The document outlines the rules for an intramural quidditch league manager's meeting. It discusses the basic structure of games which consist of best of three matches played with six players each including chasers, beaters, a keeper and a seeker. Substitutions are allowed between games. Players can be temporarily knocked out by bludgers or falling off their broom and penalties may be given as yellow or red cards for fouls. The objective is for chasers to score goals by passing the quaffle through the hoop, while seekers aim to catch the snitch to end the game and earn additional points for their team.
2. General Rules
Games consist of a best of three games
Six players per team
Teams must have five players to avoid a forfeit
MANAGER'S MEETING
If starting with five, teams must have at least one (1) player at each
position
Substitutions may be made on the fly
Substitutes must enter the field from their box, once the replaced player
has left
Goalies may only be substituted between games
Substitutes must have all required equipment to enter the game
All players must wear athletic gear and appropriate footwear
No cleats are permitted
3. Positions
Chasers (2) – May move the quaffle down the field and attempt to score
Beaters (2) – May throw bludgers at opponents to temporarily knock them
MANAGER'S MEETING
out of play
Keeper (1) – Responsible for defending the goal, they must wear a different
jersey color
Keepers cannot advance past their own starting line, and they cannot be
knocked out by the bludgers
Seeker (1) – This player is responsible for tracking and deflagging the snitch
Seekers may play as chasers before the snitch enters play only
Once the snitch enters play, the seekers must reveal themselves, by
removing their team color jersey and revealing the blue one underneath
4. Positions
MANAGER'S MEETING
Chaser Bludger Keeper Seeker and Snitch
6. Starting and Ending the Game
The game begins with a coin toss – the winner will choose side
MANAGER'S MEETING
Players must start behind their own starting line
At the opening whistle their will be an opening rush to gain possession of
the quaffle and bludgers
At some point during the game, the snitch will be released
The game ends at the discretion of the head referee, once a successful
snitch pull has been made
The game will end if the time reaches fifteen minutes
8. Knock Outs
All players must keep their broom between their legs at all times
Should a player “fall off” his or her broom they are temporarily
knocked out
MANAGER'S MEETING
Players are also temporarily knocked out if they are hit by an opponent
with a bludger
Should a player by “knocked out”, that player must:
Immediately drop the quaffle or bludger they have in possession
Dismount their broom and raise one hand over their head
Head back to their own starting line
Knocked out players may not interfere with play until they have
returned to their starting line and mounted on their broom again
9. Scoring
A team scores 10 points by putting the quaffle through the opponent’s
goal – The entire quaffle must pass through the goal
Goals can only be scored from the front side of the goal
MANAGER'S MEETING
The keeper is allowed to use his hands or arms through the goal to
prevent a score
10 points are awarded
Once a goal is scored, all chasers and bludgers must return to their own
starting line before play continues
The defending team’s keeper will put the quaffle back into play
A team that completes a successful snitch pull is awarded 30 points
10. Other Rules
All penalties will result in a direct free throw of the quaffle
No attacking player may shoot the quaffle from inside the opponent’s
MANAGER'S MEETING
starting line
Should a game end in a tie, a sudden death overtime period will be used
The first team to score a goal or catch the snitch wins the game
For OT, the snitch will begin in the middle of the field
Physical contact is not allowed, and yellow or red cards may be awarded
11. Yellow Cards
A player receiving a yellow card receives a minimum two minute penalty,
with no replacement
If a goal is scored against his or her team while they are shorthanded, the
MANAGER'S MEETING
player may re-enter the game
Yellow card fouls include:
Diving or Sliding
Tripping
Tackling
Elbowing
Slapping
Stalling
Illegal Substitution
Intentionally touching inappropriate equipment
Intentionally interfering with play, while knocked out
12. Red Cards
A player receiving a red card is disqualified, and his or her team must play
MANAGER'S MEETING
shorthanded for the remainder of the game.
Red card fouls include:
Taunting
A second yellow card
Exhibiting violent conduct
Spitting at another person
Using insulting, offensive or abusive language
Leaving the bench area to enter the field during an altercation
13. Unsportsmanlike Conduct
MANAGER'S MEETING
3 yellow cards on one team will result in that team forfeiting the game.
1 red card = 2 yellow cards
The supervisor on duty has the right to remove any player from
competition who has violated any Intramural Policy or Rule.
14. Quiz
MANAGER'S MEETING
Now please complete the quiz
below.