How to Play
So how does one play Quidditch? The brooms don’t really fly do they? Unfortunately no. But think of this game like a combo of soccer, track, rugby, lacrosse and football. Here is how we play Quidditch at UMass:
The Basics
- All players must carry a broom between their legs at all times, no exceptions. Only the Snitch is exempt from this rule.
- There are 7 players per team: 3 chasers, 2 beaters, 1 keeper, and 1 seeker.
- There are 3 types of balls: 1 quaffle (deflated volleyball), 3 bludgers (dodgeballs), and 1 snitch (tennis ball in sock).
- In Muggle Quidditch, the “Snitch” is a person who runs around with a tennis ball in a tube sock. The sock hangs from their shorts. The game is over when this is caught.
- The goal is to score more points than the other team by throwing the Quaffle (volleyball for muggles) through the opposing team’s hoops or by capturing the Snitch.
Starting the Game
- At the beginning of the game, all players are lined alongside their own hoops. The bludgers and quaffle are lined up in the center of the field with one bludger on each side and one bludger and the quaffle in the center.
- All players must put their heads down and close their eyes while the snitch is released. The snitch leaves the field and when the snitch is out of sight, players may open their eyes again. Typically, an announcer lets the players know when it is safe to open their eyes again, but in the absence of an announcer, one player will often count to 30 seconds or so, enough time for the snitch to get away.
- The announcer would then call “Brooms Up!” and players rush to the center of the field and begin the game.
Positions
Chaser
- Chasers are the offense of every team. Their objective is to score points with the quaffle.
- The only ball that a chaser is allowed to handle is the quaffle.
- A chaser scores 10 points for their team by throwing the quaffle through the opposing team’s hoops.
- Chasers may hold the quaffle for any amount of time, pass to other players, shoot, or kick the quaffle. If a chaser kicks the quaffle, the next person on his/her team to touch the quaffle must attempt to carry it. No double-kicking.
Beater
- A beater’s job is mostly defensive. They handle the bludgers, hoping to slow down the other team.
- A beater may hold, kick, pass, or throw the beaters. If a beater kicks a bludger, they must pick it up the next time that they attempt to handle a bludger.
- Only beaters may use the bludgers. No other position is allowed to handle them.
- Beaters use the bludgers by throwing them at opposing players. When a player is hit, they must run back and touch their own goal as a penalty for being hit. Any player in the game may be hit by a bludger.
- Beaters are allowed to catch the bludgers with no penalty. However, this does run a higher risk of being hit and penalized.
- If a beater commits “friendly-fire,” the player who was hit is unaffected.
- Bludgers may be deflected by using another ball.
Keeper
- The keeper’s job is to block the hoops to prevent the other team from scoring.
- The keeper is safe within the “keeper zone,” a small area around the goal posts. This means that other players may not harass the keeper in any way, including physical contact and bludgers.
- When the keeper is outside of the keeper zone, they are subject to all the same rules of a chaser. They also may score if they wish to go that far out of the zone.
Seeker
- The seeker’s job is to capture the snitch. Capturing the snitch scores their team 30 points and ends the game. We use 30 points in our adaptation to make the scoring more fair.
- Seekers may not use any physical force against the snitch.
- Seekers may not handle any other balls on the field. They may only attempt to capture the snitch.
- Seekers may attempt to block the opposing team’s seeker from capturing the snitch, subject to the physical contact rules.
Being a Snitch
- The best snitches have the three E’s. Endurance, Evasion, and Ego. A snitch must be able to run for a significant period of time while avoiding capture and taunting the seekers as much as possible.
- At the beginning of a game, the snitch leaves the field. The snitch may run around, hide, or do whatever it wishes while off of the field.
- The snitch is supposed to return to the field within about 10 to 15 minutes after the game has started. Seekers may chase the snitch if they spot him/her off of the field.
- The snitch may use any type of physical force necessary, within reason. Tripping, shoving, wrestling, and taunting the seekers are all encouraged. It is expected that the snitch doesn’t outright try to harm the seekers, but only tries to impede them.
- The snitch may be provided by either team, though it is typical of the hosting team to have at least one ready. Generally, it is agreed upon by the teams when planning the match.
Penalties
- Players are given one warning (yellow wand) and then may be expelled from the game (red wand) if they repeat their previous penalty. In some cases, warnings also warrant time in the “penalty zone.” Red wands only expel that specific player, not their position.
- In general, quidditch is a full contact sport. Players may tackle, trip, and shove other players as much as they like. There are only a few restrictions.
- Players may not grab other players above the neck. Yellow wand, 30 seconds in penalty zone
- Hitting another player: includes punching, kicking, slapping, headbutting. Yellow wand, 60 seconds in penalty zone.
- Grabbing another player’s clothes. Yellow Wand
- Two arm tackles: No wand, 60 seconds in penalty zone.
- Assaulting or impeding the snitch: Flagrant = Red Wand. Questionable = Yellow Wand
- Ignoring a bludger hit: Flagrant = 60 seconds in penalty zone and Yellow Wand. Questionable = 60 seconds in penalty zone.
- Using a ball restricted by player’s position: Yellow Wand











