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QUT Quidditch Rulebook

(Adapted from the International Quidditch Association Rulebook 8th ed)

Rulebook

Table of Contents
About QUT Quidditch ...................................................................................................................................... 3
Overview of the Game ..................................................................................................................................... 4
Types of Fouls .................................................................................................................................................... 4
Game Officials..................................................................................................................................................... 5
Head Referee.................................................................................................................................................. 5
Game Procedures .............................................................................................................................................. 6
Starting the Game ........................................................................................................................................ 6
During Game .................................................................................................................................................. 7
Stopping Play ................................................................................................................................................. 7
Restarting After a Goal............................................................................................................................... 8
Ending the Game .......................................................................................................................................... 8
Confirming the Snitch Catch .................................................................................................................... 9
Game Equipment............................................................................................................................................ 10
Balls ................................................................................................................................................................ 10
Other .............................................................................................................................................................. 10
Player Equipment .......................................................................................................................................... 11
The Playing Field (Pitch) ............................................................................................................................ 12
The Teams ........................................................................................................................................................ 14
Player Positions ......................................................................................................................................... 14
The Knock-Out Effect .............................................................................................................................. 14
General Player Rules ............................................................................................................................... 17
Playable Actions ........................................................................................................................................ 21
Illegal Actions ............................................................................................................................................. 22
Illegal Physical Contact ........................................................................................................................... 22

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Rulebook

About QUT Quidditch

The wonderful world of Harry Potter comes to campus with QUT Quidditch! We are a
hang-out for people of all sports capabilities, and all study-areas and are dedicated to
have the most fun you can have.
We play quidditch every week (weather permitting) in the Botanical Gardens. We still
play with brooms, we still try to score by throwing through the hoops, and we still have
a fun game. Luckily, we dont have rouge bludgers! QUT Quidditch strives to embody
the IQA rules, and the 3 Cs: Competition, Community and Creativity. Join us on in the
Botanic Gardens and become chasers, beaters, goal keepers and seekers and score
points for your team! Then, cool off afterwards at the Gardens Point Guild Bar.
We also host a range of social events, like Harry Potter Movie Marathons, Trivia
Nights, Yule Balls, and Triwizard Tournaments. Basically, Butterbeer is consumed,
Prizes won, and a magical time had by all!

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Overview of the Game


Quidditch is a contact sport with a unique mix of elements from rugby, dodgeball, and
tag. Quidditch teams are made up of seven (7) people who play with brooms between
their legs at all times. Once familiar with the basic rules, quidditch is an exciting sport
to watch and even more exciting to play.
Three (3) chasers score goals worth ten (10) points each with a ball called a quaffle.
They advance the ball down the field by running with it, and passing it to teammates.
Each team has a keeper who defends the goal hoops. Two (2) beaters use dodgeballs
called bludgers to disrupt the flow of the game by knocking out other players. Any
player hit by a bludger is out of play until they touch their own goals. Each team also
has a seeker who tries to catch the snitch, which is a ball attached to the waistband of
the snitch runner, a neutral athlete who tries to avoid capture. The snitch is worth
thirty (30) points and its capture ends the game. If the score is tied after the snitch is
catch, the game proceeds into overtime. During play, players are forbidden from taking
certain actions, or fouls. Players who commit fouls face different consequences
depending on the severity of the offense.

Types of Fouls
Players are forbidden from certain actions during game, called fouls. Players who
commit a foul face different consequences depending on the severity of the offense:
Back to Hoops - indicates that a player must cease active play and return to their hoops,
as though knocked-out.
Technical Foul - indicates that the ball must be given to the opposing team or a tiebreaker is done (referee tosses quaffle for two chasers of opposing teams to catch).
Yellow Card indicates that player must spend one (1) minute in the penalty area. If
the opposing team scores in that time, the player may be released early to play.
Red Card - indicates that a player is barred from the rest of the game and the team
must play down a player for two (2) full minutes of game-time.

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Game Officials
Head Referee
Each game is controlled by one (1) referee who has full authority to enforce and
interpret the rules of the game. Their duty includes:

Using verbal commands and visual signals to communicate with players, other
officials, and spectators

Indicating the start and end periods of the game

Stopping play immediately if there is a possibility that a player is seriously


injured. An injured player may return to the pitch after the game has resumed

Stopping, suspending, or abandoning the game because of any external


interference

Penalizing the more serious foul when a player commits more than one foul at
the same time

Keeping knowledge of the game score at all times and ensuring it is properly
communicated to players, fans, and other officials

Replacing a snitch runner who is injured or in violation of the rules governing


the snitch runner.

