Rules
Quidditch Rules 2009
Registration
Registration Days are Monday, March 30th through Wednesday, April 1st, 2009. Register in the CUB Lobby from 11:00AM - 1:00 PM or stop by BWH room 155 during office hours.
Registration Fee
Each team is required to pay a one-time $10 registration fee. This must be paid in cash or dorm/organization check (no personal checks accepted) during the registration period. The registration fee does not carry over from sport to sport.
Mandatory Captain's Meeting
The MANDATORY captain's meeting will be held on Wednesday, April 1st at 7:30 PM in BWH 100N. If a team manager or representative does not attend this meeting, the team will owe a $15 fee and that must be paid (to the Department of Campus Recreation) before participating in any games.
Format
This is a ten (10) player league. A minimum of eight (8) players is required to start a game. For Co-Rec teams, five (5) women must be on the field at all times. You may end the game with no less than eight (8) players due to injury or players fouling out, unless deemed otherwise by the supervisor on duty (i.e. game remains competitive).
Roster Restrictions
Participants are subject to the Intramural sports eligibility rules as stated in the Intramural handbook (page 5), and the Captain's Contract (to be signed by all team captains at mandatory captain's meeting).
Playing on more than one team
- An individual may not play on more than one intramural team
Eligibility and Adding Players
- All players must sign the "Agreement to Participate" form in order to play. If a team is adding a new player (someone whose name isn't on the score sheet), that player must first sign the "Agreement to Participate" form before s/he is allowed to play.
- Players must play in at least 1 of the scheduled games in order to be eligible to participate in playoffs.
Valid ID Cards
Players must be prepared to furnish a valid Gettysburg College Picture Identification upon request. Intramural Supervisors reserve the right to not allow any player to participate who does not present a valid ID.
Forfeit Fee
In an attempt to discourage teams from not showing to scheduled contests, each team is required to pay a non-refundable $15 forfeit fee if their team forfeits a game (see Intramural Handbook page 4). This must be paid in cash or dorm/organization check (no personal checks accepted) before the team is eligible to participate in their next game. If the team does not pay the forfeit fee, the price for the fee will increase to $30 and the team will be dropped from the league. Student Accounts will be charged if not paid.
Forfeits
A team forfeits a game when they are unable to assemble the minimum eight (8) necessary eligible players (or minimum five (5) female players in the coed league) at the time the game is scheduled to begin, or if a team attempts to reschedule a game with less than 24 hours notice. Game time is Forfeit time. You are required to be present and ready to start the game at the scheduled time.
A team may choose to wait until their opponent arrives to compete. However, the official game clock will start running as scheduled. The game will commence once the opponent arrives (with whatever game time remaining on the clock.)
- The Intramural Supervisor reserves the right to call a forfeit due to a team's tardiness or inability to assemble the required minimum eight (8) players at game time.
- If, at the regularly scheduled game time, one team has failed to produce the minimum required number of players, the opposing team will earn a win by Forfeit
- Any attempt to reschedule a game without proper advance notice will result in a loss-by-forfeit for your team, unless appropriate measures can be taken by the Campus Recreation Department to reschedule the game. Proper notice is the following: The request must be made with at least 24-hour notice on weekdays, or by noon on Friday for Sunday games.
- If both teams do not show up for a scheduled game, both teams will receive a loss by forfeit and will be required to pay the forfeit fee. If each team fails to produce at least eight (8) eligible players to begin a game, and has failed to give proper notice (see above paragraph) to reschedule the game, the game will be ruled a "double forfeit" and both teams will be required to pay the forfeit fee.
Rescheduling Games
Teams may not be able to make it to all their scheduled games, due to academic or other commitments. Submit to Campus Recreation (x6322; campusrec@gettysburg.edu), in writing or by phone call, the reason for re-scheduling AT LEAST 24-hours before scheduled game time. NOTE: If the game is on a Sunday, requests for reschedules must be made by Friday at Noon. If the request is made without 24-hour notice on weekdays, or not by noon on Friday for Sunday games, you will receive a LOSS BY FORFEIT for inadequate notice. Once notification has been made to Campus Recreation, the slot will be made public for any interested teams. If no teams respond the game will be cancelled.
