Intercollegiate Quidditch Association

Rulebook

The IQA rulebook is still in now in its second edition. Following is a summary of the IQA rules. Any rules clarified or modified by IQUW will be in red.

First of all, as the game is Quidditch, all players except the snitch runner must have a broom between their legs at all times.

A Quidditch team is made up of between seven and 12 players. Seven will be on the field at all times: three chasers, two beaters, one keeper, and one seeker. There are three different types of balls in play: one quaffle, three bludgers, and one golden snitch, which is attached to the snitch runner.

The four-sentence basics of game play:

The chasers score goals with the quaffle, and goals are worth 10 points each. The keepers guard their goal hoops. The beaters throw the bludgers at other players, causing them to drop whatever ball they’re holding and return to their goal zone before returning to play. The seeker who catches the snitch earns his/her team an extra 50 points, and the capture of the snitch ends the game.

The Field

The Positions

Chaser (3)

The chasers are the goal-scorers. They work together and attempt to throw the quaffle through the goal hoops to score. All shots must be made within the Keeper Zone and outside of the Scoring Zone. Only the chaser with the quaffle is allowed to enter the Keeper Zone. The quaffle is the only ball chasers are allowed to touch. Chasers may run with the quaffle for an unlimited amount of time and may pass the quaffle to any chaser on their team. Chasers may attempt to steal the quaffle from opposing players by any legal means necessary (see Physical Contact). Chasers are allowed to kick the quaffle once before picking it up. It cannot be kicked repeatedly. Chasers may use the quaffle to block an incoming bludger. If they are successful and are not hit anywhere on their body, the deflection is complete and the bludger has no effect.

Beater (2)

The beaters throw the bludgers at opposing team members. The bludgers are the only balls the beaters are allowed to touch. Beaters may hold a bludger and run with it for up to five seconds before they are required to throw it. A beater may hold up to three bludgers at once. Beaters may use the bludger to attack opposing players of any type, including seekers and other beaters. Players struck by a beater MUST drop any ball they are holding and run back to their own goal zone before re-entering play. 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). 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. A caught ball has no effect on the thrower either. Beaters are allowed to kick the bludger once. They then must pick up the Bludger and carry it in their hands before they are allowed to kick it again. Any player hit by a legally kicked Bludger is subject to the Knockout Effect. 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.

Keeper (1)

The keeper is responsible for defending his team’s hoops and preventing the other team’s chasers from throwing the Quaffle through them. The keeper is permitted to move outside of the Keeper Zone, but is then subject to all the rules of a chaser. While inside the Keeper Zone, the keeper may kick the quaffle as much as he/she likes. When the keeper is in sole possession of the quaffle, no opposing player may attempt to steal it. While inside the Keeper Zone, the keeper is immune to bludgers.

Seeker (1)

The seeker’s job is to find and chase down the snitch runner and remove the snitch from his/her back. Seekers may not touch any game ball other than the snitch. When seekers are hit by bludgers, they too must run back to their goal zone before re-entering play.

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.

The Snitch

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 the Intercollegiate Quidditch Association’s Muggle Quidditch. It is the crowd pleaser and THE main aspect of what has made this version of the rules so popular and successful.

The Snitch’s Boundaries

The Snitch is allowed to traverse a much wider space than the field. The boundaries will be set up before the game.

Hiding

The Snitch is allowed to hide whenever and wherever he/she wants, as long as it is outdoors.

Starting the Game

The Snitch is given a head start. Before the start of the game the announcer calls out, “THE SNITCH IS LOOSE” while the teams have their eyes closed. 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 players’ heads, within reason: for example, light slapping might be allowed, but punching is taking things too far. In general the two Snitch Runners at Middlebury 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

The snitch should wear as much yellow or gold as possible to stand out.

Physical Contact

Physical Contact is one of the most important parts of the game. Creativity is encouraged so rules are left fairly open. However, excessive fouling is not permitted, so there are a number of forbidden specific actions that will result in penalties. In addition, ignorance of rules for specific positions also warrants a penalty. Each Ref carries a yellow wand and a red wand. A yellow wand is a warning; any player who repeats a yellow wand level action will receive a red wand, which expels the player from the game.

Forbidden Physical Contact and Respective Penalties

Action

Penalty

Hitting another player with a broom, or grabbing another player’s broom

Yellow Wand

Cape Grabbing

Yellow Wand

Hitting a player (includes punching, slapping, head-butting, kicking etc.)

Yellow Wand, Sixty Seconds in Penalty Zone

Headlocks, neck grabbing, or any physical contact directed towards the head or neck*

Yellow Wand, Thirty Seconds in Penalty Zone

Assaulting, impeding, or in any way molesting the Snitch

Flagrant: Red Wand
or
Questionable: Yellow Wand

Bodily tackling a player (defined as wrapping arms around that player and attempting to bring the player down)

Sixty Seconds in Penalty Zone

Ignoring a bludger hit

Flagrant: Red Wand
or
Questionable: Sixty seconds in penalty zone

Using or touching a ball inappropriate for the respective position (a Beater kicking a Quaffle, etc)

Yellow Wand

*Players are still allowed to and in fact encouraged to target the head with a bludger, mostly for the satisfying sound a direct hit makes.

Physical Contact within the Rules

Here is what players ARE allowed to do:

-Remove the ball from other players’ hands (except the keeper)
-Push or shove other players
-Grab with one hand
-Shoulder or body check
-Slide Tackle from any side
-Trip other players

But remember: The Snitch Runner has no restrictions on physical action. He/she may do whatever it takes to avoid capture.