Technical Foul- A player who disregards the directive of any referee must receive a
technical foul for their team.
Red Card - A player who shows disrespect to an official or persistently questions a
referees decision during the game must receive a red card.

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Game Procedures
Starting the Game
Procedure in order to begin the game:
1. All seven (7) players must line up on the pitch in front of their hoops, in any
order they choose, with brooms held flat to the ground and not between their
legs.
2. All balls, excluding the snitch, must be resting in their respective ball position.
3. The head referee must confirm that both teams are ready
4. The head referee calls out Brooms Down! and all players must remain
stationary behind the starting line, with a broom in hand but otherwise flat on
ground
5. The head referee shouts Ready! Brooms Up! or a variation, and all players
must mount their booms and begin play.
Technical Foul any player acting outside this procedure (changes position after
Brooms Down! has been called, starts before Ready! Brooms Up!, etc) must
receive a technical foul for their team.

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During Game
The following rules apply, along with any rules and penalties outlined later:
1. The Quaffle must be handled by three (3) players minimum before a goal can
be scored. These players do not have to be on the same team. If any player is in
doubt of the Quaffle handling count, a question of Quaffle Count! may be
ordered. The Head referee must respond with Free! if a goal may be allowed
to be scored, or Not free, (3,2, or 1) to go if a goal may not be scored.

Stopping Play
Procedure in order to stop play:
1. The referee blows a whistle or signals time out
2. All players currently in play must stop, drop their brooms, and hold their
respective positions
3. The head referee consults with the rulebook if needed concerning adjudication
of fouls, legality of any snitch catch, and any other relevant concerns.
4. The referee adjudicates any fouls:
a. Players who have committed back-to-hoops offenses must do so once
play is resumed
b. Technical foul offenses are adjusted with ball-swap or tie-breaker
c. Yellow card offenders are sent to penalty box.
d. Red card offenders are sent off the game and no substitute added.
5. Any injured players are replaced, external interference removed, defective
equipment fixed, replaced, or removed.
6. The referee indicates to players that play is about to resume by calling
Remount! or signaling otherwise.
Technical Foul/Yellow Card Any player who continues to move intentionally or
refuse referee instructions to return to their position at the time of stoppage must receive
a yellow card or cause a tie-breaker or ball-swap.

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Restarting After a Goal


Procedure for restarting after a goal:
1. One (1) player from the team scored upon with the least amount of penalty time
remaining is released from the box. Players serving in the penalty box for red
card offenses are not released.
2. The quaffle is dead and no-one may score until quaffle play is restarted.
3. After a goal has been scored, the quaffle play is restarted when the quaffle and
bludgers are returned to the Starting of Play position and all players have
returned to their Starting of Play position.

Ending the Game


Procedure to end game:
1. Head referee stops play by blowing a whistle or signaling game end
2. After play is stopped, the head referee checks verbally or visually with any
assistant referees to ensure there are no legitimate challenges to the validity of
the snitch catch
3. If the game is not tied, the game ends and the team with the most points wins
4. If the game is tied, the game proceeds into overtime.

Rulebook

Confirming the Snitch Catch


A good snitch catch is confirmed when all of the following is true:

A seeker has detached the snitch ball from the snitch runner and holds sole
possession of the snitch ball after it is separated from the snitch runner

The snitch ball was securely attached to the snitch runner shorts prior to
detachment

The snitch runner was not ruled as down during the snitch catch

No infringement of the rules of the game have been committed by the catching
team in the seeker game (including fouls by the seeker, against the opposing
teams seeker, or fouls or intentional impediments against the snitch runner
immediately prior to or during the catch

The seeker was not knocked out or off of their boom at the time of the catch

Seekers did not simultaneously remove the snitch sock from the snitch runner

Play was not stopped when the snitch was caught.

The procedure for assessing a snitch catch is as follows:


1. If there is a snitch catch that the head referee or other referees believe may be
called good, they should immediately blow the whistle or otherwise signal stop
play. All plays made before this stoppage are valid and must be counted.
2. The referee confers with other referees or rulebook to ensure the catch is good.

