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

QUT Quidditch Rulebook

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Page 1: QUT Quidditch Rulebook

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

Page 2: QUT Quidditch Rulebook

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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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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 don’t have rouge bludgers! QUT Quidditch strives to embody

the IQA rules, and the 3 C’s: 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 tie-

breaker 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.

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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

team’s 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 runner’s 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 team’s 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 team’s 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 team’s 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 player’s body, including their hair

On any part of the player’s equipment (including broom) except for held ball.

On any part of the player’s 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 player’s 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 opponent’s

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 player’s 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 referee’s

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 opponent’s 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 referee’s 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 player’s 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 opponent’s 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.