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Muggle Quidditch |
Okay. The rules are a little complicated, but if you're up to it, go have a game! We accept no responsibility for injuries sustained whilst playing this game. You do so entirely at your own risk.

The Players
You want two teams of seven, each of which choses a house to play. Use your imagination to create team strips.
You also need four "snitchers" to control the snitch

Gameplay
Each team has three chasers - they have to throw the quaffle (a beanbag) through their oppositions goal - a set of three hoops positioned at either end of the field.
Each team has two beaters. They stand at the four corners of the pitch, and have to throw the bludgers (foam balls) at the other players.
The keeper uses his hands to try and deflect quaffles thrown at his goal
The two seekers each carry a pointed hat, in which they must catch the snitch.
The snitchers stand at the sides of the pitch. They throw the snitch (a shuttlecock or ping-pong ball) from side to side, over the field.

Rules
The keeper may not leave a small semi-circle marked out around his goal.
The keeper may only use his hands to block the quaffle. No body-blocking
The keeper may catch the quaffle, and throw it back into play.
Chasers may run with the quaffle, but if tagged by another player must drop it.
No physical contact between chasers except tagging.
If hit by a bludger, a chaser must drop the quaffle if they carry it and freeze for five seconds
Beaters may throw bludgers at any palyer, but may only attack the keeper if a chaser is in their area.
Beaters may not pick on one player.
Beaters must stay in their corner unless to retrieve their bludger. Only in this instance are they allowed on the pitch. They may not throw the quaffle again until they are back at their corner.
If hit by another bludger, the beater must throw his bludger behind him over his shoulder and freeze for ten seconds.
The snitch does not enter play for the first fifteen minutes
SNitchers may move anywhere along the sidelines, and may throw the snitch from any position. If the snitch hits the ground, they are permitted to enter the pitch to collect it. The snitch does not have to be continuously in play.
A level of deception is required from snitchers - passing the snitch secretly between them to make it harder to catch when thrown.
Snitchers must be strictly neutral.
The seeker may only use his hat to catch the snitch. He may only catch it in the air.
Seekers may not go within two metres of a snitcher.
If hit by a bludger, the seeker must freeze for five seconds.
The audience must count freezing time for players hit by bludgers.
If a foul is committed, points may be removed or a penalty given - the other team is given a free throw from anywhere outside the keeper's circle.
The game is ended when the snitch is caught.

Scoring
A beanbag passing through the hoops gets ten points.
Players may be penalised five points for breaking a rule.
Catching the snitch gives your team 150 points.
