Showing posts with label flying. Show all posts
Showing posts with label flying. Show all posts

Friday, January 30, 2009

HLBOES - flying assignment #3

The assignment was to knit a bag with a flying/quidditch related theme to it (or something like that, I'm too tired to go track it down at the moment). Here's what I put together:

Saturday, January 17, 2009

HLBOES - Flying assignment #2

The assignment was to knit a golden snitch! I'm going to add a twist to this assignment. I want you to add your own flare to the snitch. Notice my flare was the blue embroidery. Make it awesome, make it fancy, make it YOU! This assignment will be worth 15 points. Extra 5 points if you show the picture of your finished project early. I would like it if you could post the picture in my classroom so everyone can see what creation you have made.

Here is mine!

Monday, January 12, 2009

HLBOES - Flying assignment


The rules of Quidditch
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Quidditch is a game played on brooms with two teams, each team consisting of seven players. The positions on the teams are as follows: 1 Keeper, 1 Seeker, 2 Beaters, and 3 Chasers. The Keeper protects the goals (3 rings) for their team. The seeker is primarily concerned with finding and capturing the snitch (a small golden enchanted ball). The Beaters are primarily concerned with protecting their teammates from the bludgers (two enchanted balls that fly around attempting to hit the players). And the Chasers are responsible for obtaining and moving the quaffle (the fourth ball involved in the game) down the field to score goals.

A quidditch game begins when the referee releases all four balls from the central circle. The Bludgers and the Snitch fly off on their own accord; the Snitch to hide itself quickly, and the Bludgers to attack the nearest players. The Quaffle is thrown into the air by the referee to signal the start of play. When the quaffle is thrown through one of the rings, a goal is scored and is worth ten points. After a goal is scored, the Keeper of the team scored upon throws the Quaffle back into play. Capturing the Snitch earns the Seeker's team 150 points, equivalent to 15 goals scored by Chasers. Since the game ends immediately after the Snitch is caught, the team capturing the Snitch is very likely to win the game, though not always. The length of a Quidditch game varies, as play can only end with the capture of the Golden Snitch by one of the Seekers.