Intercollegiate Quidditch Rules and Guidebook

1st Edition

Invented by Xander Manshel
Developed and Written by Alex Benepe

March 2008



Forward

If you have opened this book, chances are you are at least partly interested in playing Quidditch. And anyone who is at least partly interested can all too easily become as passionate about it as I am. Quidditch is something that makes people undeniably happy. The childlike freedom that comes with playing and watching it is something unprecedented. All too often in life sports are taken too seriously or not at all, instead replaced by sitting indoors and playing video games. Quidditch is more than just a game; it is an attempt to reclaim the fun that used to accompany sports. I hope you enjoy playing with these rules even more than I enjoyed writing them.

Alex Benepe



Contents

Getting Set Up

Starting Your Quidditch League
Mandatory Equipment      
Optional Equipment
Building and Acquiring Equipment

Rules of the Game

1. Positions on the Team
    a. Chasers
    b. Beaters
    c. Keepers
    d. Seekers
2. The Snitch
3. Referees + Commissioners
4. Physical Contact + Fouling

Hosting a World Cup

Guidelines
Equipment





Starting Your Quidditch League



Strength in Numbers

When starting your Quidditch League, the number one thing you need is people. At first it is quite difficult to get people out there to play. It takes a lot of perseverance and confidence. Sometimes on the first day you literally need to walk around dorms and drag people out of bed. The fact is, Quidditch is something that has to be seen to be believed, because it sounds pretty silly on paper.



Method to the Madness

There are several ways to gain supporters and players.

1)    Set up a very impressive table at a club fair. Be loud, confident, and persistent. Most people will give you a strange look and saunter past – you have to drag them over and convince them, sell them on Quidditch. Include photographs and newspaper clippings. Bring balls, make a giant poster board, and bring brooms, maybe even a mounted hoop if you already have one. Having a striking visual presence is important.
2)    Create an email list. Internet is a power tool that can reach hundreds of people within seconds.
3)    Create a facebook group. Include links to YouTube videos and invite EVERYONE!
4)    Hang up posters around campus (enlist an artist for help to make it look good). If your campus has a reprographics department, they can mass produce color posters.
5)    Finally, simple word of mouth goes a long way. Tell every single person you meet about it. If you can convince them, they will probably tell others as well.



Funding

Funding is very hard to get when you are just starting your league. It is hard for anyone to understand just how amazing Quidditch is without seeing the results first. Luckily other schools have paved the way, so you can use photographs, media clippings, and videos to show skeptics how successful Quidditch has been at other colleges, and implicitly, how successful it will be at yours.

However, assuming you do not get any funding at first, there are still some ways to get by.

As for balls, hoops, and brooms, see the Equipment section for advice on acquiring them without purchasing them (and no, I don’t mean robbing the hardware store). If you do need to purchase a few items, have all interested members donate $5. There are also multiple routes to acquiring funding – at Middlebury for example early, cheap purchases were supported by our very friendly, student-oriented commons system (almost exactly like the Houses in Harry Potter).


Arranging Your First Game

The first game is the hardest to set up but by far the most rewarding. Once your first game starts, even if it’s a meager turnout, it will still turn heads and get attention. Once people see it, they start to believe it, and even love it. For your first match you will need a base level of equipment (See Mandatory Equipment in the Equipment Section).


Applying for clubship

Once you have a league going with a fairly large number of regular players, you can begin to apply for a clubship of some type. Obviously different schools organize their student clubs in different ways and have varied application processes. Contact a student government representative to find out the best way to go about becoming a club and getting regular funding. This probably won’t amount to a large amount of money (at Middlebury starting clubs receive a maximum of $500) but this should be more than enough to fund a first season and a world cup. Remember, if you are planning on hosting a world cup, make sure to think ahead and list all your expected expenses on the budget proposal. Also at this point, whether it is required or not, you should definitely have a working email list.


Your First Game

To start your league, you need to decide whether you want registered teams or just scrimmages. I recommend starting your season off with scrimmages. Just tell everyone to show up, and then randomly split them off onto teams (get them in a circle, number them off 1,2,1,2,1,2 and so on, or 1,2,3,4,1,2,3,4 if you have many players).

The ideal team size is around 10-14 so you can sub out, as the game can get very tiring.

Having registered teams is great because it starts to build team spirit and competitiveness, but I highly recommend you start with pick-up games because they will give you better turnouts on your first matches.


