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Co-Rec Intramural Quidditch Rules Team A full team consists of 7 players with a maximum of 4 males on the field at one time. A team must have at least 5 players to ...

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Published by , 2016-02-23 05:00:02

Intramural Quidditch Rules - Miami Recreation

Co-Rec Intramural Quidditch Rules Team A full team consists of 7 players with a maximum of 4 males on the field at one time. A team must have at least 5 players to ...

Co-Rec Intramural Quidditch Rules

Team
A full team consists of 7 players with a maximum of 4 males on the field at one time. A team
must have at least 5 players to begin a game. Each team will consist of 3 chasers, 2 beaters, 1
keeper, and 1 seeker. Once determined, can these change?

Equipment
No exposed metal cleats, hats, or jewelry are allowed. All equipment (brooms, balls, hoops)
including colored pinnies for each position will be provided. Any player playing with illegal
equipment will result in a change of possession and yellow card.

Balls (per game)
Quaffle (1 volleyball) is used by chasers and keepers and may be thrown, run, or kicked.

Bludgers (3 dodge balls) is used by beaters and may be thrown, run or kicked. When this ball
strikes the opposing player, the Knockout Effect takes place. Beaters who catch bludgers are
immune to the knock out effect. They may also be used to block oncoming bludgers.

Snitch (1 tennis ball) is used by seekers. The snitch is a tennis ball in a sock attached to the back
of the snitch runner’s shorts. Could use a flag belt.

Positions (per team)
Chasers (3): These players move the quaffle about the field and can score with the quaffle.
They cannot directly interfere with the bludgers or the snitch. They wear a ___ colored pinnie.

Keeper (1): These players have the same functionality as a Chaser, but act more as a “goalie” for
the hoops. If they pick up the ball in the keeper zone, they have sole possession and the ball
cannot be taken. The knockout effect also does not affect the keeper in the keeper zone. They
cannot directly interfere with bludgers or the snitch. They wear a ___ colored pinnie.

Beater (2): These players utilize the bludgers to “knock out” opposing players. They cannot
directly interact with the quaffle or the snitch. If a beater catches a bludger thrown or kicked at
them, they do not suffer the knock out effect. A beater cannot utilize or interact with more than
one bludger at a time. They wear a ___ colored pinnie.

Seeker (1): These players chase after the snitch in an attempt to catch it. They can interact with
the ball, but not the snitch runner’s body. They cannot interact with the quaffle or bludgers.
They wear a ___ colored pinnie. This position is only needed in the final 5 minutes.

Gameplay
Field: The field is an ovular 48 yards by 33 yards, with keeper zones 12 yards deep. A game
consists of one two 20 minute halves (3 minute intermission) with a running clock before
introducing the snitch with a 10 minute cap. Overtime = shoot out

Initiate Play: Each play begins with both teams lining up in front of their respective hoops and
the official blowing to whistle to start play.

The Mounted Broom: Players must have the broom between their legs at all times. If the player
dismounts their broom, they are considered out of play and must tag their hoops, similar to the
Knockout Effect. Repeated dismounting may result in a yellow card.

Movement of the Quaffle (volleyball): The quaffle may be moved by running or passing. A
player is allowed one kick, and after which must wait for another player to touch the ball before
kicking it again. Players may also steal the quaffle from opponents and block opponents’ shots
and passes. The quaffle may also be used to block incoming bludgers. If a live bludger hits just
the quaffle and not the player, the player does not become “knocked out” and may continue.

Knockout Effect: If a player is hit by a bludger anywhere on their body or equipment (including
uniforms and brooms), they have been “knocked out”. The bludger must completely leave the
hand or foot of the opposing beater for the knockout to count. A bludger is live until it hits the
ground again; any opposing players struck by the bludger while it is live are subject to the
knockout effect. Friendly fire does not count towards the knockout effect.

After being “knocked out”, a player must immediately drop any ball they are holding. The ball
may not be passed, rolled, or kicked to any teammates. Failure to do so will result in a verbal
warning. Repeat offenses will result in a yellow card. After the players drops any balls they are
holding, they must dismount their broom, run back to their hoops, touch any part of the hoops,
and remount their broom. From when the player is hit with the bludger to the time they touch the
hoop, they are effectively out of play and cannot interfere with gameplay whatsoever. Those
who do interfere will receive a yellow card.

Physical Contact: Players are not allowed to physically contact one other beyond the normal,
incidental contact associated with other intramural sports such as soccer or basketball. Officials
may call fouls that carry with them the penalty of the Knockout Effect. Any continued illegal
physical contact will result in a yellow card or red card depending on the situation.

At any time an officials blows his or her whistle everyone must stop where they are.