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Game Equipment
Balls
Quaffle The quaffle is a slightly deflated volley-ball used by chasers and keepers to
score goals. Only one quaffle is to be in play.
Bludgers The three bludgers are dodge-balls used by beaters to temporarily knock
opponents out of play.
Snitch The snitch consists of a snitch runner and snitch ball; seekers attempt to catch
the snitch by removing the snitch ball from the snitch runner, thus earning thirty (30)
points and ending the game.
Snitch ball The snitch ball consists of a ball and sock which attaches to the back of
the snitch runners shorts. Seekers attempt to remove the snitch ball to earn thirty (30)
points and end the game.

Other
Brooms Any player in play must be mounted on a broom. A broom consists of
wooden or plastic pole. In order to preserve fairness, all players much be mounted on
brooms of equal length and weight. All brooms in play must be safe and not have
splinters or sharp points. If any broom breaks during course of play, it must be replaced
before its player can make any move.
Hoop The three (3) hoops on each side of the pitch come into play in two (2) ways.
First, scoring through them with the quaffle results in a goal. Second, after a player has
the knock-out effect, they must go around the hoop before returning to play.

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Player Equipment
A player must not use any equipment or wear anything that is dangerous to themselves
or another player (including any jewelry).
Mandatory player equipment While in play, each player must be equipped with a
broom between their legs.
Recommended player equipment Each player is recommended to, but not required
to, be equipped with the following:

Mouth guards

Cleats

Gloves

Yellow/Red Card - A player who is found to be using illegal equipment after the game
has started must be removed from the game until they have removed it or a substitute
player is used.

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The Playing Field (Pitch)

Spectator area The area outside of the player area where spectators may be seated.
Players must not enter the spectator area except seekers and beaters given explicit
permission by a referee to retrieve a bludger.
Keeper-zone A teams own keeper-zone is the one containing the hoops they are
trying to defend. A team lines up at the beginning of a game in their own keeper-zone.
The keeper is subject to special rules while in their own keeper-zone. The Keeper-zone
is defined as a two (2) meter radius around the Goal Hoops. Only the Keeper may
defend inside the Keeper-Zone. Any deviation from this rule, results in a yellow/red
card to the offending player/s
Hoops The three (3) hoops on each side of the pitch come into play in two (2) ways.
First, scoring through them with the quaffle results in a goal. Second, the knock-out
effect sees that players must go around the hoop before returning to play.
Midfield line The pitch is divided lengthwise into two (2) halves by a midfield line
that joins the midpoints of the two (2) sidelines. The center mark is indicated at the
midpoint of the midfield line. This is where the balls start during game.

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Penalty areas A penalty area may be established for teams. Penalty areas must be to
the side of the game, away from the spectator area, and separate from each other.
Substitute Areas A substitute area may be established for each team, where substitute
players could sit.

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The Teams
Player Positions
Keeper The one (1) keeper on each team is tasked with preventing opponents from
scoring with the quaffle. The keeper may also participate in the teams offense. Only
the Keeper may defend inside the Keeper-zone. Should the Keeper obtain possession
of the Quaffle within their Keeper-zone, the Keeper has immunity for 5 seconds. If the
Keeper does not play, pass, throw, or otherwise release the Quaffle within the allotted
time a yellow/red card penalty is given to the Keeper.
Beaters The two (2) beaters on each team must throw, or in any way propel the
bludgers at opponents in order to temporarily knock them out of play.
Chasers The three (3) chasers on each team are players who must throw, or in any
way pass the quaffle through the opposing teams hoops to score ten (10) points. A goal
may be scored if the Quaffle is thrown through the hoops from behind the field of play.
Seeker The seeker on each team is a player who must attempt to catch the snitch.
Snitch Runner The snitch runner is an assistant referee who is tasked with protecting
the snitch ball from being caught.

The Knock-Out Effect


Live bludger - A live bludger is one that can inflict the knock-out effect upon
opponents. A bludger is live after being thrown, or otherwise intentionally propelled by
a beater who is in play and not knocked-out. The bludger stops being live and becomes
dead when it touches the ground or is caught.

Incurring the Knock-Out Effect Any player struck by a live bludger is subject to
the knock-out effect.

Chasers, seekers, and keepers (outside of their own keeper-zone) are


immediately knocked-out and must complete the knock-out procedure

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Beaters have the opportunity to catch the bludger until it becomes dead by other
means. If the beater dos not catch the bludger before it becomes dead, the beater
must complete the knock-out procedure overleaf.

