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Muggle Quidditch: Rules & Regulations

Before Game

At least ten minutes before the game is scheduled to begin, the scorers shall be supplied with the name and number of each player who may participate in the game. Starting line-ups will be indicated.

Time - The Quidditch Match is broken into three 15 minute periods separated by two 5 minute breaks. Time outs last for only 30 seconds and each team is allowed a total of four timeouts.

Click here for a diagram of the pitch!
Equipment
Quaffle

A ball that can only be handled by the Chasers and Keepers. The Quaffle is the only ball that can points by entering the opposing team's Rings. Each goal is equivalent to one point for the scoring team.

Bludger

Two balls that can only be handled by the Beaters. The Bludger is the only ball that can be used to hit all other players excluding the Keepers. The Bludger is best used as a deflection article.

Snitch

A ball that only the Seeker can handle. The Snitch is the only ball that can give 3 points to the catching Seeker's team and win the game. It is released in the 1 st and 2 nd thirds of the game for only point value. The game is over when the Snitch is caught in the final third.

Teams

It would be in the teams best interest to get matching shirts and to have the players roles distinguished.

Each team shall consist of seven players. No team may be reduced to fewer than seven players. If a player in the game receives his fourth personal foul and all substitutes have already been disqualified, said player shall remain in the game and shall be charged with a personal and team foul. A technical foul also shall be assessed against his team. All subsequent personal fouls, including offensive fouls, shall be treated similarly. All players who have six or more personal fouls and remain in the game shall be treated similarly.

In the event that there are only five eligible players remaining and one of these players is injured and must leave the game or is ejected, he must be replaced by the last player who was disqualified by reason of receiving four personal fouls. Each subsequent requirement to replace an injured or ejected player will be treated in this inverse order. Any such re-entry into a game by a disqualified player shall be penalized by a technical foul.

In the event that a player becomes ill and must leave the court while the ball is in play, the official will stop play immediately upon that team gaining new possession. The player will be immediately replaced and no technical foul will be assessed.

Each team will have a designated captain. The designated captain is the only player who may talk to an officials during a regular or 20-second timeout charged to his team. He may discuss a rule interpretation, but not a judgment decision.

Player Rolls
Keeper

Each team must have a designated Keeper on the Pitch at all times. He or she is the only player on the field who can legally be inside the Keeper's Box. Once he picks up the ball he or she has six seconds to release it. He or she is allowed to pick up the ball, run with it and then throw it or drop it. (However, he or she cannot hold it with his or her hands outside the "Keeper's Box"). The goalkeeper has special protections inside the Keeper's Box; the ball may not be touched if he is touching it with his hand or arm and the referee will call a foul if the Keeper is endangered. He should wear a shirt or jersey that is recognizably different from all other players (i.e. Keepers often wear special jerseys with padded elbows).

Chasers

Each team must have three designated Chasers. They are the only players on the field who can handle the Quaffle outside of the Keeper. They must work as a team by dribbling and passing the Quaffle in order to score in one of their opponent's goals. They are allowed to dribble the Quaffle but they cannot travel or kick the Quaffle for any reason. Chasers are not allowed inside the Keeper's Box during play for any reason.

Beaters

Each team must have two designated Beaters. They are the only players on the field who can handle the Bludgers. The Beaters may use the Bludgers to both hit people and objects that are currently in play.

Seekers

Each team must have a designated Seeker. The Seeker objective is to catch the Snitch for points and to win the game.

Substitute

Each team must have at least one substitute who can play any position for any reason. Once the Substitute moves to the Pitch he or she switches roles with the player that they are switching with(Example: If the Substitute move to play for the Keeper he or she then becomes the Keeper and the replaced player shall be referred to as the Substitute).

Team Captain

Each team must have a team leader to make the decisions of the team known to the referees. Team Captain will place players, maintain good communication between the team and the referees, call timeouts.

Referees

Three referees will enforce the Muggle Quidditch Rules and Regulations. One shall have a constant focus on the entire match as the two other referees keep the Snitch moving and assist the main referee.

Substitutions

A. A substitute shall report to the scorer and position himself to the left or right of the Scorer's table. No substitute may enter the game after a successful field goal by either team, unless the ball is dead due to a personal foul, technical foul, timeout or violation.

B. The substitute shall remain by the Scorer's bench until he is beckoned onto the court by an official. If the ball is about to become live, the beckoning signal shall be withheld. Any player who enters the court prior to being beckoned by an official shall be assessed a technical foul.

