This is underpinned by essentially the CTF rules, except that touching (rather than carrying off) the enemy flag ("hoop") suffices and that each different player type (Keeper, Beater, Chaser, Seeker, Snitch) has a couple of specially applicable rules allowing them to resemble those rules. % A Seeker capturing (killing) the Snitch scores 15 flag-touches and ends the game.
It is a game for 10+ people.
The minimum full set of participants is 10, corresponding to 2 teams of 4.
Each Team has:
A Keeper: has a heavy CPS and is confined to being within the "area": within around 20 paces of the flagpole "hoop".
A Chaser: has whatever non-CPS they like and gets one point per touch of the hoop. Seekers cannot re-score until a) they have left the area and b) dead goalkeepers have ressurrected.
A Beater: has whatever non-CPS they like and is the only player type allowed to throw or block. They will carry bags of tennis ball "bludgers", and pick used such up off the grass.
A Seeker: has whatever non-CPS they like and is the only player type allowed to catch the Snitch, for 15 points and also causing the game to end.
There is additionally: an Umpire/Commentator and a Snitch.
The Snitch has an optimal hit-and-run weapon such as a max-d 4000 on a windless day or a Storm 750 on a windy day. They can only kill or be killed by Seekers. They alone can leave the pitch, but must return at least every 2 minutes and cannot leave the pitch from the same quadrant that they entered it. The Snitch should be one of the fastest and fittest participants.
The underlying ruleset is the CTF one.
Ressurrection time is 30 seconds.
Double-killing with the Snitch is, at present, sufficient to count as catching it.
The rules will be tuned such that it is reasonably possible to build a 16+ point lead, so that killing the Snitch is not always the winning strategy.
The Umpire can stop the game by whistling in the event of disputible or foul play. Ressurrection time counts as frozen during any such stoppages, and players have to restart from where they were when play was stopped.
Apart from the Snitch, all people refilling must do so on the pitch and *while alive*.
For more than 10 players, teams can acquire extra Beaters and Chasers. The size of the pitch should increase correspondingly, to maintain collisions' and accidental blockages' unlikelihood. Deliberate blockages such as tackles, body-checks or sandwiches are sending-off offences -- it is waterpistol fire that represents this aspect of the game. If your fire doesn't interfere with person X's movements, it means you have no power to alter person X's movements, and as such, doing so shouldn't even occur to you. In particular, instead of obstructing the Snitch, you should kill the enemy Seeker or stop the opposition from killing yours.
Idea: cutpaste this and CTF basic ruleset together.