Protests
No protest will be considered which concerns the judgment of an official. To be valid, a protest of a rule interpretation must be verbally registered with an official at the time of the incident.
If either captain believes the ruling to be in error, she/he may request that the official consult with the sports supervisor on duty. If either captain believes the supervisor's ruling to be in error, she/he should at that time complete the protest form and continue the game under protest.
Team Jerseys
Each team is recommended to wear color-matching jerseys. Pennies will be provided for teams that need them. Wizard cloaks and/or hats are HIGHLY recommended.
Safety
1. Proper attire should be worn. No jeans or dress pants allowed. Rubber soled sneakers or cleats must be worn. NO METAL CLEATS.
2. It is forbidden to wear any object that may cause an injury or give an artificial advantage to the player, including but not limited to head gear, jewelry (including tied rope necklaces, earrings, nose rings, etc.), casts, or braces.
3. Taping of exposed jewelry will not be permitted. This is for your safety as well as others.
4. Religious medallions or medical identifications must be removed from chains and taped or sewn under the uniform.
5. Individuals are required to obtain prior approval from the Director for the use of orthopedic devices essential to protect an injury.
6. Players/coaches bleeding or having blood on clothing will be prohibited from participation until appropriate measures have been administered.
7. Any player who refuses to follow these rules may be removed from the playing area.
8. NO CASTING OF SPELLS ALLOWED UNDER ANY CIRCUMSTANCES
Players
The game is played between 2 teams each comprising 4 chasers, 2 beaters, one seeker and one keeper. Each team also has 2 bludgerers who participate during play.
Rules of the Game
1. CHASERS AND THE QUAFFLE
The chasers score points by getting the quaffle in the goal hoops (the buckets protected by the other team's keeper).
The keeper tries to prevent the quaffle being thrown through the hoops. Since there are 2 hoops to protect and 2 opposing chasers this is easier said than done.
As in basket ball or handball, chasers cannot run with the quaffle. They advance the ball by throwing. If they are holding the quaffle they cannot take more than 3 steps. They must also not hold the quaffle for longer than 5 seconds.
Only keepers may enter the goal crease area.
2. BLUDGERERS, BEATERS AND THE BLUDGERS
The bludgerers stand outside the pitch and throw bludgers at the players. Anyone hit by a bludger must run back behind their goal hoops before they can return and participate in play again.
Each team also has a beater, who protects the players on their team from the bludgers by catching them and throwing them back off the pitch.
Bludgerers are very important during play. With the bludger, they can stop anyone in their tracks. For example, a chaser may be just about to score points or a keeper just about to prevent someone scoring. The bludger is a powerful weapon in the right hands. Beaters must prevent their players being hit by a bludger at all costs.
Beaters are not frozen by the bludger, but when they catch one, they must throw it out of the pitch immediately. They must do so from the spot where they intersected the bludger. They must not move while holding the bludger. They can throw the bludger out of the pitch in any direction, but the bludger must be thrown off the pitch. If it falls to the ground on the pitch then the beater must run behind their goal hoops before they can return to play, and a bludgerer can collect the bludger and use it again.
Bludgerers must never step onto the pitch (except to collect a bludger not thrown out of the pitch by a beater), but they can run around any side of the pitch to get into a better position to throw their bludger. Beaters must stay on the pitch at all times.
3. SEEKERS AND THE SNITCH
Seekers wear a cap or hat.
If a seeker on the field finds a golden dollar, that player will immediately raise it up in to the air over their head and announce this fact to the referee and supervisor. Both players will, at the behest of the supervisor, close their eyes and cease moving around the field until told to do so. The snitch runner will move to a point around the border of the field approximately 10 yards from the successful seeker, and closer to the successful seeker than the other seeker. The referee then releases the seekers to try and remove the flag belt from the snitch. The first seeker to successfully do so has caught the snitch, and earned 15 points for their team. This action immediately ends the game. The snitch runner will be timed, and if after 120 seconds neither seeker has caught them, the snitch runner "has disappeared" and the seekers must track down another golden dollar on the field. It is possible to finish a game without catching the snitch.
