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Muggle Quidditch rules

Full Rules:

Click here to view the complete rules. Please note: This is a draft of these rules and the Creative Commons notice appearing on the final page of the above linked document should be disregarded. See below.

Notice:

A great deal of original research and experimentation has went into these rules. For the time being, please contact me if you wish use them. They are NOT licensed under Creative Commons at this time, although that is my ultimate intention.

Summary Rules

  • Players
    • Each team may have 7 players on the pitch (field)
      • 3 chasers
      • 2 beaters
      • 1 seeker
      • 1 keeper
    • To substitute, chasers and beaters may run off the pitch, as long as the replacement does not enter before the leaving player is off the pitch, and as long as they enter from a spot near the middle of the pitch. If a keeper or seeker wishes to substitute, or if players wish to change positions, the official must be informed in order to halt the game.
    • Uniforms
      • Teams wear the same colored shirt/top. Colored ambands/headbands are worn to distinguish players of different positions.
      • Players may not wear anything that can cause injury. Piercings, jewelry, and watches are strongly discouraged and may be prohibited.
  • Positions and their duties
    • Chasers
      • Chasers attempt to maintain possession of the quaffle, and attempt to score by throwing it through one of their opponent's goals.
      • Only 1 chaser may enter into the opponent's scoring area at any time, with or without the quaffle.
    • Keepers
      • Keepers guard their team's goal, and are the only member of the team allowed in their own scoring area.
    • Beaters
      • Beaters throw bludgers at the other team's players.
      • The bludger should not be thrown at the head, however.
    • Seekers
      • The seeker tries to catch the snitch, which ends the game.
  • Game play
    • Moving about
      • Players must simulate riding brooms by holding their broom between their legs at all times.
    • When any player is contacted by a bludger they must stop moving, throw the quaffle up and behind them if they have it, and touch both hands to the ground. (This delay simulates being knocked off a broom.)
      • Exception: If a beater catches the bludger, they may continue play without pausing.
    • Contact
      • May be "mild" but not "intense".
      • Fair contact: nudging or contact with the shoulders, arms, and hands in an effort to grab the quaffle.
    • Throws-ins
      • When the quaffle leaves play over a side-line, the team not last touching the quaffle throws it in.
      • When the quaffle leaves play over an end-line, the team not last touching it is awarded a throw from either the corner (attacking team) or from the scoring area (defending team).
  • Scoring
    • Goals may be scored by a chaser or keeper throwing a quaffle through the opposing team's goal.
    • The seeker may catch the snitch, also ending the match.
  • Fouls
    • Note: Please see the full rules, Section 6.
    • Free throws: A chaser is given a 10ft radius from which they may throw the quaffle freely.
      • The spot of the throw is located where the quaffle was at the moment of the foul.
      • A goal may be scored off a free throw.
    • Direct throws:
      • Direct throws are free throws awarded at the center spot.
    • Penalty throws:
      • Penalty throws result from the same fouls that award a direct throw, but are awarded when the foul occurs against the defending team on their own side.
      • All players except for a chaser and the defending keeper are confined to the sideline or other half of the pitch, while the chaser is allowed 10 seconds to score.
      • Play resumes immediately after the scoring attempt.
  • Timeouts
    • Teams may request the official grant them a timeout, as long as they are in possession of the quaffle.
    • Repeated or excessive requests will be ignored.
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Page last modified on March 02, 2009, at 01:59 AM