2012-2013 Events
TOURNAMENT THURSDAY Presents:
February 7th @ Nemzek Hall- Pool
9:00-11:00pm
Create your team @ www.imleagues.com/mnstate
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Wiffleball (Baseball Style)
December 6th @ Nemzek Hall- Gym 113
7:00-9:00 PM
Create your team @ www.imleagues.com/mnstate
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QUIDDITCH FOR MUGGLES
October 4th @ Nemzek Hall
6:00-9:00 PM
Create your team @: www.imleagues.com/mnstate
Residence Hall Challenge
Thursday, Octoober 11th
6:00-9:00 PM @ Dahl Volleyball Courts
Outdoor Volleyball Tournament
QUIDDITCH RULES OF THE GAME:
1. Positions on the Team
Note: This page contains simple summaries of each position. Within the following pages are more detailed rules regarding each position and how it relates to other players on the team.
3 Chasers
These players must take the Quaffle and throw it through the opposing team’s hoops.
2 Beaters
These players throw the Bludgers at opposing players.
1 Keeper
This player is responsible for defending his team’s hoops and preventing the other team from throwing the Quaffle through them.
1 Seeker
This player’s job is to chase down the Snitch Runner and remove the Snitch from his/her back.
A. The Chasers
Chasers per Team: 3
Game Ball Used: Quaffle
Objective: Throw the Quaffle through the opposing team’s Hoop Goals to score 10 points.
Headband Color: White
Using the Quaffle
Running – Chasers may run with the Quaffle for an unlimited amount of time.
Passing – Chasers may pass the Quaffle to any Chaser or Keeper on their team.
Shooting – Chasers must throw the Quaffle through the Hoop Goals to score. All shots must be made with at least one foot outside of the Goal Zone (Note this is the Goal Zone, not the Keeper Zone, from which they are allowed to shoot in).
Stealing – Chasers may attempt to steal the Quaffle from opposing players, using any legal means necessary (see Physical Contact).
Kicking – Chasers are allowed to kick the Quaffle but may not kick it repeatedly. They are allowed one kick, and then must pick up the Quaffle and carry it in their hands before they are allowed to kick it again.
Deflecting – Chasers may use the Quaffle to block incoming Bludgers. If they are successful and they are not hit anywhere on their body, then the Deflection is complete and the Bludger has no effect.
B. The Beaters
Beaters per team: 2
Game Ball Used: Bludger
Objective: Throw the Bludger to hit opposing players.
Headband Color: Black
Using the Bludger
Running: Beaters may hold a Bludger and run with it for an unlimited amount of time. Note that a Beater may hold up to three Bludgers.
Passing: Beaters may pass any Bludger to a friendly Beater.
Throwing/Hitting: Beaters may use the Bludger to attack opposing players of any type, including Seekers and other Beaters.
Note: It is necessary that the Bludger is thrown with great force to ensure that the player struck is aware of the impact.
The Knockout Effect: Players struck by a Bludger must drop any Game Ball they are holding and return to the Goal Zone on their side of the field.
They may do so as quickly or as slowly as they like, and must circle around their goal zone once they have reached it. Until they circle around the goal zone, these players are effectively Out of Play and may not interact with any players or balls in any way, and may not substitute until they reach their Goal Zone.
Once they have circled around the Goal Zone they have officially re-entered play and may immediately use or interact with Game Balls or other players.
Note: Players struck by a Bludger must DROP any ball they are holding. They may not pass, throw, or even lightly toss the ball – it must be dropped right at the player’s feet.
Any play made after a player has been struck by a Bludger is counted as null and may even qualify the player for a penalty (see the Physical Contact section).
Defensive Catching: Beaters and Beaters ONLY, may catch a Bludger that is thrown at them by an opposing player. If a Beater catches a thrown Bludger, the Knockout Effect does not occur and the player may continue play as normal. Note that a caught ball has no effect on the thrower either.
Kicking: Beaters are allowed to kick the Bludger but may not kick it repeatedly. They are allowed one kick, and then must pick up the Bludger and carry it in their hands before they are allowed to kick it again.
Note: Any player hit by a legally kicked Bludger is subject to the Knockout Effect.
Deflecting: Beaters may use the Bludger to block incoming Bludgers. If they are successful and they are not hit anywhere on their body, then the Deflection is complete and the incoming Bludger has no effect.
C. The Keeper
Keepers per Team: 1
Game Ball Used: Quaffle
Objective: Prevent opponents from throwing the Quaffle through the Goal Hoops.
Headband Color: Green
Playing the Keeper Position
Outside the Keeper Zone:
While outside the Keeper Zone, the Keeper is subject to all of the same rules as a Chaser.