A player is knocked out if they are hit by a live bludger at the same time the bludger is
dead-ended by hitting the ground or being caught by any other eligible player.
A player is knocked-out if they are struck with a live bludger in the following places:

On any part of the players body, including their hair

On any part of the players equipment (including broom) except for held ball.

On any part of the players clothing.

The player must do the following before returning to participate in the game:
1. Give up possession of any ball by dropping it. The player may not pass, toss, or
roll the ball unless completing a natural motion that has already begun
2. Dismount from their broom
3. Retreat back to the players own hoops and run around it.
4. Remount broom immediately, before leaving the vicinity of the hoops.
Technical Foul A player who fails to dismount or gets back on their broom before
running around the hoops during knock-out procedure must repeat the procedure
properly.
Technical Foul/Yellow Card - If the player intentionally interacts with play during their
knock-out, they must receive a yellow card or have a tie-breaker or ball-swap enacted.

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General Player Rules


Players shall abide by all rules and regulations in force for a particular game or
tournament. Any player who is in violation of a rule as a direct result of the illegal
actions of an opponent must immediately correct the violation once the opponents
action is completed in order to avoid penalty.
Using the balls Players may use the ball associated with their own position, but
cannot hold possession of, or in any way use the ball of another position. Possession is
defined as when a player has sole control of a ball. The following guidelines apply:
A. A chaser, keeper, or seeker may get in the way of a bludger, but not swat it,
kick it, or otherwise propel it. This rule does not prohibit a chaser or keeper
throwing or propelling a quaffle at a bludger or opponent
B. A beater or seeker may not position themselves to block the quaffle; if the
quaffle hits them while they are fielding their position, there is no penalty
C. A substitute may not intentionally interact with any ball
D. A knocked-out player may not intentionally interact with any ball.
Technical Foul/Yellow Card - A player who illegally and intentionally interacts with
any ball must be penalized with yellow card or cause a tie-breaker or ball-swap.
Red Card - A player who illegally and intentionally blocks the quaffle must be removed
from game for the rest of the game.

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Boundaries and Players Play is generally connected to the pitch. A player who is
off the pitch must immediately return to the pitch, unless they would otherwise be
allowed to leave the pitch. A player may not intentionally leave the pitch except under
the following conditions:
A. A seeker may leave the pitch at any time and for any reason, after any seeker
floor has expired
B. Any player may leave the pitch boundary to directly pursue a ball they are
eligible to possess that is beyond the boundary. This includes defending against
an opponent who possesses such a ball. This does not include recovering a ball
which has entered the spectator area unless explicitly permitted by a referee
C. Any player physically forced beyond the pitch boundary is not subject to
penalty, so long as he returns to the pitch directly and immediately
D. Beaters may leave the pitch boundary, if they possess a bludger, to pursue an
opponent eligible to be knocked out who is off the pitch.
Back-to-Hoops A player who illegally and intentionally leaves the pitch or remains
off of the pitch must be sent back to hoops.
Boundaries and Balls A player may not intentionally distance a ball from the pitch
unless trying to score, pass, or knock-out an opponent. These guidelines apply:
A. A player may not intentionally carry a ball off the pitch or away from the pitch
except for a beater pursuing an opponent who is off the pitch
B. A player may not intentionally propel a ball off the pitch without attempting to
C. score, complete a pass to a player on the pitch, or knock out an opponent
D. A player may not intentionally propel a ball which is already off the pitch further
away from the pitch without the intention of knocking out an opponent.

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Back-to-Hoops A player who illegally and intentionally carries a ball off or away from
the pitch must be sent back to hoops.
Technical Foul/Yellow Card A player who illegally and intentionally propels a ball
off the pitch, laterally from the pitch, or further away from the pitch must receive a
yellow card or cause a tie-breaker or ball-swap.

The Spectator Area- Players other than the seeker may not enter the spectator area.
The following guidelines apply:
A. If the quaffle enters the spectator area, play must be stopped. Except as outlined
below, the quaffle is given to the nearest eligible player of the team that did not
last touch the quaffle at a location of exit from field
B. If the quaffle would be given to a player within his opponents keeper zone, it
is instead given to him at a location on the keeper-zone line a meter inside the
player area on the side that it went into the spectator area
C. In exception to (A) above, if the quaffle goes into the spectator area within the
keeper-zone after a keeper saves a shot, the quaffle is given to that keeper at a
location two feet inside where it left the player area, instead of to an opponent
D. If a bludger enters the spectator area, play continues. This beater may claim
knock-out immunity by raising their hand in a fist and may enter the spectator
area to recover the bludger safely. They must return from the spectator area to
the spot where the bludger left the player area immediately upon retrieving it
and is not eligible to be knocked-out while in the spectator area.
E. In the above situation if no such beater exists, or the eligible beater does not
immediately claim immunity, the bludger referee retrieves the bludger and
places it at a location two feet inside the spot where it let the player area.
Yellow Card A player who intentionally enters the spectator area must receive a
yellow card.

