These are the rules of Muggle Quidditch as set out by SEQA, the Southern England Quidditch Association. The rules may be used by any other Muggle Quidditch association. Games between Muggle Quidditch School House Teams in the South of England should always play by the SEQA rules.
SEQA expects changes to the rules from time to time as our experience of Muggle Quidditch improves. Suggestions for improvements should be sent to email@example.com
The rules are based on ideas by Julie on the message board of The Unofficial Harry Potter Fan Club. Thank you Julie.
These rules were used at the First Great Muggle Quidditch Competition, August 2000. They will be updated soon with improvements agreed by the
The game is played between houses named as in the Harry Potter books: Gryffindor, Ravenclaw, Hufflepuff and Slytherin. Teams add the name of their school or group and class year to the house name to avoid confusion in championships, for example, <your school or group name> Under 11s Gryfinfor.
The pitch should be about the size of a muggle netball or basketball court.
A game of quidditch is fast and furious, so expect players to fall over from time to time. You may want to play on grass. Grass makes the game much safer and players are more likely to be adventerous during play. However, the quaffle and bludgers will not bounce as well. After some experience playing on hard and soft pitches we'll update the advice given on this page.
Another problem with grass is that you need to mark out the four sides of the pitch and the centre line as in the diagram below. Suggestion: use sand or small plastic hoops.
As you can see, the game is played between 2 teams each comprising 2 chasers, 2 beaters, one seeker and one keeper. Each team has 2 reserves who participant full during play (see below). A full team is therefore 8 people. It is possible to play with fewer if required. We suggest you reduce teams if required as follows:
1st - minus one reserve = team of 7
2nd - minus one beater = team of 6
3rd - minus one chaser = team of 5
It is not really possible to play Muggle Quidditch with a team of less than five.
Each player should wear a sash ribbon in the colour of their team. Colours should always match houses as follows:
As well as the players, you will need to appoint an independent referee and someone to keep the scores.
We suggest softballs for the bludgers. You will need at least 4. You can use more if you prefer.
We suggest a basketball or netball for the quaffle. You will need one only. You will also need 4 buckets big enough to put the quaffle in. An alternative would be 4 hoops.
We suggest small flags for the snitches. You will need two.
A whistle for the referee.
A large chalk board to display scores clearly during play.
Based on ideas by Julie, the game is a combination of basketball, dodgeball, freeze tag and capture the flag.
1. CHASERS AND THE QUAFFLE
The chasers score points by getting the quaffle in their buckets (the buckets protected by the other team's keeper).
The keeper tries to prevent the quaffle being placed in the buckets. Since there are 2 buckets to protect and 2 opposing chasers this is easier said than done.
As in basket ball or netball, chasers cannot run with the quaffle. They must either bounce it as they move or pass it by throwing. If they are holding the quaffle they cannot move. They must also not hold the quaffle for longer than a few seconds.
2. RESERVES, BEATERS AND THE BLUDGERS
The reserves stand outside the pitch and throw bludgers at the players. Anyone hit by a bludger must freeze for 30 seconds. They must count this themselves (one elephant, two elephant, three elephant etc ...). At the end of the time they call "in in" and if the referee agrees, by raising their arm, they can rejoin the game.
Each team also has a beater, who protects the players on their team from the bludgers by catching them the throwing them back off the pitch.
Reserves are very important during play. With the bludger, they can stop anyone in their tracks. For example, a chaser may be just about to score points or a keeper just about to prevent someone scoring. The bludger is a powerful weapon in the right hands. Beaters must prevent their players being hit by a bludger at all costs.
Beaters are not frozen by the bludger, but when they catch one, they must throw it out of the pitch immediately. They must do so from the spot where they intersected the bludger. They must not move while holding the bludger. They can throw the bludger out of the pitch in any direction, but the bludger must be thrown off the pitch. If it falls to the ground on the pitch then the beater must freeze for 30 seconds and a reserve can collect the bludger and use it again. They count this themselves as before and appeal to the referee to be released.
Reserves must never step onto the pitch (except to collect a bludger not thrown out of the pitch by a beater), but they can run around any side of the pitch to get into a better position to throw their bludger. Beaters must stay on the pitch at all times.
3. SEEKERS AND THE SNITCH
Seekers wear a cap or hat.
A snitch is placed at either end of the pitch, normally between the 2 buckets. Seekers try to pick up the opposing team's snitch and bring it back to their end of the pitch. When they have done this the game ends. However, doing this is easier said than done. As long as the seeker is on their side of the pitch everything is fine, but as soon as they cross over onto the opposing side they can be captured by the keeper of the opposing team. Once captured, by being touched and having their cap or hat removed, they have to leave the pitch (an "off") for 60 seconds.They count this themselves as before and appeal to the referee to be released. When released, they return to their own side. We'll see how this works out during play and update this page in light of experience.
4. STARTING THE GAME
The referee starts the game by blowing a whistle and throwing the bludger into the air.
5. THE REFEREE
The referee is responsible for fair play. The referee cannot be challenged. Whatever they rule must be obeyed.
The referee is responsible for timing freezes and offs. A frozen player or an off seeker cannot return to play until the referee says so. However, if a player feels the referee has taken too long, they can appeal to the referee by raising their hand and shouting "on, on". This will attact the referee's attention and if the referee raises their hand the player can return to the game.
6. END OF THE GAME
The game ends when the opposing team's snitch is captured and returned to the other end and placed in one of the buckets. The team will the greatest number of points wins. This may not be the team who captured the snitch of course. Therefore, if you are losing, do not capture the snitch. Only capture the snitch when you are sure you are winning.
In a championship you may chose not to capture the snitch, even when winning, in order to get more points before the end of the game.
10 points per quaffle in a bucket.
150 points for capturing the snitch.
Points should be clearly displayed during play. We recommend a large chalkboard and a person to maintain a record of points for each team for the current game and games won and lost by each team.
Normally, a pleasant afternoon will comprise playing 'best of 9 games'.