Rules - Washington College

Intramural Sports
Quidditch Rules
1. General Intramural Information
a. By participating in Washington College’s Intramural Program it is assumed that all
participants are familiar with the Intramural Handbook found at (insert url). The objective of
the Intramural Handbook is to ensure that all participants, spectators, and staff are granted an
equitably enjoyable experience that is consistent with the objectives of the Intramural Sports
program, Campus Recreation, and Athletics Department. Thus, all participants, spectators,
and staff are considered responsible for upholding the information found in the handbook.
b. In order for the Intramural Sports Program to be as enjoyable and effective as possible the
Washington College Sportsmanship Rating System is essential to every Intramural event. For
detailed information on the system and how it works please reference the Intramural
Handbook at (insert url).
c. There is no max roster cap for players on a team
i. There is a cap to the number of varsity, junior varsity, club athletes, and Intramural
Staff members that can be on a team depending on the Intramural Sport. Please
consult the ‘Teams’ section of this Rulebook for the limits set for this particular
sport.
ii. There is a cap to the number of Championship Shirts that will be awarded to a team
depending on the Intramural Sport. Please consult the ‘Teams section of this
Rulebook for the max number for this particular sport
2. Teams and Participants
a. Teams will consist of six (6) players on the court at one time.
i. These six (6) players will play as one of three positions on the field and will be
identified by different colored pinnies.
1. Chaser – two (2) max per team on the field at once. Chasers are only allowed
to possess the quaffle (volleyball). Their objective is to avoid bludgers
(dodgeballs) thrown at them by Beaters and throwing the quaffle through the
goal hoops while outside of the goal crease for 10 points. Chasers will be
assigned a green colored pinnie.
2. Beater – two (2) max per team on the field at once. Beaters are only allowed
to possess the bludgers (dodgeballs). Their objective is to throw bludgers
(dodgeballs) at the Chasers in order to temporarily knock them out of the
game, forcing them to drop the quaffle and preventing the other team from
WAC REC INTRAMURAL SPORTS | Quidditch Rules
1
scoring. They may also throw them at opposing Beaters to temporarily knock
them out of the game. If the opposing Beater catches the throw the thrower
will be temporarily out. Beaters will be assigned a red colored pinnie.
3. Keeper – one (1) max per team on the field at once. Keepers are unaffected
by a bludger and are only allowed to possess the quaffle. They are the only
participants, besides the seekers and the snitch runner, allowed in their
respective team’s goal crease and they may not leave the crease except to
retrieve an out of bounds quaffle. Their objective is to defend the three goal
hoops and block the shots from the opposing Chasers to prevent the opposing
team from scoring. Keepers will be assigned a black colored pinnie.
4. Seeker – one (1) max per team on the field at once. Seekers are not affected
by bludgers and may not intentionally come in contact with a quaffle. Their
objective is to catch the snitch, a flagbelt attached to an objective 3rd party
participant known as the snitch runner to earn their team 30 points. If a team
is in the lead following the capture of the snitch the game is over in favor of
the leading team. if the game is tied the game either ends in a tie if it is the
regular season or proceeds to overtime rules. Seekers must remain in the
substitution box until the snitch is released at the fifth minute of play where
they may go after the snitch anywhere within the field of play. Seekers will
not be assigned a pinnie.
5. Snitch Runner – There is one (1) snitch runner per match. The snitch runner
is designated by wearing a flag belt (the snitch) and a gold pinnie. The snitch
runner is released on the officials whistle at the five (5) minute mark and
may go anywhere within the field of play in order to avoid having the flag
belt taken. They are unaffected by both the quaffle and bludgers and should
not intentionally make contact with them.
b. A minimum of (4) players are required to start a game with at least one position being filled
by a female and with all four positions having one (1) player. When a team has over four (4)
participants on the field they must have at least two (2) participants of each gender on the
field and no more than four (4) of either gender. If captains would like to pre-determine a
gender ratio ahead of time they may do so.
c. Limited Participants
i. Varsity Athletes – None
ii. Junior Varsity Athletes – None
iii. Club Sport Athletes – None
1. Limit – None
iv. Intramural Staff Members
1. Limit – Three (3) per team
d. Championship Shirts
i. For Intramural Quidditch the maximum number of Championship Shirts a team may
win is nine (9).
WAC REC INTRAMURAL SPORTS | Quidditch Rules
2
3. Equipment
a. Teams are encouraged to bring matching colored shirts for player distinction. Pinnies will be
checked out from the Intramural Staff on-duty to be used dependent on participants’ position
on the field.
i. Shirts must be worn under pinnies
b. Clothing that has blood on it must be removed before a player may continue playing. A
substitute player will immediately replace the participant with the soiled clothing to allow the
participant to remove or change the piece of clothing in question. Once the clothing is
replaced the participant is free to rejoin competition following the normal substitution rules.
c. Athletic shoes must be worn. Playing in boots, sandals, or with bare feet is prohibited out of
safety concerns for the participant and fellow participants.
d. For safety concerns jewelry, watches, and casts are prohibited during Intramural play. If a
participant is asked to remove one of the previously listed items during Intramural
competition the participant is expected to comply immediately. If the participant does not,
that is grounds for an unsportsmanlike penalty and/or removal from the game. Protective
equipment, such as braces, are on a case-by-case basis per determination of the Intramural
Staff Member.
e. To maintain uniformity participants will check out a broom from the IM staff for use during
competition during check in.
