Intramural Quidditch Rules Fall 2017

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Intramural Quidditch Rules Fall 2017 MATCH PLAY Matches will be allotted 40 minutes for completion. There will be two 13 minute halves with a 2 minute halftime. The first half will not have a snitch. When the referee begins play, the Quaffle will be released. At halftime, each team captain must inform the supervisor of who their snitch and seeker will be. The decision of who the snitch and seeker will be must be made irrespectively of the other team s decision. Once a team informs the supervisor of who the snitch and seeker will be, this decision can NOT be changed. During the second half, a brief timeout will be called by the supervisor at the last 7 minute mark. At this time, the seeker and the snitch for each team will exit the pitch and head to the supervisor. Each team's snitch will be released by the supervisor at the last 6 minute mark of the game. At the same time, seekers will wait at the substitution table with blindfolds on until the 4 minute mark, at which point the supervisor will release the seekers. If one of the snitches is caught, the match will end and the team with the higher score wins. If a snitch is not caught within the last 4 minutes by either team, the match ends when time runs out. ** Clarification: The chosen seekers and snitches will exit the pitch at the last 7 minute mark if they are playing in the game. There are no restrictions on who can play snitch and seeker. Teams may not make any changes to the strategy after the 2nd half starts. TEAMS A team roster may have a maximum of 20 players on it. A minimum of 6 players is necessary to compete. There are no gender restrictions. FORFEITS Forfeits will be called 5 minutes after the game s scheduled time. The forfeit score will be 20-0. Forfeits will be called by the supervisor on duty. 1

DEFAULTS A game will be called a default in the event that an injury causes a team to fall below the minimum number of players to compete (<6). If the defaulting team was losing the score will remain the same. If the defaulting team was winning they shall keep their score and the opposing team will win by 1 point. TIME-OUTS & SUBSTITUTIONS There will be allowed one 1 minute timeout per team per game. Time outs may only be called after a goal is made. A timeout may not be called once the snitch is released to hide at the last 7 minute mark. They will be able to move again with the officials whistle resuming play. In the event of an injury the official will stop the clock and allow the team to make a substitution if necessary. Substitutions may only be made after a team has scored or during a time out. All substitutes must report to the supervisor before entering the field. Substitutes may enter the game at the Keeper, Beater and Chaser positions but not the Seeker or Snitch position. NOTE: If a Beater is subbing out, he or she must drop the broom and bludger (if they are possessing one) where they are before they sub out. The incoming sub will then pick up the broom and bludger from this location. Additionally, beaters must drop their brooms and bludgers when a timeout is called. After the timeout has ended, the beaters will return to where they last were. THE FIELD The games will be played on Hutch Field. The field will be 200 feet long and 120 feet wide. Keeper lines (indicating the areas in which Keepers can play the Quaffle, and are safe from Bludger attacks) are 12 feet from the endline. An Offensive restriction zone (the Keeper s Zone) will be an 18 foot ellipse. ***Clarification: The snitch s boundary will be the South half of Hutchinson, divided by the tall light posts on the East and West sides of the field. THE EQUIPMENT There are six goals, of which two are 3 feet tall, two are 4.5 feet tall, and two are 6 feet tall. These goals are located in the Keeper's circle. Every participant will be provided with a broom which must be kept between their legs at all times during play. The Quaffle is a volleyball deflated enough to be gripped in one hand, yet inflated enough to maintain its spherical shape. 2

The Bludgers are foam dodgeballs. There will be one snitch from each team wearing a yellow jersey and a yellow flag-belt. Keepers, Chasers, and Bludgers will wear different colored flags in order to signify their role. **Participants must wear athletic shoes, preferably cleats. No metal cleats are allowed. OFFICIALS DISCRETIONARY POWER The official has the discretionary power to: Caution any player of misconduct or unsporting behavior (persistent infringement of any of the rules of the game) When cautioning a player or fan, the official shall display a yellow card. This player will be suspended from play for the duration of that half. The second card displayed to a previously cautioned player shall be a red card. This player will be suspended from play for the next game and may be suspended for the duration of the league (depending on severity of the act). Note: A team may not substitute for a red carded player. When a player is ejected, the team captain must provide the official with the ejected player's name. The supervisor on duty must be immediately notified when an ejection occurs. Player must leave the field (out of sight and sound) within two minutes. If this does not occur, the game will be defaulted. Cautioning a fan can result in a card being issued to the Captain or team representative of the offending teams fan. A team must average a 3.5 fairplay throughout the regular season in order to make playoffs. THE GAME Quidditch is a fast-paced sport with seven athletes on each team playing four different positions and using three different balls. Every player must have a broom between his or her legs at all times. If a player falls off their broom, they are knocked out, meaning they are required to drop any balls they are in possession of and must immediately return and touch their side s end lines before re-entering play. 3