C. The substitute shall not replace a free throw shooter or a player involved in a jump ball unless dictated to do so by an injury whereby he is selected by the opposing coach. At no time may he be allowed to attempt a free throw awarded as a result of a technical foul.

D. A substitute shall be considered as being in the game when he is beckoned onto the court or recognized as being in the game by an official. Once a player is in the game, he cannot be removed until the next dead ball.

Definition of Ability

A. Out-Of-Bounds - A player shall not cause the ball to go out-of-bounds.
PENALTY: Loss of ball. The ball is awarded to opponents at boundary line nearest the spot of the violation.
EXCEPTION: On a throw-in which is not touched inbounds, the ball is returned to the original throw in spot

B. Screen - A screen is the legal action of a player who, without causing undue contact, delays or prevents an opponent from reaching a desired position. A Running Screen will be penalized as a Personal Foul.

A. Held Ball - A held ball occurs when two opponents have one or both hands firmly on the ball. A held ball should not be called until both players have both hands so firmly on the ball that neither can gain sole possession without undue roughness. If a player is lying or sitting on the floor while in possession, he should have an opportunity to throw the ball, but a held ball should be called if there is danger of injury.

B. Pivot - A pivot takes place when a player who is holding the ball steps once or more than once in any direction with the same foot, while the other foot-called the pivot foot-is being kept at its point of contact with the floor.

C. Dribbling - A player shall not run with the Quaffle without dribbling it. A dribble is Quaffle movement caused by a player in control, who throws or taps the ball into the air or to the floor, and then touches it once before it touches the floor. The dribble ends when the dribbler:

(1) Touches the ball simultaneously with both hands
(2) Permits the ball to come to rest while he is in control of it
(3) Tries for a field goal
(4) Throws a pass
(5) Touches the ball more than once while dribbling, before it touches the floor
(6) Loses control
(7) Allows the ball to become dead

D. Traveling - A player who receives the ball while standing still, or who comes to a legal stop while holding the ball, may lift the pivot foot or jump when he shoots for the goal or passes, but the ball must leave his hands before the pivot foot again touches the floor, or before either foot again touches the floor if the player has jumped.

In starting a dribble after receiving the ball while standing still, or after coming to a legal stop, a player may not jump before the ball leaves his hands, nor may he lift the pivot foot from the floor before the ball leaves his hands.

A player who leaves the floor with the ball must pass or shoot before he returns to the floor. If he drops the ball while in the air, he may not be the first to touch the ball.

A player who falls to the floor while holding the ball, or while coming to a stop, may not make progress by sliding.

A player who attempts a field goal may not be the first to touch the ball if it fails to touch the backboard, rim or another player.

Failure to follow the above will result in a travel.

PENALTY: Loss of ball. The ball is awarded to the opponent at the sideline, nearest the spot of the violation

Fouls, Conduct, and Closure

A. A personal foul is illegal non-physical contact actions which occurs with an opponent after the ball has become live. (i.e. Keeper's Box rules, accidental contact, etc.)

B. A technical foul is the penalty for unsportsmanlike conduct or violations by team members on the floor or seated on the bench. It may be assessed for illegal contact which occurs with an opponent before or when the ball becomes live. (i.e. Intentional malice, bad conduct, lack of control that may prove harmful such as kicking the Quaffle or Bludgers whether by accident or otherwise, etc. ).

C. Individual Fouls

Keepers - 1. Leaving their Box. 2. Touching the Snitch or Bludger.

Chasers - 1. Entering the Keeper's Box. 2. Touching a Bludger. 3. Traveling with the Quaffle. 4. Handling the Bludgers or Snitch.

Beaters - 1. Entering the Keeper's Box. 2. Handling the Quaffle or Snitch. 3. Bludgering someone in the head.

Seeker - 1. Entering the Keeper's Box. 2. Handling a Bludger. (i.e. Seekers should be aware at all times of the opponents Seeker to prevent crashes from occurring.)

Penalties
Personal Fouls:

One - Warning Two & Three - Free shot one on one Fourth - 5 minute bench time.

Technical Fouls:

One - 5 minute bench time. Two - Expulsion from game. Three - Expulsion of Team's Further unsportsmanlike conduct or inappropriate action will be taken up with Safety and Security or the Dean of Students.

Free Shot:

A free shot is the privilege given a Chase who was previously fouled to score one point unhindered by all except the Keeper. The fouled Chaser will make an attempt for the goal from the half court line until a position directly behind the Keeper's Box line. This attempt must be made within 10 seconds.

End Game:

Teams are expected to shake hands in a show of sportsmanlike attitude.