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Spectators and Dangerous Terrain Play must be stopped whenever players are at
risk of coming in contact with spectators (approx. 3 meters). Any player with a ball
resumes where they were when play was stopped. Any other players start off inside the
pitch boundary, at the closest point to where they were when play was stopped.
Technical Foul Quaffle is given to opposing team to the one with the team member
that did the offense.
Yellow Card - A player who intentionally endangers a spectator must receive a yellow
card.

Playing Dangerously It is illegal for a player to play in a dangerous manner at any


time. This includes playing recklessly, with complete disregard for danger to his
opponent.
Yellow Card/Red Card A player who plays dangerously must receive a yellow card.
A player who participates in particularly egregious dangerous play, including kicking
of any sort, and tackling of a football variety, must receive a red card.

Language It is illegal to use explicit, extreme, or abusive language or gestures.


Warning/Yellow Card/Red Card A player who uses explicit language or gestures must
be warned, or received a yellow card for repeated offenses. A player who directs
extreme or abusive language towards any person must receive a red card.

Serious Foul Play It is illegal to commit serious foul play, including egregious
conduct, kicking, football-styled tackling, and flagrant cheating.
Red Card Any serious foul play will result in immediate red card eviction from game.

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Playable Actions
Push A push consists of pressing upon or against an opponent with force in order to
move him. A player may push any opponent who is in possession of the ball or
attempting to gain possession of a ball.
Red Card - Excessive force (enough to cause player to fall or be injured) is not to be
used and will result in red card penalty.

Steal A steal consists of a players attempt to extract a ball from an opponent by either
stripping, or poking it loose. A player may attempt a steal against any opponent in
possession of a ball.
Foul - Any stealing tactic that may cause harm will receive a foul at the referees
discretion based on severity.

Tackle or Grab The player may hold the shoulder or upper arm of an opponent in
possession of the ball with one hand and count three (3) seconds out loud. If the
opponent does not manage to free themselves from this grip within the three seconds,
they must drop the ball.
Red Card Attempts to use football-styled tackling where players bring another player
to the ground will result in a red card penalty.

Wrap A wrap consists of encircling an opponents torso or any body part with an
arm. A player may, using a single arm, wrap any opponent with possession of a ball.
Foul - Any wrap tactic that may cause harm will receive a foul at the referees discretion
based on severity of action and potential harm caused.

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Illegal Actions
Goaltending A term for certain illegal actions which prevent the quaffle passing
through a hoop. Goaltending results in 10 points for the attacking team, as if a goal had
been scored. A play is considered goaltending if any of the following is true:

A player other than the keeper reaches through a hoop from the opposite side of
the hoop from where the quaffle would enter the hoop, and in doing so touches
the quaffle

A player from the opposing team to the player who propelled the quaffle, other
than the keeper, blocks the quaffle from passing entirely through the hoop by
virtue of the way the player, or the players equipment, is positioned on the
opposite side of the hoop from where the quaffle would enter the hoop.

Guarding a bludger A player is said to be guarding a bludger when they are near the
bludger and making a clear effort to prevent the opposition from recovering the bludger.
It is illegal for a team possessing two bludgers to guard the third bludger.

Illegal Physical Contact


The following forms of physical contact are always illegal:

Head-butting, kneeing, kicking, elbowing, or tripping an opponent

Tackling or charging at an opponent in a football-style manner

Sliding into an opponent

Jumping or leaping onto an opponent

Initiating contact at or below the knees of an opponent

Making contact with an opponents head, neck, or groin

Intentionally contacting the snitch runner (if not playing seeker position)

Technical Foul/Yellow Card A player who commits illegal physical contact must
receive a yellow card or have a tie-breaker or ball-swap enacted.
Red Card A player committing illegal contact in a manner that the referee determines
to be continual or violent conduct must receive a red card.

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