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The Pitch
1. The Quidditch pitch will be marked on the floor;
the boundaries will
be defined by planes parallel to the room's walls,
approximately six to
eight feet from those walls. Spectators are required
to remain within
two feet of the walls at all times and must not enter
the pitch.
Referees and neutral participants should not enter the
pitch except as
directed, but may approach the boundaries freely.
2. The goal posts will be erected on the distant
boundaries. They will
be arranged approximately four feet from the ground on
each side as
identically as possible. One will be placed as close
to the centre of
the room while remaining on the boundary line; the
others will be at a
distance of nine feet from the centre post on either
side.
3. The scoring area will be defined by an area six
feet long and the
full width of the pitch at each end. The Keeper must
remain in the
scoring area at all times. Chasers may only enter the
scoring area when
carrying the Quaffle. Beaters and Seekers may not
enter the scoring
area.
4. The lighting conditions applied to the pitch may
vary to simulate the
fact that Quidditch is a game which may be played
overnight if the
Golden Snitch is not found sufficiently quickly. Team
captains may
petition a referee for time out in the case of
inclement playing
conditions, which may be awarded at the referee's
discretion.
5. The referees' decisions are final, binding and not
subject to appeal.
The referees know much more about the 700 possible
fouls than the
players do and never ever make a mistake about what
any of them are
called, even if the reasoning behind the names of the
fouls called may
not be immediately obvious.
B. PARTICIPANTS
6. Each team will be made up of three Chasers, two
Beaters, one Keeper
and one Seeker. Team players may be redistributed
among teams in case of
uneven distribution or inequity. If there are fewer
than 28 team players
available, we will reduce the number of chasers and/or
beaters
appropriately. Substitutions within the game will only
be permitted if
we have at least twice as many participants who wish
to play as team
players as we have positions available.
7. There will additionally be neutral participants who
are not aligned
to any team. These are referees, snitch-movers and
bludger-movers.
Optionally there may also be commentators and
goalpost-bearers who are
not intended to have an effect on the play of the
game.
8. There will be a team of between two and four
snitch-movers during
each game, who are aligned with neither team. Their
job is to move the
snitch and any decoy snitches which are in play, so
that they might be
caught by the Seekers. Any of the snitch-movers may be
either on or off
the pitch at any time; each should independently aim
to spend
approximately half their time on the pitch, with a
bias towards less
time spent on-pitch at the start of the game and more
time spent
on-pitch at the end of the game. The snitch-movers
will be distinctively
clothed for ease of identification.
9. There will be a team of between two and four
bludger-movers during
the game, who are aligned with neither team. Their job
is to move the
bludgers into play at the start of the game before the
Beaters move them
around, and to ensure that any bludgers which move out
of play are
returned to play in a neutral fashion. The
bludger-movers will not enter
the pitch at any point except to rescue a bludger
which has halted in
the scoring area.
10. There will be a team of at least four referees
during the game, who
are aligned with neither team. Their job is to
identify infractions of
the rules, then stop and restart play as appropriate.
They are also
responsible for safeguarding the players and the
spectators, along with
immediately stopping the action if there is any safety
risk to player or
spectator. Referees will remain off the pitch unless
there is conflict
between them and there needs to be communication
between them to solve
the dispute. A head referee may be assigned but each
referee will
generally be assigned a section of the pitch in which
their jurisdiction
is deemed authoritative.
C. GAMEPLAY: THE QUAFFLE
11. At the start of each game and after each goal is
scored, each seeker
and all the chasers must return to their half of the
field. One referee
will throw the Quaffle horizontally across the pitch
as neutrally as
possible to introduce the Quaffle into the game.
12. It is said there are over 700 ways to commit a
foul in Quidditch and
that they are not all listed in the rules for fear of
giving teams
ideas. Nevertheless, teams should note that the
following are prominent
among them:
a) Travelling: Chasers may not move either foot that
is in contact with
the ground while holding the Quaffle. (Keepers may
move freely while
holding the Quaffle.)
b) Tossing: passes may not be made overarm.
c) Knocking: the Quaffle may not be advanced up the
pitch other than
through an underarm pass - it may not be struck,
headed or kicked.
Bounce passes and rolled Quaffles are acceptable, as
are Quaffles
inadvertently knocked back towards your team's own
goals.
d) Ejecting: the Quaffle may not be thrown across the
boundary of the
pitch.
