AR Field Test

Video explanation for how to run an AR Field Test.

To direct an AR field test, you will need the following:

  • A playable quidditch field (does not need to be full size but should be half size at bare minimum) with hoops, balls, and brooms.
  • At least a dozen quidditch players in addition to the proctor(s) and AR(s) at least somewhat familiar with the rules of quidditch.
  • At least 30 minutes of dedicated time. A full block of an hour is recommended for multiple field tests, provided enough players are present and the weather conditions permit it.

The Proctor should be prepared to act as Field Director unless another individual has volunteered for this role. The instructions are as follows:

  • Prior to the start of the event, the Proctor(s) must confirm the following with all AR field test candidates verbally:
    • They still wish to take the AR field test.
    • They have seen the rubric and understand what will be expected of them at the field test.
    • They have passed the online ABC test at 90% if they are testing to be certified at Gold or Platinum level.
    • If they are testing for Gold or Platinum ABC, how they will be paying (unless the Proctor is declining payment, which they may inform the candidates at this time).
  • At the start of the dedicated time block (or possibly at an opportunistic time between games at a tournament), the Field Director shall call for all volunteers and players to meet in the middle of the field, segregated by chasers and beaters.
    • The Field Director may ask the volunteers or simply decide on their own whether to include a snitch and seekers, and include this in the announcement. The field director may also decide how many chasers should play on the field per team (3 to 6 is recommended). Others willing to volunteer may function as goal referees and timekeepers/scorekeepers, though these are not required.
  • Once assembled, the chasers are assigned the following instructions:
    • “You will be playing ‘Ultimate Quidditch,’ meaning you cannot run with the quaffle. This is a non-contact game, so you cannot tackle players, nor steal the quaffle if you are guarding them. However, the quaffle hitting the ground is not a turnover. The the beaters will still play normally so you will have to work together. Please form teams and be ready to go in two minutes.”
  • Once assembled, the beaters are assigned the following instructions:
    • “The chasers will be playing ultimate quidditch. You will be playing normally, and the ARs will be reffing you. All normal quidditch rules apply to you, including tackling, boundary play and illegal play. Please periodically attempt to cheat to force the ARs to keep you in line. Please do not make unsafe plays in doing so. Please join a team and be ready in one minute. If you have feedback on the ARs, please tell me immediately after the game.”
  • If a snitch and seekers are involved, use a 5-minute seeker floor and have the snitch go to full handicaps after 5 minutes. If no snitch and seekers are used, use an 8 minute game time. Assign one of the ARs to be a snitch ref if a snitch is used.
  • Flipping a coin for bludgers/quaffle is recommended though brooms up may also be used. Using colored pinnies is strongly recommended to test the ARs calling colors correctly. The Proctor(s) shall function as the head ref despite standing on the sideline in case they are needed to do so. They should stop play occasionally to test the ARs correctly adjudicating stoppages.
    • Humorously carding people is encouraged in these test stoppages, including but not limited to cards for being too sexy for the field, for being born on a leap day, or for violating the gender rule since everyone on blue team is an apache helicopter.
  • After a set time limit or the snitch is pulled, the Field Director shall announce to everyone that another game will be played in 5 minutes. The Proctor shall immediately solicit feedback from the beaters in play. This is done in a separate space from the ARs. After this feedback, which should be kept tight to a minute or two at most, the ARs shall be pulled into a general discussion with overall critiques and positives with the Proctor(s). This entire process should be only five minutes, and the ARs should then be sent back out for a second game.
  • After the second game, the process is repeated of collecting feedback and then distributing it to the ARs. This time, after the overall AR meeting a 1-on-1 AR meeting should be held with each AR, in which they should be told they have passed, failed or are probationary and the Proctor will make a decision later. The Proctor should always err on the side of delaying the decision unless it is a very strong pass or fail.
  • The entire process of starting up the field tests depends heavily on the environment and effectiveness of the Field Director. Once the field tests are set up, an entire field test including two games should take 20 minutes, so an hour block could theoretically involve three full field tests if the conditions are properly prepared, and there is sufficient interest and energy from the available players.