Durmstrang's Dueling Club is open to all students who wish to gain a better grasp on the art of dueling, while the house teams are for the elite members of the club that have had a number of years experience. A student must be at least a third year to join the team. Exceptions to the rule are few and far between. All members of the dueling team are members of the club, but not all members of the club are members of the team. The club meets on a weekly basis, normally on the weekends, in the dueling classroom to learn a new technique and to practice. The dueling team meets on another day in addition to the club meeting, making them gather twice every week. Their private gathering is normally for smaller and more advance practices.
The dueling team has two co-captains, each a well experienced member of the team and each are members of the Durmstrang’s two houses. The team is mainly a student run organization. The current Defense and Dueling professor acts as a supervisor and final decision maker while most of the work is left to the two captains. If the Defense and Dueling professor is unavailable, the Heads of House, Deputy Headmaster, or Headmistress can step in. The captains are in charge of pairing off students for the small matches that go on during each meeting, as well as scheduling and holding the meetings, and ultimately keeping the peace between the members and acting as referees for matches. The co-captains are responsible for club activities and events as well. The dueling team is also regularly put in charge of organizing, hosting, and running the school wide dueling tournament. The club has no badges or markers that distinguish members from the rest of the student body, but the dueling team receives a small pin that is normally put on a coat or satchel as proof of their hard work and efforts.
To get on the team, one must not only have experience but must be able to place in the club's tournaments. Most members of the club, but especially members of the team are dedicated, hard working, and determined individuals who can be depended upon to do their best whether someone is looking or not, regardless of what house they are in. Though the rivalry between the two houses is still strongly present in the club, the team has come together to create a special group of students from both houses. The only reason they cooperate more than the rest of the club is because they all have the same goal: to be the best of the best.
About DuelingThe rules of dueling are simple: each match is between two players and is refereed by a professor. At the beginning of the match the professor will announce which player starts the match. The player to start then uses a spell against the second player, and the second player must defend themselves in their post. The referee will then post after the second player has posted and will announce the winner of the round. The player with the most won rounds at the end of the match, or who hasn't forfeited, is the winner.
Dueling Club matches will have no time limit per thread unless it is an official Dueling Tournament match. Dueling Team matches and Dueling Tournament matches will have two weeks to be completed, meaning within those two weeks, five rounds can take place.
Dueling, on Magical Hogwarts, is played using a dice system. The dice roll helps determine whether your character was successful at hitting their target. Under no circumstances are you to edit your post once you've submitted it. If you've accidentally left out the dice roll in your RP post, simply reply to the topic with your dice roll and we'll count it with your post.
Any post that's edited will result in that character being knocked out of the match.Rules of DuelingThe matches occur in Durmstrang's dueling club room and are refereed by a professor or Dueling Club captain, with admin approval. Each player is only allowed to use their wand during the match, and the players must stand twenty feet apart from each other.
Each post should include any actions, introspection, etc, that is happening, and then should include two dice rolls at the end. Dice rolls are made by using the code [*roll]1d6[/*roll] (without the asterisks), and look like this:
Aim:
This dice roll has been tampered with!Rolled 1d6 : 2, total 2
Spell accuracy:
This dice roll has been tampered with!Rolled 1d6 : 2, total 2
OR
Reflex:
This dice roll has been tampered with!Rolled 1d6 : 6, total 6
Spell accuracy:
This dice roll has been tampered with!Rolled 1d6 : 1, total 1
The number rolled will help decide the performance for that player's round.
Please remember that actions are final; how your character reacts to being hexed/jinxed/cursed is up to you, however they can't react to it until after the referee has posted the winner of the round. Also, please be realistic. If your character was just sprouted feelers, they might possibly freak out or this could cause them to become distracted.
During tournaments, if your opponent fails to respond within the two weeks allotted to each match, your character automatically wins the match.
Please note that your character can only use spells approved for their year level, or are from previous years.PostingThe referee begins the game and decides which player starts first. The first player will make their post from an offensive standpoint and then the second player will make their post from the defensive standpoint. Once both players have posted, the referee will post again with the results of that round. The winner of the round will then make the next offensive move.
The pattern of turns is as follows:
Referee (Round 1) → Offense → Defense → Referee (Round 2) → Offense → Defense → Referee (Round 3) → Offense → Defense → Referee (Round 4) → Offense → Defense → Referee (Round 5) → Offense → Defense → Referee (End of match)
After the last round is completed, the referee will announce the winner of the match.