4. Length of Competition
a. Intramural Quidditch is played in games that comprise of a match. Games are end at the
conclusion of 15 minutes or the successful capture of the snitch. In between games teams
have a (2) minute water break.
b. If a game reaches 14-14 the game becomes win by two (2). This continues until 20-20 where
the first person to 21 is the victor.
c. GAME TIME IS FORFEIT TIME. If a team does not have the minimum number of players
checked-in by start time the team has forfeited. If neither team has the minimum number of
players the game is a forfeit.
d. Teams have zero (0) timeouts for use during an Intramural Quidditch match. Timeouts are
solely at the discretion of the officiating staff.
5. Substitutions
a. Substitutions can only occur during the following occurrences:
i. A participant gets injured and the calls for an injury replacement.
1. Injured participant may not rejoin the match until the following game, unless
it was to remove soiled clothing or cover a bleeding wound. Then the player
may return when deemed appropriate.
ii. A participant tags one of their teammates and exchanging appropriate equipment
(pinnie and/or broom) in the team’s substitution area.
WAC REC INTRAMURAL SPORTS | Quidditch Rules
3
6. Playing the Game
a. The objective of the game is to have the most points at the conclusion of a game and to win
two out of three games to win the match. Points are scored in one of two ways:
i. If a participant playing the chaser position throws the quaffle through one of the three
goal hoops of the opposing team they earn 10 points for their team.
ii. If a participant playing the seeker position catches the snitch they earn 30 points for
their team and the game ends.
b. Every match begins with a coin flip. The winner of the coin flip has the option to choose
whether they start with the quaffle or preferred side. The teams will switch sides at the
conclusion of the first game and the team who started on defense in the first game is on
offense to start the second game. If a third game is needed the captains will take part in a
second coin flip to determine which team starts on what side and who starts on offense. The
home team will call the coin flip unless otherwise agreed upon.
c. Each team has four positions that must be filled before a game may start. These positions are
the chasers, beaters, keeper, and seeker. See Section 2.a for detailed information about each
position.
d. Players are not allowed to touch the equipment of another position. That is, only the chasers
and keepers may touch the quaffle (deflated volleyball). Only the beaters may throw the
bludgers (dodgeballs). Only the seekers may remove the snitch (flag belt) from the snitch
runner (impartial player wearing gold pinnie).
e. Games are started with all active players, excluding the seekers and snitch runner having to
have at least one foot on their respective crease line. The team on offense starts with the
quaffle and one (1) bludger while the team on defense starts with (2) bludgers.
f.
The seekers will remain in the substitution area until the official signals the release of the
snitch runner and then they may freely move around the playing field. However, the snitch
runner may freely position themselves in the field of play prior to the official’s announcement
at the five (5) minute mark. g. The substitution area is everywhere behind the team’s crease and anywhere on the track (both
feet must remain in the substitution area). Players not active and in the substitution area may
retriever bludgers or the quaffle and throw them into teammates.
h. Only officials, keepers, and non-active players may return any and all game balls to the field
of play.
i. In the event that two players arrive to the ball at the exact same time, or almost exact
same time the priority of who gets to return the ball to play is as follows: official,
keeper, inactive player whose team was on defense before the throw out, inactive
player whose team was on offense before the throw out.
WAC REC INTRAMURAL SPORTS | Quidditch Rules
4
i.
If a player is hit by a bludger, unmounts their broom on accident, or a beater throws a bludger
and it is caught by an opposing beater they must unmount their broom, drop any game balls
in their possession, raise one hand, and return to their crease where they may remount their
brooms to become active players again. A player must become active again before subbing.
j.
There is no physical contact allowed during play. This includes, but is not limited to: tripping,
tackling, elbowing, slapping, sliding, diving, stalling. Other fouls may also be called at the
discretion of the official.
k. If a goal post at any point incidentally or accidentally is knocked over during play that goal
post is not considered a scoring option until it is stood back up by the keeper or official. If the
post is down for a prolonged amount of time an official timeout can be called to set it back
up.
l.
A beater may hit a chaser or opposing beater anywhere below the heck and neck area to
temporarily knock them out, including anywhere on their broom. If a bludger hits a player in
the head the player is not considered out and may continue play uninterrupted.
m. The quaffle cannot be handed off between chasers and the keeper and must be passed back in
forth.
n. Following a goal, the quaffle will be returned to the goalie whose team was scored on to be
thrown back into play.
o. If a player is awarded a two-minute penalty they must go to the official
7. Infractions
a. All rule infractions are either awarded with one of the following:
i. Direct Throw
1. Physical contact or participant with the quaffle being stripped anywhere not
on the opposing team’s goal crease.
2. Intentional contact with the wrong equipment.
ii. Penalty Shot (ejection notwithstanding)
1. Unsportsmanlike Conduct
2. Malicious Physical Contact
3. Physical contact or participant with the quaffle being stripped on the
opposing team’s goal crease.
WAC REC INTRAMURAL SPORTS | Quidditch Rules
5