No player apart from a seeker may touch a snitch coin. No player apart from a seeker may chase or impede the snitch runner.
4. PENALTIES
Dangerous play or excessive physical contact will result in a penalty. For incidental contact, the quaffle will be given to the non-penalized team. For more aggressive contact or physicality, the quaffle will be given to the non-penalized team, and the penalized player will have to run back behind their goal hoops before they can participate in play again. Players who play too physically or dangerously will be warned, and, if the conduct persists, ejected from the game. Any player who deliberately attempts to injure or uses excessive physical play can be ejected immediately at the referee's discretion.
5. STARTING THE GAME
The referee starts the game by blowing a whistle and throwing the quaffle into the air.
6. THE REFEREE
The referee is responsible for fair play. The referee cannot be challenged. Whatever they rule must be obeyed.
7. END OF THE MATCH
A game ends after 15 minutes or when the Golden Snitch has been captured. A Match will be a best of three series. The first team to win two games wins the Match.
8. POINTS
1 point per quaffle in a bucket.
15 points for capturing the snitch.
Conduct
If a person is ejected, the team has to play short for remainder of game. Any player who has to be removed from a contest or playing area for conduct of an unsportsmanlike nature is automatically ineligible for further competition until reinstated by the Director. Please study the intramural handbook.
Appeal Procedures
Appeals shall be handled by merely asking the official/supervisor to make a ruling after the play is dead. Subjective judgment calls made by officials cannot be appealed or protested. The Director will resolve player eligibility and rule interpretation.
It is a strong belief of this department that contests should be won or lost on the field of play, not through technicalities of the rules. The court supervisors or officials should be asked to resolve all disputes immediately.
Medical Procedures
The Campus Recreation Department assumes no responsibility for injuries received during intramural and open recreation activities. Participants are reminded that their participation is completely voluntary, and that a small number of injuries occur which require hospital treatment each year. The nature of sports activity and the large number of participants in the Gettysburg College Recreation and Intramural Program make the occurrence of some injuries inevitable. It is strongly recommended that all participants have a physical examination and secure medical health insurance. Any injury or accidents occurring during activities should be reported immediately to on-duty personnel. Participants who are on medication are urged to confidentially inform the Intramural supervisor/trainer of their specific situation.
Sportsmanship Rating
Good sportsmanship is a requirement of all participants. Players and coaches are to conduct themselves properly at all times. The Campus Recreation Department reserves the right to suspend or disqualify individuals or group for unsportsmanlike conduct. Unsportsmanlike actions before, during and/or after a contest will not be tolerated and anyone who tries them will face swift discipline. The team captain assumes full responsibility for the conduct of the team and spectators.
Unsportsmanlike conduct includes actions, which are unbecoming to an ethical, fair, honorable individual. It consists of acts of deceit, disrespect or vulgarity and includes taunting. The Campus Recreation Department disapproves of any form of taunting, which is intended or designed to embarrass, ridicule or demean others under any circumstances.
Teams qualifying for the playoff tournament (using W/L record) must maintain above 7.5 rating to be included. In addition, teams must maintain above a 7.5 rating throughout the playoff tournament. Teams dropping below this average will be eliminated from the tournament. All ratings will be cumulative.
Please read the Intramural Handbook. It is a written description of the regulations that govern the Intramural Sports Program. No matter what sport you play, these regulations govern your participation in our programs. It is imperative to the continuity of the program that all participants are aware and abide by the regulations set forth by the Campus Recreation Department.
RATING CRITERIA
9-10 = Team members participate with excellent sportsmanship within the established rules throughout the contest.
6-8 = Team or individual team members occasionally complain to the official and supervisor about rule interpretations. Sportsmanship and understanding of the rules is acceptable, but could be better.
3-5= A player or team is consistently complaining about rule interpretations, or inappropriate interactions with players from the other team, such as consistent trash talking.
1-2 = A team or member of the team is kicked out for unsportsmanlike conduct (including ejections).
0 = A team is forced to forfeit due to disciplinary issues.
The Campus Recreation Staff reserves the right to change any grade based on team/player's sportsmanship.






