Springfield, Tennessee Quidditch Rules
Equipment
- Brooms. This is a BYOB (Bring Your Own Broom) event! All players must remain on their brooms at all times.
- Bludgers. Bludgers are the same as the balls used in Dodge Ball. These are used by Beaters ONLY. The purpose of the Bludgers is to be thrown at opposing players. Any player hit by a bludger must drop any ball he/she is holding, get off their broom, barrel roll on the ground, then return to their Goal Hoops before returning to play.
- The Quaffle. The Quaffle will be a slightly deflated volleyball (the slight deflation makes it easier to grasp and toss). For Chasers and Keepers ONLY. Players must advance this ball down the field by running and passing it, and throwing it through one of the opposing team's hoops to score.
- The Snitch. For the Snitch Runner and Seekers ONLY. Seekers must attempt to grab the tennis ball, which is at the bottom of a long song that is tucked into the back of the Snitch Runner's shorts/pants. During the game the Runner and the Snitch are referred collectively as "The Snitch," but in the rulebook the ball/sock is called "The Snitch" and the runner is called "The Snitch Runner" for purposes of clarity. When a Seeker successfully "Snatches the Snitch" the game is ended and the points are added up. The team whose Seeker makes the Snatch gets an additional 150 points.
- The Hoops. Each team has three hoops on their side of the field. They are of varying heights. The hoops are the goals of the game. The chasers must attempt to throw the Quaffle through the opposing team's hoops to score 10 points for their team.
- Optional. Goggles. If you wear glasses you might want to invest in some Lacrosse goggles which can be bought at most sports stores for around $20. For the safety of everyone involved, head shots are not allowed, but if a bludger bounces off the ground and hits you in the face, though, it can break glasses. Just a warning.
Rules of the Game
- Positions on the Team (simple summaries of each position. Within the rules are more detailed rules regarding each position and how it relates to other players on the team.
- Chasers (3). These players must take the Quaffle and throw it through the opposing team's hoops.
- Beaters (2). These players throw the Bludgers at opposing players.
- Keeper (1). This player is responsible for defending the team's hoops and preventing the other team from throwing the Quaffle through them.
- Seeker (1). This player's job is to chase down the Snitch Runner and remove the Snitch from his/her back.
- Chasers (3). These players must take the Quaffle and throw it through the opposing team's hoops.
- The Chasers
- Chasers per team: 3
- Game ball used: Quaffle
- Objective: Throw the Quaffle through the opposing team's Hoop Goals to score 10 points.
- Using the Quaffle
- Running: Chasers may run with the Quaffle for an unlimited amount of time.
- Passing: Chasers may pass the Quaffle to any Chaser or Keeper on their team.
- Shooting: Chasers must throw the Quaffle through the Hoop Goals to score. All shots must be made with at least one foot outside of the Goal Zone (note: this is the Goal Zone, not the Keeper Zone, from which they are allowed to shoot in).
- Kicking: Chasers are allowed to kick the Quaffle, but not repeatedly. They are allowed one kick, and then must pick up the Quaffle and carry it in their hands before they are allowed to kick it again.
- Deflecting: Chasers may use the Quaffle to block incoming Bludgers. If they are successful and they are not hit anywhere on their body, then the Deflection is complete and the Bludger has no effect.
- Stealing: Chasers may attempt to steal the Quaffle from opposing players by grabbing the ball and attempting to free it. Intentionally willing to harm another player is not allowed and will result in expulsion from the game. The game is intended to be fun. It is not fun if someone ends up in the hospital!
- Running: Chasers may run with the Quaffle for an unlimited amount of time.
- Chasers per team: 3
- The Beaters
- Beaters per team: 2
- Game ball used: Bludger
- Objective: Throw the Bludger to hit opposing players.
- Using the Bludger
- Running: Beaters may hold a Bludger and run with it for an unlimited amount of time.
- Passing: Beaters may pass any Bludger to a friendly Beater.
- Throwing/Hitting: Beaters may use the Bludger to attack opposing players of any type, including Seekers and other Beaters. Note: A Bludger should NEVER be thrown at someone's head. Doing so will get you expelled from the game. Also, a bludger should never be thrown at the groin area. That's just mean.
- The Knockout Effect: Players struck by a Bludger must drop any Game Ball they are holding, dismount their broom, barrel roll, and then return to their Goal Zone before remounting their broom, circling their Goal Zone once, and re-entering the field. Until they circle around the goal zone, these players are effectively Out of Play and may not interact with any players or balls in any way, and may not be substituted until they reach their Goal Zone. Once they have circled around the Goal Zone they have officially re-entered play and may immediately use or interact with Game Balls or other players. Note: Players struck by a Bludger must DROP any ball they are holding. They may not pass, throw, or even lightly toss the ball – it must be dropped right at the player's feet. Any play made after a player has been struck by a Bludger is counted as null and may even qualify the player for a penalty.
