The Pitch (See diagram at left)
- The pitch must be an oval 50 meters wide by 75 meters long.
- At minimum, scoring areas and the apexes of the oval must be marked.
- The hoops must be have an inner diameter of 1 meter. The center hoop must be 2.5 meters away from the apex of the oval at each narrow end, with the other two hoops 2.5 meters (center to center) to each side.
- The bottom of the center hoop must be 2 meters from the ground, with the bottom of the left hoop 1.5 meters from the ground and the bottom of the right hoop 1 meter from the ground (directions from behind the hoops).
Equipment
- One (red if possible) size three soccer ball (the quaffle).
- One RC car capable of 50 kph. An antenna with a walnut-sized object (the snitch) attached must be attached to the car. The snitch must be approximately 1.5 meters above the ground at all times.
- Brooms are optional for each player. A broom is recommended for the keeper.
- Uniforms with numbers (names optional) on the back and left sleeve.
- Two white shirts with 10 cm diameter circles on the center of the front and back. These will be worn by the bludgers.
- Two beater bats per team.
Players
- One seeker per team.
- One keeper per team.
- Two beaters per team.
- Three Chasers per team.
- One snitch operator from a team not involved with the match or supplied by the league/tournament.
- Two bludgers from a team not involved in the match or supplied by the league/tournament.
- Each team must have at least 7 and no more than 14 players (7 starters + 7 substitutes) to play a match.
Major Deviations from Magical Quidditch / Advice
- Bludgers are people. They try to stop the player nearest them from doing their job. This is still a non-contact sport. Beaters need only come up to a bludger and specify a new direction for them to move for them to change a bludger's target.
- (Beaters) One beater alone can only send a bludger (up to) 10 meters before the bludger breaks course to pursue the nearest non-beater player. Two beaters together can specify any point on the field.
- (Beaters) The bludger must go to the point you specify before pursuing a target. Anticipate movement and remember that the bludger will attack your teammates just as easily as the opposing team's players. It's all based on the proximity of the nearest player.
- We recommend telling the bludger the distance in meters and pointing a direction to direct them most easily. Example: Beater points toward the opposite team's goal and says "Ten."
- The snitch is an object attached firmly to the antenna of a radio control car. It should not be really easy or really hard to remove the snitch from the antenna. Strong velcro and snaps work. Some antenna balls are quite good as well, though the styrofoam tends to wear out fairly quickly.
- For practices we recommend taping the snitch to a person so you don't wear out your car too quickly.
- The quaffle can be kicked, thrown and carried. Basically anything goes as long as it's not dangerous.
- Rules on out of bounds are the same as in soccer. Be careful if you are carrying the ball near the line, as it's easy to forget where the ball is and concentrate on where your feet are. Conversely, you can carry the ball while your feet are out of bounds if you want to.
- The rest of the rules are detailed in the official rulebook. If you have read the Harry Potter series or Quidditch Through the Ages, the rest of the rules are basically the same. If you do not own Quidditch Through the Ages, we recommend buying it. Apart from it being an informative and entertaining resource, 20% of the proceeds from sales of the book go to a charity, Comic Relief.