Inside the Keeper Zone (note the Goal Zone counts as the Keeper Zone as well):
While inside the Keeper Zone, the Keeper is subject to all of the same rules as a chaser with the following exceptions:
Kicking – The Keeper may kick the Quaffle as much as he/she likes while in his/her own Keeper Zone.
Possession – When the Keeper is in sole possession of the Quaffle while in the Keeper Zone, opposing players are not permitted to attempt to steal it from him/her.
Knockout Effect Immunity – While in the Keeper Zone, the Keeper is immune to the Bludger Knockout Effect. Beaters may continue to throw Bludgers at the Keeper, but the Keeper is not subject to any effects if he is hit. Note that the Keeper may always use the Quaffle to block incoming Bludgers, just like any Chaser.
D. The Seeker
Seekers per team: 1
Game Ball Used: The Snitch
Objective: Snatch the Snitch!
Headband Color: Yellow
Playing the Seeker Position
Snatch The Snitch: The Seeker must follow the Snitch Runner on foot and attempt to firmly pull the Snitch from the back of the Snitch Runner’s shorts.
Clean Grab: The Snatch must be a Clean Grab. This means that the player may not attempt to assault, impede, molest, or otherwise subdue the Snitch Runner. If the Snitch Runner falls onto his/her back, play is halted and the Snitch Runner is given three seconds to run before play resumes. Note: Often the Snitch runner has fallen on his back with the Snitch itself in a Seeker’s hands. This does not constitute a successful Snatch unless the Snitch was entirely removed from the Runner’s shorts before the Runner fell. Remember, the objective is to Snatch the Snitch, not wrestle it to the ground.
Fish in a Barrel: Seekers, like all players, may be targeted by Beaters, and are subject to the Knockout Effect as usual.
Note: Seekers may not use or touch any other Game Ball besides the Snitch.
2. THE SNITCH
Introduction
The Snitch is composed of two elements, the Snitch Runner, and the Snitch Ball. Together they combine to form the Snitch.
While many versions of Quidditch have appeared over the years, the strength of this version is the human snitch. People have tried all kinds of methods: bouncy balls, launching propellers, remote control cars etc.
But having a skilled, fast, tough, acrobatic runner as the snitch is the center point of Muggle Quidditch. It is the crowd pleaser and THE main aspect of what has made this version of the rules so popular and successful.
Be The Snitch
Finding a good snitch is essential and is not always easy. Here are the Snitch qualities ranked in order of importance from most important to semi-important:
1) Endurance – The Snitch must be able to run a fast pace for at least an hour. Varsity Cross Country runners, ex-cross country runners, or soccer players are recommended.
2) Attitude – The Snitch whose sole task is to humiliate the Seekers. He can run from them, hide from them, throw them to the ground, or dodge away just as they dive for them and leave them eating his dust. A background in Competitive Varsity Wrestling is encouraged.
3) Agility – Mere speed isn’t enough to escape sometimes. The Snitch should be able to do simple acrobatic maneuvers. Handsprings, Rolls, Somersaults, and even flips are all very useful to evade capture when maneuvering a small area (like the quidditch pitch).
4) Size – This is not the most important, but the skinnier and shorter the better. A seven foot tall snitch will certainly look a little odd.
The Snitch’s Boundaries
The Snitch is allowed to traverse a much wider space than the field. Set up a general boundary for the Snitch. If you are playing on a campus quad for example, specify buildings as a boundary. Let him/her know which buildings he/she can go behind and which he/she cannot.
Hiding
The Snitch is allowed to hide whenever and wherever he/she wants, as long as it is outdoors. The Snitch may not enter buildings (unless you are playing indoors of course).
Starting the Game
As mentioned in the Referee/Commissioner section, the Snitch is given a head start. After announcing THE SNITCH IS LOOSE during which point the teams have their eyes closed, wait until the Snitch is out of sight or almost out of sight. That way the Seekers may have to spend some time looking for the Snitch before they can even begin the chase.
Fouling
The rules forbidding specific types of fouls do not apply to the Snitch. He/She can do whatever it takes to avoid capture, even pulling capes over player’s heads. Stay within reason though- for example light slapping might be allowed, but punching is taking things too far.
In general the two Snitch Runners frequently use throwing or take down moves (See the “Snatch The Snitch” YouTube video link on the Intercollegiate Quidditch Association Facebook Group for an example of a typical Snitch chase on the pitch).
Dress
Your snitch should wear as much yellow or gold as possible to stand out. Urban outfitters makes amazing metallic gold tights. Yellow shirts, socks, shorts, and running shoes are high recommended.