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How to Play Quidditch

All information credit to Kennilworthy Whisp and Quidditch Through the Ages

Balls: There are 3 different kinds of Quidditch Balls. 4 Balls (2
             Bludgers) are used in a game.
   
Quaffle:    The Quaffle has a 12 inch diameter and is seamless. It is
                    scarlet in color and has a Griping Charm on it so that
                    players can easily grip the ball with one hand. The
                    Quaffle is also bewitched so that it falls to the ground
                    slowly so that players do not have to dive continuously
                    to the ground to retrieve it when it falls.

    Bludger:   Nowadays all Bludgers are made of iron. They are ten
                    inches in diameter. Bludgers are bewitched to chase
                    players indiscriminately. If left to their own devices, they
                    will attack the player closest to them. Hence, the beaters
                    job is to knock the Bludgers as far away from their teams
                    as possible.

    Snitch:   The Golden Snitch is walnut sized, and is bewitched to
                 evade capture as long as possible. The team that catches
                 the Snitch receives 150 points. Once the Golden Snitch is
                 caught the game is over, and the team with the most
                 points win.

 

Players: There are seven players on a Quidditch team; 1 Keeper, 3
                   Chasers, 2 Beaters, and 1 Seeker.
    Keeper: According to Zacharias Mumps, the Keeper "should be the
                  first to reach the goal posts, for it is his job to prevent the
                  Quaffle from entering therein..."

    Chaser: The three Chasers throw the the Quaffle to each other and
                  score ten points for every time they get it through one of
                  the goal hoops.

    Beater: The two Beaters guard their team members from the
                 Bludgers, which they do with the aid of a bat. Beaters need
                 a good deal of physical strength to repel the Bludgers and
                 they also need a good sense of balance, as it is sometimes
                 necessary for them to take both hands from their brooms
                 for a double-handed assault on a Bludger.

     Seeker: Usually the lightest and fastest fliers, Seekers need both a
                 sharp eye and the ability to fly one- or no-handed. The
                 Seekers job is to capture the Snitch, which ends the game.


List of Rules
The following were set down by the Department of Magical Games and Sports upon it's formation in 1750:
1.) Though there is no limit on the height to which a player may rise
      during the game, he or she must not stray over the boundary
      lines of the pitch. Should a player stray over the boundary lines,
      his or her team must surrender the Quaffle to the opposing team.
2.) The Captain of the team may call for "time out" by signaling to
      the referee. This is the only time a player's feet may touch the
      ground during a match. Time out may be extended to a two-hour
      period if a game has lasted more than twelve hours. Failure to
      return to the pitch after two hours will result in the team's
      disqualification.
3.) The referee may award penalties against a team. The chaser
      taking the penalty will fly from the central circle in the middle of
      the field towards the scoring area. All players other than the
      opposing Keeper must keep well back while the penalty is taken.
4.) The Quaffle may be taken from another players grasp but under
      no circumstances must one player seize hold of any part of
      another players anatomy.
5.) In case of injury, no substitution of players will take place. The
      team will play on without the injured player. (But what happens
      if the seeker is the injured player???)
6.) Wands may be taken onto the pitch but must under no
      circumstances whatsoever be used against opposing team
      members, any opposing team member's broom, the referee, any
      of the balls, or any member of the crowd. (So is it ok to jinx
      someone on your own team??? Not that you'd want to but...)
7.) A game of Quidditch ends only when the Golden Snitch List of Common Fouls
There are a total of seven hundred Quidditch fouls, and all of them are known to have occurred during the final of the first ever World Cup in 1473. The full list of these fouls has never been released to the wizarding public but here is a list of ten common fouls, whom the foul applies to, and a description of the foul:

-Blagging   (All Players) Seizing an opponents broom tail to slow or hinder.
-Blatching   (All Players)   Flying with intent to collide.
-Blurting   (All Players) Locking broom handles with a view to steering opponent off course.
-Bumphing   (Beaters Only) Hitting Bludger towards crowd,  necessitating a halt of the game as officials rush to protect bystanders. Sometimes used to players to prevent an opposing Chaser from scoring.
-Cobbing   (All Players) Excessive use of elbows towards opponents.
-Flacking   (Keeper Only) Sticking any portion of anatomy through goal hoop to punch Quaffle  out. The Keeper is supposed to block the goal hoop from the front rather from the rear.
-Haversacking   (Chasers Only)  Hand still on the Quaffle as it goes through goal hoop (Quaffle must be thrown).
-Quaffle-pocking   (Chasers Only) Tampering with the Quaffle.
-Snitchnip   (All Players except Seeker) Any player other than Seeker touching or catching the Snitch.
-Stooging   (Chasers Only) More than one Chaser entering the scoring area.

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