- Defensive Catching: Beaters and BEATERS ONLY, may catch a Bludger that is thrown at them by an opposing player. If a Beater catches a thrown Bludger, the Knockout Effect does not occur and the player may continue play as normal. Note: a caught ball has no effect on the thrower either.
- Kicking: Beaters are allowed to kick the Bludger, but may not kick it repeatedly. They are allowed one kick, and then must pick up the Bludger and carry it in their hands before they are allowed to kick again. Note: any player hit by a legally kicked Bludger is subject to the Knockout Effect.
- Deflecting: Beaters may use the Bludger to block incoming Bludgers. If they are successful and they are not hit anywhere on their body, then the Deflection is complete and the incoming Bludger has no effect.
- Running: Beaters may hold a Bludger and run with it for an unlimited amount of time.
- Beaters per team: 2
- The Keeper
- Keepers per Team: 1
- Game Ball Used: Quaffle
- Objective: Prevent opponents from throwing the Quaffle through the Goal Hoops.
- Playing the Keeper Position
- While outside the Keeper Zone, the Keeper is subject to all of the same rules as the Chaser.
- Inside the Keeper Zone (Note: the Goal Zone counts as the Keeper Zone as well): White inside the Keeper Zone, the Keeper is subject to all of the same rules as a Chaser with the following exceptions:
- Kicking – the Keeper may kick the Quaffle as much as he/she likes while in his/her own Keeper Zone.
- Possession – When the Keeper is in sole possession of the Quaffle while in the Keeper Zone, opposing players are not permitted to attempt to steal it from him/her.
- Knockout Effect Immunity – While in the Keeper Zone, the Keeper is immune to the Bludger Knockout Effect. Beaters may continue to throw the Bludgers at the Keeper, but the Keeper is not subject to any effects if he/she is hit. Note: the Keeper may always use the Quaffle to block incoming Bludgers, just like any other Chaser).
- Kicking – the Keeper may kick the Quaffle as much as he/she likes while in his/her own Keeper Zone.
- While outside the Keeper Zone, the Keeper is subject to all of the same rules as the Chaser.
- Keepers per Team: 1
- The Seeker
- Seekers per Team: 1
- Game Ball Used: The Snitch
- Objective: Snatch the Snitch
- Playing the Seeker Position:
- Snatch the Snitch: The Seeker must follow the Snitch Runner on foot and attempt to firmly pull the Snitch from the back of the Snitch Runner's shorts/pants.
- Clean Grab: The Snatch must be a Clean Grab. This means that the player may not attempt to assault, impede, molest, or otherwise subdue the Snitch Runner. If the Snitch Runner falls onto his/her back, play is halted and the Snitch Runner is given three seconds to run before play resumes. Note: Often the Snitch Runner has fallen on his back with the Snitch itself in a Seeker's hands. This does not constitute a successful Snatch unless the Snitch was entirely removed from the Runner's shorts before the Runner fell. Remember, the objective is to Snatch the Snitch, not wrestle it to the ground.
- Fish in a Barrel: Seekers, like all players, may be targeted by Beaters, and are subject to the Knockout Effect as usual.
- Note: Seekers may not use or touch any other Game Ball besides the Snitch.
- Snatch the Snitch: The Seeker must follow the Snitch Runner on foot and attempt to firmly pull the Snitch from the back of the Snitch Runner's shorts/pants.
- Seekers per Team: 1
- The Snitch
- Introduction: The Snitch is composed of two elements, The Snitch Runner and the Snitch Ball. Together they combine to form the Snitch.
- Be the Snitch: Finding a good snitch is essential. Here are the Snitch qualities ranked in order of importance from most important to semi important.
- Endurance – the Snitch must be able to run a fast pace for at least an hour. Cross country runners and soccer players are recommended.
- Attitude – The Snitch is essentially a butthead whose sole task is to humiliate the Seekers. He can run from them, hide from them, throw them to the ground (but not in a very forceful manner), or dodge away just as they dive for them and leave them eating his/her golden dust.
- Agility – Mere speed isn't enough to escape sometimes. The Snitch might want to be able to do simple acrobatic maneuvers. Handsprings, rolls, somersaults, and even flips are all very useful to evade capture when maneuvering a small area (like the Quidditch Pitch).
- Size – This is not the most important, but the skinnier and shorter the better. A seven foot tall Snitch will certainly look a little odd.
- Endurance – the Snitch must be able to run a fast pace for at least an hour. Cross country runners and soccer players are recommended.