Positions are indicated by the color of the flags worn around the waist of the players: Chasers wear White, Beaters wear Green, Keepers wear Orange. Seekers will not wear flags. Snitches will wear yellow flags with a yellow jersey. Chasers Three players per side are called chasers. Their objective is to score goals (worth 2 points each) with the Quaffle. They advance the ball down the field by running with it or passing it to teammates. Chasers are not permitted to pick up Bludgers. Beaters Two players per side are called beaters. They use dodgeballs called Bludgers to disrupt the flow of the game by knocking other players. Quidditch uses three Bludgers, and beaters cannot be in possession of more than one at a time. Knocked out players are temporarily removed from play and must drop any game balls and immediately return and touch their side s end line before re-entering play. Legal Bludger throws must be released from the Beater s hands and may not contact the head. Should a Bludger throw contact any part of the body of an opponent below the head or any part of the Broom, the opponent is knocked out. Beaters cannot tap opponents with the Bludger while still in their possession. The ball must be released from the Beater s hands to knock out an opponent. A Bludger is live after being thrown until that Bludger touches the ground. Every opposing player struck by the Bludger before it touches the ground is subject to the knockout effect. The Beaters may catch the Bludgers and avoid the knock off effect for themselves. The thrower is not knocked out if their throw is caught. Beaters are also allowed to block a bludger thrown at them with their own bludger if they possess one. If they attempt to block the bludger with their bludger and it gets deflected and hits their body and falls to the ground, then that person is "knocked off". Additionally, if a beater attempts to block a bludger throw with their own bludger but their bludger gets knocked out of their hands, the beater who attempted to deflect the bludger is knocked off. Keepers are immune from the knock out effect within their own goal areas. Friendly Fire - If a beater hits a teammate with a Bludger, there is no knock-out. The beater who initially released the Bludger cannot be knocked out by his/her own Bludger. 4

Beaters are not permitted to pick up the Quaffle. Keepers Each team must have one Keeper whose job is to defend the goal hoops from opposing chasers. The Keeper is immune from Bludger hits within the Keeper Zone, however if the Keeper were to exit the Keeper Zone they are subject to the same rules as Chasers. Keepers are not permitted to pick up Bludgers. Keeper Zone Rules: No one is allowed in the keeper s zone at any time besides the respective keeper. The only exception to this rule is that a beater may enter the zone to retrieve a bludger. The beater may not throw that bludger until he or she has exited the keeper s zone. Seekers Each team has one Seeker. The Seeker s responsibility is to catch the Snitch. The Seekers will be released to catch the opposing team's snitch at the last 4 minutes of the 2nd half. Seekers may not pick up the Quaffle or the Bludgers. They are subject to Bludger throws and must return to their hoops if knocked out. Seekers must keep their broom between their legs at all times. If seen without broom between their legs, the Seeker will be knocked out and have to return to their goal line before chasing after the snitch. *Clarification: The Seeker is only immune to bludger throws if he or she has already caught the snitch s flags. Beginning Play All Chasers and Beaters start in physical contact with their own goal line and have one knee touching the ground. The Quaffle and Bludgers will be placed at the center line. The referee will begin play by yelling Brooms Up to signal that the game is starting. The head referee will then blow his or her whistle, at which point, the Chasers and Beaters may advance to retrieve the Quaffle and Bludgers. In the second half, the Snitches will be released by the referee and will have a two-minute head start before the Seekers are released and may begin pursuing the Snitch. Goal In order to score a goal, a Chaser must throw the Quaffle through one of the three hoops. The entire ball must pass completely through the hoops to receive the 2 points for a goal. Goals may be scored from either side of the hoops. There is an offensive restriction zone where the offense is not allowed to enter. You cannot shoot from within this circle. If a chaser enters the restriction zone (i.e. foot touches or crosses the line), the chaser is 5

