Uploaded by baysacrazy on Jul 12, 2008
Teams: Each team will be made up of three Chasers, two Beaters, one Keeper, and one Seeker. Merlin's Cup Teams can have up to 3 reserve players.
The Chasers
Games begin when the head referee tosses the Quaffle between two Chasers in the center of the pitch in a jump ball manner. Chasers then advance toward the opponent's hoops by passing the Quaffle between Chasers. Chasers must keep their one foot, their "plant foot," stationary while holding the Quaffle but can take up to two steps while moving to pass the Quaffle.
The Quaffle will be a soft, plastic round ball that can be held in one hand.
Quaffles that leave the field shall be turned over by the last team to touch it, to an opposing player.
Chasers must stay a minimum of five feet from the other two Chasers on their team during game play. Quaffles can be passed between Chasers in any manner the player chooses. Chasers have ten seconds to release the Quaffle after receiving it from another player.
A Quaffle thrown more than twenty- five feet up field over the mid-field line must be caught on the fly. If dropped, the Quaffle is turned over to an opposing chaser.
Each time a Chaser throws the Quaffle through one of the opposing team's goals, their team receives 10 points.
*Water Quidditch: Chasers may not move while carrying the Quaffle.
The Keepers
The Keeper may only leave the Keeper's area to retrieve missed shots.
The Keeper is the only player allowed in the Keeper's area.
After a shot, the Keeper shall restart game play by tossing the Quaffle to one of their Chasers. Throw-ins can not be past mid-field.
The Keeper will block shots by maintaining position in front of the three hoops that lie directly behind the Keeper's box in order to defend against opponent's Quaffle shots.
The Keeper is not required to pause in their play after a Bludger hit.
The Keeper may roam freely in the Keeper's box, even while carrying the Quaffle.
*Water Quidditch: Keeper must stay within five feet of the pool edge nearest their hoops.
The Beaters
The Beaters will roam the pitch carrying a Beater's stick to deflect Bludgers toward members of the opposing team.
Beaters may not strike a Bludger that has left the field of play. They shall return it, by hand, to the field and then resume game play.
A player (except the Keeper) who is hit by a Bludger must hold their position for 10 seconds. Chasers, who are hit, must also turn over the Quaffle to the nearest opposing Chaser. The spectators are encouraged to count off the 10 second penalty. Players who ignore Bludger hits will be penalized.
Swings are not to be higher than the Beater's waist, and all caution must be taken to avoid striking another player.
*Water Quidditch: Beaters will not raise beater's bat above their shoulders.
The Seekers
The Snitch is moved onto the field by a Snitch Mover.
Seekers chase down the Snitch Mover and grab their belt loop.
If the Snitch caught is the 'Golden Snitch', the game concludes, and that Seeker's team receives 50 points. If there is a tie, the team who catches the 'Golden Snitch' wins. Regular game play continues while the Snitch Mover is determining type of snitch caught.
The Seeker is still susceptible to Bludger hits, but will continue to chase the Snitch Mover irrespective of field play except during an official's timeout.
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