Persistence

Persistence is the most important quality a league coordinator needs. You will come across a lot of adversity and roadblocks, and you need to be patient and stubborn to get through it. Eventually if you work hard at it and keep your chin up you will win over most of the campus, but there will always be naysayers – don’t let them get to you. You may also get rejected for club-ship. Don’t worry, Middlebury Quidditch did also, in its second year no less.



Mandatory Playing Equipment

Below you will find a List of all the necessary as well as recommended equipment. Explanations of how to build or purchase the equipment is in the following section.



The Broom – For ALL Players
- This is the most essential equipment item of the game. All players must hold the broom between their legs at all times.
- No forms of artificial attachment are allowed. You must hold it with one hand or grip it with your thighs. Any play made without the broom in place is an illegal play and will not count.
- Note: Some wimpy players whine about the broom – “how can we play with one hand?” and learning how to do that is the beauty of Quidditch.

Total Brooms: 14



The Bludger – For Beaters ONLY
Throw this ball at opposing Players. Any player hit must drop any ball he/she is holding and run to their Goal Hoops before returning to play. Note: Rowling’s version of Quidditch includes two bludgers. We upped the number to three to ensure that for the most part each team will always be in possession of at least one.

Total Bludgers: 3



The Quaffle – For Chasers and Keepers ONLY
Players must advance this ball down the field, by running with it or passing it, and throw it through one of the opposing team’s hoops to score.

Total Quaffles: 1



+ +

The Snitch – For The Snitch Runner and Seekers ONLY
Seekers must attempt to grab the tennis ball, which is at the bottom of a long sock that is tucked into the back of the Snitch Runner’s shorts. During the game the Runner and the Snitch are referred to collectively as “The Snitch”, but in the rulebook the ball/sock is called “The Snitch” and the runner is called the “Snitch Runner” for purposes of clarity. When a Seeker successfully “Snatches the Snitch”, the game is ended and points are added up. The team whose Seeker makes the Snatch gets an additional 50 points, though this number can be adjusted for shorter games.




The Hoops
Each team must have three hoops on their side of the field. They may be at any level or varying levels but they must be present. The hoops are the goals of the game. The chasers must attempt to throw the quaffle through the opposing team’s hoops to score 10 points for their team (see the bottom of this page for advice on making your own hoops).



Optional/Recommended Equipment



Lacrosse Goggles
Lacrosse Goggles are recommended to avoid eye injury, particularly when using brooms that can poke.

 
3 Digit Flip Scoreboard
Useful for keeping score. Make sure to have a 3-digit version for games that go over 100 points.

 

Pinnies
Seven red pinnies and seven blue ones will help to separate teams during scrimmages, which are the best way to start each season.


Colored Head Bands
Each position has a different colored headband to help both the ref and the players to keep track of who should be using which ball.

Seeker – Yellow
Chaser – White
Beater – Black
Keeper – Green

Total: 2 Yellows, 6 Whites, 4 Blacks, 2 Greens


500 yard Megaphone
When the league gets larger and you have more than 40 players at a game, it is helpful to the head organizer to have a megaphone, or else you are going to strain your voice.



Whistle and Ref Jersey
Refs need a whistle and Jersey to stand out and get attention on the field, as well as to signify goals or fouls (see Referee section for details)



Building and Acquiring Equipment

Brooms – You need 14 to play and a few more in case of breakage. Do not play with broken brooms if possible, as they often have jagged edges that can cut or stab. It is also a good idea to buy red and blue tape to mark the brooms with to help players tell their teammates apart during scrimmage games (i.e. seven brooms with blue tape and seven brooms with red tape).

There are several ways to get brooms:
1)    Broom Ball - Does your college have a broomball team? As broomball is a winter sport, it is easy enough to borrow 14 brooms from the broomball team for a fall and/or spring season of quidditch.
2)    Show me the Galleons - You can purchase brooms from most hardware stores – they are typically around $10 each. If you can, buy lighter versions for your seekers as they have to do the most running.
3)    B.Y.O.B. If all else fails, in the interest of getting a game going ASAP, tell players to bring their own brooms. I do not recommend this approach as it will limit your turnout – it is much better to provide everything. But if there are no other options, borrow them from custodial closets etc. just make sure to return them when you are done. On one of Middlebury’s first games in 2005 a player who thought it was BYOB and couldn’t find a real broom, brought a lamp instead…

Bludgers – You need three red rubber dodgeballs, which is easy enough. At Middlebury we use jumbo sized ones as they are the most intimidating and painful, but any size is ok, as long as they are the red rubber type.