knocked out and must return to their side and touch their goal line to be reinserted into play. Restarting Play Following a goal or stoppage of play foul, play will be stopped while the Quaffle is retrieved. During this time, all Chasers must return to their goal line. Beaters must freeze in place. Beaters may keep Bludgers already in their possession, however they cannot pursue uncontrolled Bludgers. Any thrown Bludgers will be considered dead upon release until play is resumed. When the Quaffle has been retrieved the referee will blow their whistle to resume play. The keeper starts off with the ball in a restart of play if a goal is scored. A chaser may restart play if no goal occurred during stoppage of play. FOULS There is no contact allowed between players. There is no contact with goals. During play, players are forbidden from taking certain actions, or fouls. Players who commit fouls face different consequences depending on the severity of their offense. A contact foul results in a player sitting out of the game for 30 seconds. A back-to-hoops foul indicates that a player must stop and return to their goal end line, as though he or she were knocked out. A cautionable foul, or caution, indicates that a player has received a yellow card. A sending off foul indicates that a player has received a red card, and is barred from the rest of the game. Contact Fouls Unintentionally committing any illegal physical contact or interaction. Stiff arming, or holding an opponent. Intentionally running into a stationary player as an offensive player Attempting to steal a ball from the opponent by either stripping it or poking it loose NOTE: If a player commits a contact foul, he or she must sit out of the game for 30 seconds. The 30 seconds will start as soon as the player makes it to the supervisor table. During this time, the team may not substitute a player in for the player who committed the foul. Three contact fouls of any type will result in a yellow card. 6

Back to Hoops Offenses NOTE: If a player commits a Back to Hoops offense, he or she must return to their side s end line, not the actual hoops within the keeper s zone. Failing to return to her defensive line before defending, after a goal is scored. Not allowing the opposing team to recover the third Bludger. NOTE: Guarding bludgers is NOT allowed. Dismounting the broom at any time. If a knee, elbow, or butt hits the ground. If a Chaser or a Beater runs out of bounds If your flags come off Cautionable Offenses (Yellow Card and play will be stopped) Committing any act of unsportsmanlike behavior, including but not limited to: a. Attempting to deceive the referee by feigning injury or pretending to have been fouled. b. Intentionally playing a ball illegally. c. Willfully ignoring a Bludger hit. d. Intentionally committing any illegal physical contact or interaction. i.e. charging or tackling an opponent. e. Intentionally altering any equipment that is part of the game. f. Playing in a dangerous manner, including intentionally slide-tackling or tripping another player. Persistently infringing the rules of the game. Persistently or intentionally leaving the pitch (does not apply to Seekers). Intentionally throwing a ball off the pitch. Illegally entering play. Illegally substituting. Interacting with play as a Seeker before the Seekers are released. Interacting with a Seeker before the Seekers are released. Intentionally and repeatedly moving after the referee has stopped play. Repeatedly delaying the game. Showing disrespect to an official or persistently questioning the referee s decisions. Using the verbal referee commands with intent to deceive other players. The team captain will receive a yellow card for: 1. use illegal player or set of players 7

Send-off Offenses (Red Card) Receiving two yellow cards in the same match. Attempting to hurt or deliberately hurting another player. This includes but is not limited to: A. Using intentional physical contact to the head, neck, or groin. B. Striking or attempting to strike an opponent. Committing serious foul play. Exhibiting violent conduct or using excessive force, as defined below. Spitting at an opponent. Using offensive, insulting, or abusive language and/or gestures. Delaying an opposing seeker who has snatched the snitch from returning to the pitch. Using excessive force is defined as when a player exceeds by far the necessary use of force and is in danger of injuring his opponent. A player who uses excessive force must be sent off. Throwing the broom Operation of a Penalty Shot A penalty shot is awarded when a Chaser while in possession of the Quaffle (not juggling) or about to obtain possession, is flagrantly prevented from executing a shot on goal, i.e., pulled down from behind, not from the side. The infraction must be in the shooter s offensive half of the court and must have a clean scoring chance at the discretion of the official with no player between the goalkeeper and shooter. NEW RULE: A penalty shot will also be awarded to a team if their opponents break the Keeper Zone rule 3 times. This means that if a Beater or Chaser on the defensive team steps into the boundaries of their Keeper s Zone, a penalty shot will be given to the offensive team after the rule is broken three times. The referees will issue a warning for the first two times that a Beater or Chase steps within the Keeper s Zone, but a penalty shot will be awarded if the rule is broken a third time. While the penalty shot is being taken, players of both teams must withdraw to the sides of the field. The Quaffle shall be placed by the referee midfield. The player awarded the shot may maneuver from this spot with the Quaffle and shoot at any time (within 5 seconds) after the official blows the whistle. The penalty shot must be taken by the fouled player unless he/she is physically incapable of taking the shot. In such case, the team captain will decide 8

