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  • Golden Snitch
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  • The Golden Snitch, or simply Snitch, is one of the balls used in the game of Quidditch. It is only about the size of a walnut, and golden with silver wings which it uses to fly around rapidly. A Seeker's job is to try to catch the Snitch before the other team's Seeker, which ends the game and gets their team 150 points.
  • The Golden Snitch, often called simply the Snitch, is the third and smallest ball used in Quidditch. It is a walnut-sized gold-coloured sphere with silver wings. It flies around the Quidditch field at high speeds, sometimes pausing and hovering in place. The Seeker's goal is to catch the Snitch before the other team's seeker, which is worth one-hundred and fifty points. The game can only end when the Snitch has been caught, or by mutual agreement of the two teams' Captains; the latter is very rare, however, as one team would have to lose.
  • A competition involving a series of events or activities, in which the final round counts for a disproportionately large percent of the team's total score -- and in fiction, will tend to be worth more than all previous events combined. Thus, whoever wins the final round earns enough points to win the entire match, regardless of just about everything else that happened before it. In works of fiction, the Golden Snitch is widely used to do one of three things: Examples of Golden Snitch include:
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Name
  • Golden Snitch
Made
  • Pre 1883
Manufacturer
Owners
  • *Hogwarts School of Witchcraft and Wizardry *Harry Potter
Usage
abstract
  • A competition involving a series of events or activities, in which the final round counts for a disproportionately large percent of the team's total score -- and in fiction, will tend to be worth more than all previous events combined. Thus, whoever wins the final round earns enough points to win the entire match, regardless of just about everything else that happened before it. In works of fiction, the Golden Snitch is widely used to do one of three things: 1. * Create a sense of tension for the heroes, who had been on a winning streak up to this point, but now have to worry about being defeated in the finals (usually because their star player has been taken out of play due to an injury, or the heavenly angels decided to stop helping the team). 2. * On the flip side, allow for the losing heroes to have a come-from-behind win. 3. * Allow one person (typically The Hero) to be solely or at least largely responsibly for winning a team game. This is a common trope in game shows. Very common. One standard approach of a game show is the "1-1-2" rule, where the first two events are worth one point and the third -- the show's equivalent of the Golden Snitch -- is worth two points; whoever wins round 3 is guaranteed at least a tie in their overall scoring. The reason for this is simple: it maintains tension, by making sure that if someone wins both of the earlier tiers, the viewer will keep watching because that person is not guaranteed to win after round 2. It is worth noting that in an actual game show, it is rare for the Golden Snitch to entirely invalidate the previous rounds. The final round may be heavily weighted, but a player who swept the first two rounds may easily be able to force a tie (sometimes leading to a round of Sudden Death) instead of taking an outright loss. In fictional games, the skew will generally be insurmountable: 1-1-3 rather than 1-1-2 (Or, in extreme cases, 1-1-1000). Most game shows have a fixed number of rounds, and it would be anti-climactic for the outcome to become a foregone conclusion before the final round is even played. On the other hand, giving too much weight to the last round makes the earlier rounds less interesting. Whatever the case, if poorly played, it can leave audience members perplexed as to the point of everything they had just sat through for the last 20 minutes. At the same time, it prevents situations where someone can get a truly insurmountable lead (thus causing people to change the channel because they can tell who "won"). When handled well, the Golden Snitch still awards a significant advantage based on previous points. This is commonly done by either increasing the value of points earned in the last round, making it possible to win despite being completely behind, but very difficult, or else giving the player/team with the most points a head start. Compare One Judge to Rule Them All, where points are awarded by actual judges (one of whom is the "snitch") rather than the players' own progress during the game. In video games with a Karma Meter, a choice at the end of the game that pretty much decides your final morality is a Last Second Karma Choice. See also Instant Win Condition (and all of its varieties) for situations where points and scoring are not involved in determining who wins. Examples of Golden Snitch include:
  • The Golden Snitch, or simply Snitch, is one of the balls used in the game of Quidditch. It is only about the size of a walnut, and golden with silver wings which it uses to fly around rapidly. A Seeker's job is to try to catch the Snitch before the other team's Seeker, which ends the game and gets their team 150 points.
  • The Golden Snitch, often called simply the Snitch, is the third and smallest ball used in Quidditch. It is a walnut-sized gold-coloured sphere with silver wings. It flies around the Quidditch field at high speeds, sometimes pausing and hovering in place. The Seeker's goal is to catch the Snitch before the other team's seeker, which is worth one-hundred and fifty points. The game can only end when the Snitch has been caught, or by mutual agreement of the two teams' Captains; the latter is very rare, however, as one team would have to lose. The Quidditch rule also stated that only the two team's Seeker has the right to catch (or touch) the Snitch, any player other than the Seeker to do so commits a Snitchnip, which is a foul in Qudditch.