers cannot touch the ball outside their crease and must either throw it or drop it before exiting their crease. A Chaser holding the ball inside the crease IS VOLATILE. A Keeper who exits their crease while holding the ball DIES.Notes on Beaters:
The only objective for a beater is to kill enemy players. They may not catch the Snitch or interact with the Merlin’s Ball.Notes on the Snitch:
The Snitch is a game objective and is treated as an object like the Merlin’s Ball. The Snitch will have a yellow removable flag attached to them that the Seekers must pull off of them. ONLY SEEKERS MAY CATCH THE SNITCH. The objective of the Snitch is to run around the field and avoid being caught. Players may not hit the Snitch. The Snitch should be an unbiased person and actively avoid being caught. The Snitch enters the field and leaves the field as often as they wish, with the only caveat being they must exit the field along a side of the field they did not enter.