who is to take the shot. Before play begins, the referee shall explain the operation of the penalty shot rule to the player who takes the shot. If a penalty shot is not scored, play is DEAD; play will restart with Quaffle given to the Keeper of the defending team. No physical contact may be made with the shooter by the keeper. The restriction zone for the offense is still enforced for a penalty shot. During any penalty shot, the goalkeeper must be situated inside the Keeper Zone before the official's whistle sounds, but may make a play on the Quaffle anywhere after the whistle. All penalty shots must be taken within five (5) seconds of the referee's whistle and only one attempt will be allowed during each five (5) second interval. Overtime During regular season games and playoffs, if a tie were to occur, a 5-minute sudden death match will be played. This means that the first team to score will win the game. If the score is still tied following the sudden death, penalty throws will begin. Each team will select 3 players who have played through out the match to each throw 1 penalty shot. The team with the most made will win. All previous rules regarding penalty throws still apply (see above). SNITCH RULES A seeker s job is to snatch the opposing team's Snitch. The Snitch has a yellow flag around its waistband, much like a Flag-Football flag. The Snitch is a member from the opposing team, does not use a broom, and may hide to avoid capture. Snitches may not tie their flags, guard their flags, or tackle Seekers to avoid capture. A game of Quidditch does not end until the flag has been cleanly snatched from the Snitch and returned to the supervisor. This means that the seeker must hand the flag to the supervisor before time runs out in order for it to count. The team who s Seeker catches their snitch first receives 7 points. If the snitch hasn t been caught by the end of the 4 minutes, the match will end regardless at the end of the 2 nd half. **Clarification: The team to first snatch the snitches flags and return them to the supervisor, will be given the 7 points. Uniform Snitches must wear a yellow jersey, yellow flag-belt, and athletic attire including closed-toed shoes. 9

Time Restrictions Snitches are allotted a two minute head start before the last 4 minutes of the 2 nd half when the Seekers are released. Snitch Boundaries The Snitches must remain within the designated boundaries at all times. Seekers are also limited to the Snitch boundaries during their pursuit of the Snitch. The Winter 2017 boundary is defined by the area: South half of Hutch Field, sidewalk on the West of Hutch Field, and bike path on the East of Hutch Field. At no point should any player or snitch be on the main roads or the bike path. Physical Boundaries The Snitches are allowed to: hide from the Seekers and use any form of real magic to avoid being caught by the Seekers. The Snitches must: stay within boundaries, not enter buildings, and remain on the ground (cannot climb trees, buildings, ladders, or any other structures not designed explicitly for people to walk or run on). DELAY The official is given sole discretion in matters of delays. The three types of delays are: PROTESTS 1. Holding the Bludger for any amount of time greater than what is needed to complete a play. 2. Remaining out of bounds for more time, or taking more time than is necessary to retrieve a ball that has gone out of bounds. 3. Leaving the goal area early at the start of the game. Protests will only be accepted in cases involving use of an ineligible player or rule misinterpretations. Protests of judgment calls will not be accepted under any circumstances. INTERNATIONAL QUIDDITCH ASSOCIATION 1. Understand, appreciate and abide by the rules of the game. 2. Respect the integrity and judgment of game officials and staff. 3. Respect your opponent and congratulate them in a courteous manner following each match whether in victory or defeat. 4. Be responsible for your actions and maintain self-control. 5. Do not taunt or bait opponents and refrain from using foul or abusive language. 1 0

Note: Not adhering to these rules can result in a player being suspended from play. Any rules not covered in this document will be governed by the International Quidditch Association. 1 1