Quaffle – Use a slightly deflated volleyball for this. The point of having it slightly deflated is that it is easier to grip or palm and thus much realistic to handle with one hand.

The Snitch – Take a tennis ball and place in a long soccer sock (at least 12-16 inches long). Make sure the ball sits all the way at the bottom. It is imperative that the Snitch Runner wears shorts that can be drawn up tightly with a draw string. Tuck the sock half way into the shorts so that the Snitch Runner essentially has a tail. Optional: Spray paint the sock gold!

The Hoops – These are more complicated depending on how much of a budget you have. See the Hoop Construction Diagram Section (See bottom of page). A very simple solution, that Middlebury College used in its first year, is to duck tape hula hoops to the tops of study-room chairs. If you want to elevate them higher, try duct-taping them to 2x4’s (large planks of wood for the non-carpentry oriented) of varying lengths and then attaching the 2x4’s to chairs or other stable objects with more duct tape. Basically duct tape will be your best friend for the first season.

Lacrosse Goggles – If you have a limited budget try borrowing plastic or metal bar types from lacrosse players that you know. Not that lacrosse goggles are only used by female lacrosse and field hockey players. Try contacting females who used to play in high school and thus no longer have a use for them.

Middlebury Quidditch uses the Bangerz 3000 model. They are well made plastic goggles that are by far the cheapest available. They run at around $20 each, though I recommend contacting the merchant and bargaining for a team deal. I high recommend Metrosportbrokers.com.

Make sure to buy 14 pairs, and get a few extra of the boxier type that is meant for players who need to wear their glasses underneath. NEVER WEAR GLASSES ON THE FIELD WITHOUT THESE.

Note: One player at Middlebury once lost both his contacts when he was knocked to the ground.


Scoreboard – Make sure to buy a simple flip one that has three digits, or borrow one from your athletic dept.

If you wish to purchase one, they are around $20 each at ATAFA.com.

Pinnies – Most colleges have these in their athletic department. Contact a supervisor of some type. You will need seven red pinnies and seven blue ones. They are also fairly cheap, and range from $5 - $10 each online.

Colored head bands – these are easy to find anywhere at most sports equipment websites. They are typically one dollar each. You will need 2 yellow, 2 green, 4 black, and 6 white.

Megaphone – These range in size and distance. At Middlebury we have a 500 yard megaphone which cost $87. Make sure to buy plenty of AA batteries. I recommend using Wolverine Sports at
http://www.school-tech.com/wolv.html

Whistle and Ref Jersey – These are also available and ATAFA.com. Whistles come in a 12 pack for $10, Jerseys run at around $20 – I recommend buying three if you can afford it, as you will need two for your goal refs.






RULES OF THE GAME:

1. Positions on the Team

 

Note: This page contains simple summaries of each position. Within the following pages are more detailed rules regarding each position and how it relates to other players on the team.


3 Chasers
These players must take the Quaffle and throw it through the opposing team’s hoops.

2 Beaters
These players throw the Bludgers at opposing players.

1 Keeper
This player is responsible for defending his team’s hoops and preventing the other team from throwing the Quaffle through them.

1 Seeker
This player’s job is to chase down the Snitch Runner and remove the Snitch from his/her back.



A. The Chasers
 

Chasers per Team: 3

Game Ball Used: Quaffle

Objective: Throw the Quaffle through the opposing team’s Hoop Goals to score 10 points.

Headband Color: White


Using the Quaffle

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.

Shooting – Chasers must throw the Quaffle through the Hoop Goals to score. All shots must be made with at least one foot outside of the Goal Zone (Note this is the Goal Zone, not the Keeper Zone, from which they are allowed to shoot in).

Stealing – Chasers may attempt to steal the Quaffle from opposing players, using any legal means necessary (see Physical Contact).

Kicking – Chasers are allowed to kick the Quaffle but may not kick it repeatedly. They are allowed one kick, and then must pick up the Quaffle and carry it in their hands before they are allowed to kick it again.

Deflecting – Chasers may use the Quaffle to block incoming Bludgers. If they are successful and they are not hit anywhere on their body, then the Deflection is complete and the Bludger has no effect.



B. The Beaters
 

Beaters per team: 2

Game Ball Used: Bludger   

Objective: Throw the Bludger to hit opposing players.

