Quidditch Rules
1. The game of Quidditch must be played on an official designated pitch (approved by the Department of Magical Games and Sports) well away from any areas of Muggle population.
2. The playing area shall be oval in shape, 500 feet in length and 180 feet wide at its extremes. Pitch markings and dimensions (including the location, height and diameter of the scoring hoops, and the size of the Scoring Areas) must be consistent with the standards laid down by the Department of Magical Games and Sports.
3. There is no fixed time for which the game will be played. Play starts with a whistle from the referee and ends when the Snitch is caught.
4. The scoring of a goal by propelling the Quaffle through one of the opposing team's hoops scores 10 points.
5. For a goal to be scored the Quaffle must be thrown or propelled through the hoop using part of the Chaser's body. No equipment may be used to propel the Quaffle, and it must not be placed through the hoop without any free flight. Any infringement of these conditions will cause the goal to be disallowed and the Quaffle to be surrendered to the opposing team.
6. Only Chasers may score goals with the Quaffle.
7. The Keeper may also handle the Quaffle but only to guard his hoops and to distribute the Quaffle to his Chasers. No deliberate passing of the Quaffle to the Keeper is allowed.
8. The Beaters and the Seeker may not handle the Quaffle or deliberately come into contact with it in any way.
9. Chasers may use any part of their anatomy to propel and/or hold the Quaffle but it must not be artificially secured or propelled using clothing or equipment.
10. Only one Chaser is allowed in each Scoring Area at any one time, and this Chaser must be holding the Quaffle. If any other Chaser enters the Scoring Area any goal scored will be disallowed and the Quaffle will be surrendered to the opposing team.
11. The catching of the Snitch by the Seeker scores 150 points and ends the game immediately.
12. No other player except the Seeker may handle the Snitch or deliberately come into contact with it in any way.
13. The Seeker may use any part of his anatomy or clothing to catch the Snitch, but not any other equipment.
14. The Seeker is allowed to fly anywhere within the playing area without restriction, but may enter the Scoring Area only in pursuit of the Snitch.
15. No player at any time may directly handle a Bludger. Only Beaters may make deliberate contact with a Bludger, and this must be done with their bat.
16. Each Beater must carry one bat and one only.
17. The Beaters must not use their bats for any other purpose than to strike the Bludgers.
18. The Beaters are allowed to fly anywhere within the playing area without restriction, with the exception of the Scoring Area which they must not enter.
19. Players must remain within the pitch boundaries marked on the ground, although there is no limit to the height they can fly to. If a player flies out of the playing area, the Quaffle is surrendered to the opposing team.
20. All foul play is penalised by the award of a penalty to the opposing team. A penalty consists of a single shot at goal by a nominated Chaser from a marked point near to the hoops. The Keeper is present and can attempt to prevent the goal being scored. A list of common fouls is supplied below.
21. The designated Captain of each team may call "time out" whenever they wish. In a game with an elapsed time of less than 12 hours the length of the pause is at the discretion of the referee. In a game with an elapsed time of over 12 hours the time out may be up to 2 hours in length. Failure to return to the pitch from a time out at the designated time will lead to the forfeiture of the game.
22. It is not permitted for any player to seize hold of, strike, or deliberately barge any other player or their broomstick. Such play will result in the award of a penalty to the opposing team.
23. It is permitted for Chasers and Keepers to take the Quaffle from an opposing player's grasp.
24. If the Snitch is not caught, the game can be ended by the mutual consent of both captains.
25. Wands may be taken on to the field of play in conjunction with standard Wizard's Liberty legislation, but must not be used at any point.
26. No substitution of players is allowed. In the case of injury, the team must carry on without the injured player or forfeit the game.
27. There will be one designated referee for any game who will control the game through the use of a whistle.
28. The referee can award penalties in response to foul play, order the surrender of the Quaffle to the opposing team, and authorise time outs. He may not, however, order players from the field as a result of foul play.
29. Players must not tamper with or in any way interfere with any of the balls or equipment used in the game, or the players or equipment of the opposing team.
30. The team with the highest number of points at the end of the game is declared the winner.
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