How to play

Muggle Quidditch is the type of sport you learn while you play. But, basically, it is a mix between "dodgeball, rugby, and tag."

On each team there is a keeper, three chasers, two beaters, and one seeker.


The keeper protects the goal hoops from a ball going through. Much like a goalie in soccer. The keeper though, is not required to stay at the keeper zone, and when they leave that zone, they act as chasers. While in the keeper zone, this player has the same rules as the chasers with a few exceptions. He/She, in the keeper zone, has unlimited kicks of the quaffle, can't have the quaffle stolen from him/her, he/she can't be "knocked" ot by a beater, and the keeper has the ability to "block a shot in a way that would be considered goaltending for any other player."

Seeker trying to catch the snitch


The seeker's role is to catch the snitch. They are not allowed to participate in the game in any other way, meaning they are not allowed to touch any ball that isn't the snitch. They are though subject to physical contact rles as well as being "knocked out" by beaters.


Chasers aim to score points by throwing the quaffle through the opposing team's hoops.

  • Running - Chasers may run with the quaffle for an unlimited amount of time.
  • Passing - Chasers may pass the quaffle to any chaser or keeper on their team. The quaffle may still be played if it hits the ground. It may be passed or bounced along the ground.
  • Scoring - Chasers must throw, kick, or pass the quaffle through the hoops to score. They can be as close or as far away as they like to make the shot. It is permissible for any part of the chaser’s body to accompany the quaffle through the hoops. Holding on to the rim is not recommended. Chasers may score from either side of the hoop.
  • Stealing - Chasers may attempt to steal the quaffle from opposing players using any legal means necessary.
  • Kicking - Chasers are allowed to kick the quaffle once. The quaffle must then be picked up before any team member is allowed to kick it again.
  • Blocking - Chasers may use the quaffle to block incoming bludgers. If they are successful and are not hit anywhere on their body or broom, then the deflection is complete and the bludger has no effect, even if the quaffle is dropping during the deflection.
Quidditch game with focus on a beater about to knock a player out


Both beaters in the game will continually try to "knock out" other players by throwing bludgers (dodgeballs) at them.

The following are the rules set for beaters by the International Quidditch Association:

  • Possession - Beaters may be in possession of only one bludger at a time. A beater may temporarily pos- sess two bludgers if she is in the process of catching a bludger thrown at her by an opponent. In this scenario, she must drop the extra bludger immediately to avoid penalty.
  • The Third Bludger - Any team in possession of two bludgers may not guard the third bludger and must allow the other team to recover it. A beater is said to be guarding the third bludger when she is near the bludger and making a clear effort to prevent the opposition from recovering the bludger, at the referee’s discretion.
  • Possessing or guarding the third bludger is a back to hoops offense; repeat offenders may be cautioned.
  • Third Bludger Immunity - A beater recovering the third bludger is immune to the knockout effect until said beater has gained possession.
  • The Knockout Effect - Beaters may throw or kick a bludger at an opposing player of any type in an attempt to “knock her out” (see 2.6, The Knockout Effect).
  • Kicking - If the bludger is kicked, it must then be picked up before any team member is allowed to kick it again. A beater may not kick a bludger while in possession of a second bludger.
  • Catching - Beaters may catch bludgers that are thrown at them by opposing players. If a beater catches a thrown bludger, the knockout effect does not occur for that beater and she may continue play as normal. Any teammates hit by the bludger before it was caught are still knocked out. Note that a caught ball has no effect on the thrower.
  • Deflecting - Beaters may use a bludger to block incoming bludgers. If a beater is successful and is not hit anywhere on her body, then the deflection is complete and the bludger has no effect, even if a bludger is dropped during the deflection.
  • Bludger vs. Quaffle - Beaters may not use a bludger they are holding to affect the trajectory of the quaffle. This rule does not prohibit throwing or kicking a bludger at the quaffle.