Players are forbidden to interact in any way with the balls of another position. The exception to
this rule is beaters being able to hit the quaffle with their bludgers while it is not possessed by a
player.

Advantage: If the head referee sees that a foul results in the clear advantage of the other team, a
penalty call may be delayed. The referee will call “Advantage” or “Play on” and allow the play
to continue until stopping play gives no benefit to the fouling team. If the fouled team scores,
the score counts and the appropriate penalty is assigned to the fouling player.

Scoring: Each time the quaffle passes through any hoop the offensive team gains 10
points. Players may score from both sides of the hoop. Any part (or the entirety of the player)
may pass through the hoop while scoring. The defensive team is then granted possession of the

quaffle by giving it to their keeper. The team that scores must retreat to the half line until the
team in possession moves the quaffle out of their keeper zone. Whichever team catches the
snitch gains 30 points, and the game is over unless the score is tied.

Change of possession: When the quaffle is intercepted, stolen, or picked up by the opposite
team, the possession changes.

The Snitch Snatch: When a seeker gains sole possession of the snitch ball, they have snatched
the snitch. The ball must have been securely tucked into the snitch runner’s shorts, the snitch
runner was not ruled to be down, and play was not stopped. Seekers are not allowed to interact
with the snitch runner’s body (tackling, holding down, etc.), just the ball on the snitch runner’s
shorts. If the snitch runner falls to the ground, the snitch is ruled down. Seekers are required to
give him/her a 3-second head start before starting again.
Seeker Floor & Ceiling: The seeker floor is at the 20 minute mark of the second half, the ceiling
5 minutes after. If the snitch has not been snatched at that time neither team is awarded the 30
points. The seeker does not need to start with the team and can be chosen at any time.

Ending the Game: Once the snitch is caught by either team's seeker, the game is over. The
snitch is worth 30 points and is added onto a team’s total points. If, after the snitch points are
added onto the final scores, the scores are tied, overtime occurs.

Overtime: If the scores are equal at the end of regulation play, the game goes into
overtime. Five players on the team have an opportunity to be involved in the shoot-out. The
goalie is determined by who started the second half. If an injury occurred then it is the goalie
who finished the second half. Or alternate possession with quaffle score.

Rules
Substitutions: Players not in the game may replace players on the field on the fly. Substitutions
will occur at a team’s own keeper line. The player coming out of play must be fully out of play
before the substitute can enter play. If the player on the field who is being substituted is
“knocked out” (See Knockout Effect), they must first tag up at their goal posts before subbing.

Red Card / Yellow Card: A yellow card for any reason constitutes a two minute penalty. If a
player is given a red card (two yellows or a direct red) the team must play a person down the rest
of the game.

Illegal Players: Players may not play for two teams in the same league. Players are not allowed
to play if they are not on the team’s official roster.

Timeouts/Injuries: There are no timeouts in Quidditch and the clock will not stop for injuries in
most cases. The timing is determined by the official on the field. Game play will be stopped
until the individual is safely removed from the playing area.

Stopping Play: Play will stop if a foul is committed, for official’s consultations, injury, external
interference, defective equipment, and additional instances determined by the head official.
When the referee blows the whistle twice, all players must stop immediately and drop their

brooms where they are when the whistle blows. The penalty for intentionally and repeatedly
moving after the whistle is a yellow card. The head referee resumes play by blowing whistle.

Penalties: When a foul occurs, play will be stopped and the appropriate penalty will be
given. Yellow cards require the receiving player to go into the penalty box for 2 minutes. A
substitute may NOT be brought in for that player. If the penalty warrants a red card, the player is
sent off and not allowed to return to the game. If a player receives two yellow cards in one
match, the second card is in effect a red card, and the player will be sent off. Any ball the carded
player is holding goes to the nearest member of the opposing team who also uses the same ball.

Delay of Game: If a player intentionally delays the game, including but not limited to not
advancing the quaffle, or committing a foul, the player will be verbally warned. Repeat
infractions will result in a yellow card.

Goaltending: Only the keeper may defensively put any part of their body through the hoop to
block the other team from scoring. Any other player doing this will receive a yellow card for
goaltending.

Fallen Hoops: A hoop may not purposely be dislodged or pushed over; doing so will result in a
yellow card. If a shot is released before the hoop is displaced, the shot still counts. If all three
hoops become displaced on one side of the field, play will stop so the hoops can be
corrected. Otherwise, any displaced hoops will be put in their correct positions once play leaves
the keeper zone.

Third Bludger Recovery: If a team has both bludgers, they may not guard the third bludger. The
opposing team must be allowed to retrieve the third bludger and go back to their own side of the
pitch before they are allowed to be hit.


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