All penalties are at the referees' discretion, but the
usual penalty for
any of the above offences is transfer of the Quaffle
to a Chaser on the
opposing team at the point of offence. All opposing
chasers must retreat
so that they are no closer to the opponent's goals
than the Quaffle and
that they are not within six feet of the Chaser.
e) Crossing: no Keeper may leave the scoring area at
any point, no
Chaser may enter the scoring area without the Quaffle
and neither Seeker
nor Beater may enter the scoring area. Grounding any
part of either foot
inappropriately constitutes an offence.
f) Challenging: no player may attempt to play the
Quaffle off an member
of the opposing team in order to induce them to commit
a knocking
offence.
g) Colliding: all players must make all efforts
possible to avoid
accidental contact with members of the opposite team.
Accidental contact
may be an offence if a referee judges that one player
has taken
significantly less care than the other to avoid it.
All penalties are at the referees' discretion, but the
usual penalty for
any of the above offences is a penalty throw. The
Quaffle is handed to
any chaser of the opposite team who may move to any
position on the
pitch of their choice outside the scoring area without
impedance before
play resumes. All opposing chasers must retreat so
that they are no
closer to the opponent's goals than the Quaffle and
that they are not
within six feet of the Chaser.
h) Striking: no player may deliberately induce contact
with another
player.
All penalties are at the referees' discretion, but the
usual penalty for
the above offence is immediate removal from the game
without
replacement.
13. Each time a Chaser throws the Quaffle through one
of the opposing
team's goals then team receives 10 points.
D. GAMEPLAY: THE BLUDGERS
14. Each Beater will be armed with a bat to deflect
the bludgers towards
members of the opposing team. Beaters may not leave
the field of play to
retrieve bludgers which cross the boundary; instead,
the bludger-movers
will return the bludgers to the field of play
neutrally.
15. Should a bludger touch a player, they must
immediately raise both
hands above their head and are frozen to the spot for
ten seconds.
Nearby spectators counting out loud down from ten to
zero have
jurisdiction in measuring this.
16. Bludger-related offences include:
i) Malbeating: the bludger may not be deliberately
moved other than with
the bat.
j) Malbatting: the bat may not be used to strike
anything other than a
Bludger.
k) Interfering: the bludger may not be moved when a
penalty throw has
been awarded but the Quaffle has not yet been thrown
or when the Quaffle
is out of play.
All penalties are at the referees' discretion, but the
usual penalty for
any of the above offences is a penalty throw. The
Quaffle is handed to
any chaser of the opposite team who may move to any
position on the
pitch of their choice outside the scoring area without
impedance before
play resumes. All opposing chasers must retreat so
that they are no
closer to the opponent's goals than the Quaffle and
that they are not
within six feet of the Chaser.
l) Disdaining: players may not ignore the effect of a
bludger.
All penalties are at the referees' discretion, but the
usual penalty for
the above offence is either removal from the game for
a minute or the
award of 5 to 25 points to the opposing team.
E. GAMEPLAY: THE SNITCH
17. Any of the snitch-movers may or may not be in
posession of either
the Golden Snitch and/or a decoy snitch. The
snitch-movers are
encouraged to bring either or both of these onto the
pitch at any point,
holding them by fingertips only so that a suitably
dextrous seeker might
pluck the snitch from their grasp. Snitch-movers may
hand either the
Golden Snitch and/or a decoy snitch to each other at
any point, whether
on the pitch or off it.
18. The Seekers must pluck a snitch cleanly out of the
grasp of the
snitch-movers. If they manage this, the game
immediately stops to see
whether the snitch grabbed is the real Golden Snitch
or a decoy snitch.
Decoy snitches grabbed may be removed from the game at
the referee's
discretion on temporal concerns or may be returned to
any snitch-mover.
19. Snitch-related offences include:
m) Jostling: contact with the snitch-movers as opposed
to the snitch.
n) Trespassing: leaving the field of play and/or
attempting to grab a
snitch which is off the pitch.
o) Transgressing: any attempt by any other player
apart from a Seeker to
interfere with the Snitch or any Snitch-mover.
All penalties are at the referees' discretion, but the
usual penalty for
any of the above offences is either removal from the
game for a minute
or the award of 5 to 25 points to the opposing team.
20. When a Seeker cleanly grabs the Golden Snitch from
the grasp of the
snitch-mover who had it, they score 150 points for
their team and
conclude the game.
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