Headband Color: Black


Using the Bludger

Running: Beaters may hold a Bludger and run with it for an unlimited amount of time. Note that a Beater may hold up to three Bludgers.

Passing: Beaters may pass any Bludger to a friendly Beater.

Throwing/Hitting: Beaters may use the Bludger to attack opposing players of any type, including Seekers and other Beaters.

Note: It is necessary that the Bludger is thrown with great force to ensure that the player struck is aware of the impact.

The Knockout Effect: Players struck by a Bludger must drop any Game Ball they are holding and return to the Goal Zone on their side of the field.

They may do so as quickly or as slowly as they like, and must circle around their goal zone once they have reached it. Until they circle around the goal zone, these players are effectively Out of Play and may not interact with any players or balls in any way, and may not substitute until they reach their Goal Zone.

Once they have circled around the Goal Zone they have officially re-entered play and may immediately use or interact with Game Balls or other players.

Note: Players struck by a Bludger must DROP any ball they are holding. They may not pass, throw, or even lightly toss the ball – it must be dropped right at the player’s feet.

Any play made after a player has been struck by a Bludger is counted as null and may even qualify the player for a penalty (see the Physical Contact section).

Defensive Catching: Beaters and Beaters ONLY, may catch a Bludger that is thrown at them by an opposing player. If a Beater catches a thrown Bludger, the Knockout Effect does not occur and the player may continue play as normal. Note that a caught ball has no effect on the thrower either.

Kicking: Beaters are allowed to kick the Bludger but may not kick it repeatedly. They are allowed one kick, and then must pick up the Bludger and carry it in their hands before they are allowed to kick it again.

Note: Any player hit by a legally kicked Bludger is subject to the Knockout Effect.

Deflecting: Beaters may use the Bludger to block incoming Bludgers. If they are successful and they are not hit anywhere on their body, then the Deflection is complete and the incoming Bludger has no effect.



C. The Keeper
 

Keepers per Team: 1

Game Ball Used: Quaffle

Objective: Prevent opponents from throwing the Quaffle through the Goal Hoops. 

Headband Color: Green


Playing the Keeper Position


Outside the Keeper Zone:
While outside the Keeper Zone, the Keeper is subject to all of the same rules as a Chaser.

Inside the Keeper Zone (note the Goal Zone counts as the Keeper Zone as well):
While inside the Keeper Zone, the Keeper is subject to all of the same rules as a chaser with the following exceptions:

Kicking – The Keeper may kick the Quaffle as much as he/she likes while in his/her own Keeper Zone.

Possession – When the Keeper is in sole possession of the Quaffle while in the Keeper Zone, opposing players are not permitted to attempt to steal it from him/her.

Knockout Effect Immunity – While in the Keeper Zone, the Keeper is immune to the Bludger Knockout Effect. Beaters may continue to throw Bludgers at the Keeper, but the Keeper is not subject to any effects if he is hit. Note that the Keeper may always use the Quaffle to block incoming Bludgers, just like any Chaser.  



D. The Seeker
 

Seekers per team: 1

Game Ball Used: The Snitch

Objective: Snatch the Snitch!

Headband Color: Yellow


Playing the Seeker Position

Snatch The Snitch: The Seeker must follow the Snitch Runner on foot and attempt to firmly pull the Snitch from the back of the Snitch Runner’s shorts.

Clean Grab: The Snatch must be a Clean Grab. This means that the player may not attempt to assault, impede, molest, or otherwise subdue the Snitch Runner. If the Snitch Runner falls onto his/her back, play is halted and the Snitch Runner is given three seconds to run before play resumes. Note: Often the Snitch runner has fallen on his back with the Snitch itself in a Seeker’s hands. This does not constitute a successful Snatch unless the Snitch was entirely removed from the Runner’s shorts before the Runner fell. Remember, the objective is to Snatch the Snitch, not wrestle it to the ground.

Fish in a Barrel: Seekers, like all players, may be targeted by Beaters, and are subject to the Knockout Effect as usual.

Note: Seekers may not use or touch any other Game Ball besides the Snitch.



2. THE SNITCH
 

Introduction

    The Snitch is composed of two elements, the Snitch Runner, and the Snitch Ball. Together they combine to form the Snitch.

While many versions of Quidditch have appeared over the years, the strength of this version is the human snitch. People have tried all kinds of methods: bouncy balls, launching propellers, remote control cars etc.

