Any deviations from the rules therein must be clearly noted as part of that individual league's ruleset, not as part of the USQ rulebook. Article on Major Changes Released in September Rules Explainers and Clarifications. Casebook Suggestion Form. Rulebook Suggestion Form.
Adaptations for Middle School. Adaptations for High School. How to Play Graphic. Youth Quidditch Overview. USQ Rulebook 12 Paperback. Rulebook 11 PDF, free. USQ Rulebook 11 Paperback. Rulebook Reset Rule Clarification. USQ Rulebook 9 Paperback. USQ Rulebook 8 Paperback. Realizing she was on to something, Palmer posted her version on a national Web site for physical education teachers.
Now gym teachers across the country are incorporating Quidditch into their curricula. Want to bring Quidditch to the next park outing or suggest it to your kids' gym teacher? Here's what you'll need to get started -- Quidditch , if you will. It helps if the players have either read the Harry Potter books or seen the movies so they know the basic lingo used in Quidditch.
Materials Needed One foam soccer ball quaffle ; 4 to 8 solid-color foam balls, each about 8 inches in diameter bludgers ; 1 small super-bouncy ball snitch ; and 6 hula hoops goals. The hoops need to hang about 6 feet off the ground from a soccer net crossbar, tree branch, or something similar three at each end. Each team should wear same-color shirts. Rules To begin the game, 8 to 10 players per team are assigned positions.
If more kids want to join in the fun, additional players can easily be added. Here's what the positions do:. Chaser: Three to four per team. Chasers are offensive players similar to forwards in soccer. They try to throw the quaffle through one of the hoops to score 10 points. Beater or Tagger : Three to four per team. They use the bludger to tag out chasers and the seeker. The beaters are defensive players, like soccer fullbacks. It had gained a name although it was spelt " Kwidditch " at this time and a number of organised teams, as well as titles for players and equipment.
From the letter it can be seen that early Chasers were known as " Catchers ", and the Bludger began its life as the " Blooder ". Kneen's letter also revealed a new innovation: using three barrels mounted on stilts to use as the goals. This was undoubtedly a massive improvement from using trees as the goals and is a clear precursor to the hoops used in the modern game. Therefore it can be seen that the sport of " Kwidditch " played by Kneen was already very similar to what Quidditch came to be.
The one missing element was the Golden Snitch. The history of the Snitch was perhaps the most interesting of all the Quidditch balls, and its introduction came as the direct result of a game played in in Kent. This was over a century on from Goodwin Kneen 's letter to his cousin, and it seems that during this time, the game had acquired a great deal of popularity and organisation, and had altered in its format very little.
It was, however, now routinely attended by large crowds of people who wanted to watch the game. As a nod to the sport of Snidget -hunting, which was also popular at the time, Bragge brought such a bird to the game and released it from its cage.
He told the players that one-hundred and fifty Galleons — a large sum of money, particularly in those times — would be awarded to the player who caught the bird. This was easier said than done: the Snidget was very fast, very small, and could make sudden changes of direction at high speeds. The considerable challenge posed by the flight patterns of the bird was what made Snidget-hunting so popular in the first place.
What happened at the Quidditch game in question was rather predictable: the players totally ignored the game, and each and every one simply went off in pursuit of the Snidget, which was kept within the arena by the crowd using Repelling Charms.
A witch named Modesty Rabnott , who was also watching the game, took pity on the Snidget and rescued it with a Summoning Charm before rushing away with it hidden inside her robes.
She was caught by a furious Bragge and fined ten Galleons for disrupting the game, but not before she had released the Snidget. This saved the life of this bird, but the connection with Quidditch had been made, and soon a Snidget was being released at every game.
From then, each team had an extra player — originally called the Hunter, later the Seeker — whose sole job was to catch and kill the Snidget, for which one-hundred and fifty points were awarded in memory of the one-hundred and fifty Galleons offered by Bragge in the original game. The vast popularity of the sport led to quickly declining Snidget numbers, and in the middle of the 14th century it was made a protected species by the Wizards Council, now headed by Elfrida Clagg.
This meant that the bird could no longer be used for Quidditch purposes, and indeed the Modesty Rabnott Snidget Reservation was created in Somerset to safeguard the Snidget's future survival. The game of Quidditch, however, could not continue without a substitute. Whilst most people looked for a suitable alternative bird to chase, a metal-charmer called Bowman Wright from Godric's Hollow had a different idea: he invented a fake Snidget which he called the Golden Snitch.
