Saturday, June 11, 2011

Quidditch

For the official rulebook check out the International Quidditch Association website.  

http://www.internationalquidditch.org/rules.html


 Two teams with seven players are on the field at one time. Three chasers, two beaters, one seeker, and one keeper. All players must carry brooms between their legs at all times. If their broom comes out from their legs, they have "fallen off their broom" and must touch their home goal post before re-entering play. The chasers' job is to put the quaffle (usually a volleyball) through the hoops (hula hoops on sticks work well for these.) Each time they get a quaffle through a hoop, it is 10 points. Chasers can steal the quaffle and tackle, etc. Offensive players are allowed to put their hands through the hoops when trying to score, but defensive players cannot.
  There are three bludgers on the field at once (actually, kickballs) that the beaters use as dodgeballs. They can throw bludgers at any member of the opposite team. If a player gets hit with a bludger, he/she has "fallen off their broom" and has to run back and touch one of their home goalposts before they can re-enter play. *Players can only touch the ball of their position* A beater cannot touch the quaffle and a chaser cannot touch the bludgers. The keeper is basically a chaser, except that if he/she is within a 10 foot radius of the hoops, he/she gets priority on quaffle possession if there is a pile-up.
The seeker/snitch situation is where it gets interesting. The snitch is actually a person with a tennis ball in a sock hanging out the back of their pants. This is usually a cross-country runner, but doesn't have to be. At the beginning of the game, all the players will line up on their side of the field, and kneel with their heads down and eyes closed (the ref will say "brooms down") When everyone is down, the ref will shout "The snitch is released" and the snitch will run off the field. When the ref says "Brooms up" The game starts. (The quaffles and bludgers will be lined up in the middle of the field.) The seekers will then go in pursuit of the snitch. There are no rules governing the snitch. He/she can go wherever he/she wants. He/she can hide, lock him/herself in the bathroom, etc. The only thing is that you set a snitch clock. You choose a certain amount of time in which he/she has to return. So after, say, 15 minutes, the snitch is required to return to the field. The game ends when the snitch is caught. Whichever team catches the snitch gets 30 points.

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