- The Snitch's Boundaries – The Snitch is allowed to traverse a slightly larger space than the field. A general boundary for the Snitch will be set.
- Hiding – The Snitch is allowed to hide whenever and wherever he/she wants, as long as it is outdoors.
- Fouling – The rules forbidding specific types of fouls do not apply to the Snitch. He/She can do whatever it takes to avoid capture, even pulling capes over player's heads. Stay within reason though – for example a light shove away might be allowed, but punching is taking things too far.
- Dress – the snitch should wear as much yellow/gold as possible to stand out.
- Introduction: The Snitch is composed of two elements, The Snitch Runner and the Snitch Ball. Together they combine to form the Snitch.
- The Referees and Commissioner
- Main Field Ref: Observes play and calls fouls when appropriate. In addition, he/she is responsible for watching the snitch runner if/when the snitch runner returns to the field. Also acts as a second pair of eyes for goals scored by either team.
- Goal Refs: Self explanatory. These refs stand on each side of the field behind each set of hoops. They must each have a whistle or be able to yell VERY loudly. When a Quaffle is shot at a hoop, they must register whether it is a goal or a miss. If the shot is a goal, they must blow their whistle (or yell) and put both arms straight up in the air; if it is a miss they must put both arms out at their sides.
- The Commissioner: during this time the commissioner must keep track of who is playing, be responsible for changing numbers on the scoreboard or mentally keep score, and announce the start of each game. The Commissioner and the Main Field Ref may be the same person.
- Main Field Ref: Observes play and calls fouls when appropriate. In addition, he/she is responsible for watching the snitch runner if/when the snitch runner returns to the field. Also acts as a second pair of eyes for goals scored by either team.
Announcing the Start
- After deciding position and their seven starters. Each team must line up behind their goal posts with their brooms on the ground. The commissioner must then yell to each team "(TEAM NAME), are you ready?" If both teams confirm that they are, either by shouting, dancing, or otherwise, then the Commissioner must shout, "Brooms down! Eyes closed!" At this point all players must look downwards and close their eyes. Then the Commissioner must shout, "THE SNITCH IS LOOSE!" At this point the Snitch Runner may run wherever he likes off the field. Once he/she is almost out of sight, the commissioner yells, "BROOMS UP!" Then the game officially begins and both teams may run forward and grab their respective balls.
- Every snitch runner should have a watch. Decide before the game starts roughly how long you want it to be. Give the snitch runner a ball park that he/she should return to the field if he/she has not been caught yet. Sometimes it is important snitch runners are fast enough that they stay uncaught almost indefinitely so it is important to ensure that the snitch runner knows to return to the field after a certain amount of time if he/she has not been caught yet. Once the snitch runner returns to the field, he/she must stay within its boundaries until the snitch is snatched. This can be the best part of the game, especially if the snitch runner is particularly agile or acrobatic. Handsprings, somersaults, and flips are encouraged. Seriously.
- Games will last approximately 55 minutes. They will be divided into 4 quarters of 10 minutes each with a 5 minute break in between. Of course, the game is over when the Snitch has been Snatched.
Penalties
- Physical conduct is one of the most important parts of the game. Creativity is encouraged so rules are left fairly open. However excessive fouling is not permitted so there are a number of forbidden specific actions that will result in penalties. In addition ignorance of rules for specific positions also warrants a penalty.
- Note that each ref should carry a yellow wand and a red wand. A yellow wand is a warning; a player who repeats a yellow wand level action will receive a red wand, which expels the player from the game
- Cape grabbing, tripping, shouldering – yellow wand
- Hitting a player (includes punching, slapping, head butting, kicking, etc.) – Yellow Wand, Two minutes in Penalty Zone.
- Headlocks, neck grabbing, or any physical contact directed towards the head or neck – Yellow Wand, Two minutes in Penalty Zone.
- Assaulting, impeding, or in any way molesting the Snitch – Flagrant: Red Wand, Questionable: Yellow Wand
- Bodily tackling a player (defined as wrapping arms around that player and attempting to bring the player down) – Red Wand
- Ignoring a bludger hit – Yellow Wand, one minute in Penalty Zone
- Using or touching a ball inappropriate for the respective position (ex. A Beater kicking a Quaffle) – Yellow Wand, one minute in Penalty Zone.
- Here is what players ARE allowed to do:
- Removing the ball from other players' hands (except the keeper)
- Pushing or shoving the other players
- Grabbing with one hand
- Removing the ball from other players' hands (except the keeper)
Scoring
- 10 points is awarded for each goal made.
- 100 points is awarded to the team whose keeper Snatches the Snitch.
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