His invention was pretty much what was seen on the modern Quidditch pitch : a golden ball with silver wings, the same size and weight as a real Snidget, bewitched to accurately follow its flight patterns. An additional benefit was that the ball was also charmed to stay within the playing area, removing the need for the continual use of Repelling Charms by the crowd. The Snitch was approved as a Snidget substitute, the game of Quidditch could continue, and the modern sport as we know it was complete.
All of the balls used in the modern game were now present, organised teams played against each other, and vast numbers of people came to watch. Whilst this may sound exactly like the sport as it came to be, there were still a few modifications to be made in terms of the playing pitch, and this continued to evolve until when the format of modern Quidditch pitches was finalised.
The International Confederation of Wizards' Quidditch Committee was an international regulatory body, subject to the International Confederation of Wizards , that oversaw international Quidditch competitions, such as the World Cup. Namely, it located suitable venues, arranged transportation for spectators, and provided policing for the games themselves.
Quidditch pitches were typically in the shape of an oval, five-hundred feet long and one-hundred and eighty feet wide, with a small central circle of approximately two feet in diameter, from which all the balls were released at the start of the game. At each end there were three hooped goal posts of different heights, surrounded by a scoring area. As Quidditch is an aerial sport, Quidditch pitches usually feature spectator seating at high vantage points, whether in towers such as at Hogwarts or in a fully-encircling platform style such as the British stadium that held the Quidditch World Cup.
The three hooped goal posts were originally barrel-goals, introduced during Goodwin Kneen 's time. At the time of the introduction of the scoring area, they were replaced by baskets on stilts, but whilst these were practical, they did carry an inherent problem: there was no size restriction on the baskets, which differed dramatically from pitch to pitch. By , scoring areas had been added at each end of the pitch, and an additional rule in the game, a 'stooging penalty', meant that only one Chaser was allowed in these areas at any given time, as noted in Quintius Umfraville 's book The Noble Sport of Warlocks.
In addition, the size of the baskets themselves had reduced considerably, although there was still a certain amount of variation between pitches. Regulations were finally introduced in which replaced the baskets with hoops of a fixed size, and the modern Quidditch pitch was complete. Both these changes caused a considerable amount of controversy, which resulted in riots and threats against the Minister.
Quidditch pitches were built in places where they would not attract Muggle attention. This began in when the wizard Zacharias Mumps emphasised the need for anti-Muggle security while playing the game: " Choose areas of deserted moorland far from Muggle habitations and make sure that you cannot be seen once you take off on your brooms.
Muggle-repelling charms are useful if you are setting up a permanent pitch. It is advisable, too, to play at night. This was amended in , possibly due to growing popularity of the game.
This amendment made the playing of the sport within one-hundred miles of a Muggle town illegal, famously worded as not to play "anywhere near any place where there is the slightest chance a Muggle is watching, or we'll see how well you can play while chained to a dungeon wall.
The International Statute of Wizarding Secrecy of made all Ministries of Magic responsible for the consequences of magical sports in their territories. The Department of Magical Games and Sports was created for this purpose.
Quidditch teams that flouted Ministry guidelines were disbanded. One such instance was the Banchory Bangers. The game started with the referee releasing all four balls from the central circle. The Bludgers and Snitch were bewitched to fly off of their own accord, but the Quaffle was thrown into the air by the referee to signal the start of play This is similar to how the games of basketball and Gaelic football, popular Muggle sports, begin by the referee throwing the ball in the air.
Since the lengths of Quidditch games were variable some games could go on for days if the Golden Snitch was not caught the game was not played in periods, although captains could call for a time out. Teams continued using the same goal posts to score throughout the game. Chasers scored by sending the Quaffle through any of the three goal hoops. Each goal scored was worth ten points.
After a goal was scored, the opposing team's Keeper would throw the Quaffle back into play. The game only ended when the Golden Snitch was caught, or at the agreement of both team Captains. Catching the Golden Snitch was worth points to the team whose Seeker made the catch. The Snitch was bewitched to respond to the first witch or wizard to make contact with it, in case there was any dispute regarding which Seeker touched it first. Despite this, there have been several instances in which the Snitch had been fumbled.
The winner of the game was the team with the most points, regardless of who caught the Golden Snitch. The game was played by two teams of seven people three Chasers , two Beaters , one Keeper , and one Seeker and involved four balls a Quaffle , two Bludgers , and a Golden Snitch. The Keeper guarded the goalposts , while the three Chasers scored goals with the Quaffle by tossing it into one of the opposing team's three goal posts.
The two Beaters kept the Bludgers away from their team and hit the Bludgers towards the opposing team, and the Seeker would catch the Golden Snitch to end the game.
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