But having a skilled, fast, tough, acrobatic runner as the snitch is the center point of Middlebury’s Muggle Quidditch. It is the crowd pleaser and THE main aspect of what has made this version of the rules so popular and successful. 


Be The Snitch

Finding a good snitch is essential and is not always easy. Here are the Snitch qualities ranked in order of importance from most important to semi-important:

1)    Endurance – The Snitch must be able to run a fast pace for at least an hour. Varsity Cross Country runners, ex-cross country runners, or soccer players are recommended.

2)    Attitude – The Snitch is essentially an asshole whose sole task is to humiliate the Seekers. He can run from them, hide from them, throw them to the ground, or dodge away just as they dive for them and leave them eating his dust. A background in Competitive Varsity Wrestling is encouraged. Both Snitch Runners at Middlebury wrestled in High School.

3)    Agility – Mere speed isn’t enough to escape sometimes. The Snitch should be able to do simple acrobatic maneuvers. Handsprings, Rolls, Somersaults, and even flips are all very useful to evade capture when maneuvering a small area (like the quidditch pitch).

4)    Size – This is not the most important, but the skinnier and shorter the better. A seven foot tall snitch will certainly look a little odd.


The Snitch’s Boundaries

The Snitch is allowed to traverse a much wider space than the field. Set up a general boundary for the Snitch. If you are playing on a campus quad for example, specify buildings as a boundary. Let him/her know which buildings he/she can go behind and which he/she cannot.

Hiding

The Snitch is allowed to hide whenever and wherever he/she wants, as long as it is outdoors. The Snitch may not enter buildings (unless you are playing indoors of course).

Starting the Game

As mentioned in the Referee/Commissioner section, the Snitch is given a head start. After announcing THE SNITCH IS LOOSE during which point the teams have their eyes closed, wait until the Snitch is out of sight or almost out of sight. That way the Seekers may have to spend some time looking for the Snitch before they can even begin the chase.

Fouling

The rules forbidding specific types of fouls do not apply to the Snitch. He/She can do whatever it takes to avoid capture, even pulling capes over player’s heads. Stay within reason though- for example light slapping might be allowed, but punching is taking things too far.

In general the two Snitch Runners at Middlebury frequently use throwing or take down moves (See the “Snatch The Snitch” YouTube video link on the Intercollegiate Quidditch Association Facebook Group for an example of a typical Snitch chase on the pitch).

Dress

Your snitch should wear as much yellow or gold as possible to stand out. Urban outfitters makes amazing metallic gold tights. Yellow shirts, socks, shorts, and running shoes are high recommended.

Can’t find a snitch?

If you have trouble finding a Cross Country Running Ex-Wrestler who loves Quidditch, gather a group of the most athletic people you know and have them switch off. Typically games last around twenty minutes, and if you are playing a tournament, even less, so they will have plenty of time to recover.



3. The Referees and Commissioner
 

For Beginning Leagues

Beginning leagues may not have the luxury of having a commissioner and separate referees. In that case the commissioner must serve as the ref as well. This is a difficult job because the individual most watch for fouls, goals scored, and the snitch when he returns to the field.

The Commissioner’s job is also to rally people to the group, inform members of upcoming matches, and serve as the group leader. In addition the Commissioner must announce the start of every match (see below).

Regular Leagues

Once your league gets up and running, your coordinator will be busier and you will need official referees, who will fill the following positions:

1 Main Field Ref: Observes play and calls fouls when appropriate. In addition he/she is responsible for watching the snitch runner if/when the snitch runner returns to the field. Also acts as a second pair of eyes for goals scored by either team.

2 Goal Refs: Self-explanatory. These refs stand on each side of the field behind each set of hoops. They must each have a whistle. When a quaffle is shot at a hoop, they must register whether it is a goal or a miss. If the shot is a goal, they must blow their whistle and put both arms straight up in the air; if it is a miss they must put both arms out at their sides.

It is recommended that these Refs be drawn from a team that is not currently playing, as it could be a boring job for one person to do the entire afternoon without getting to play.

The Commissioner: During this time the commissioner must keep track of who is playing, be responsible for changing numbers on the scoreboard or mentally keep score, and announce the start of each game.

Announcing the Start:

After deciding positions and their seven starters, Each team must line up behind their goal posts with their brooms on the ground. The Commissioner must then yell to each team, “{TEAM NAME}, are you ready?”. If both teams confirm that they are, either by shouting, dancing, or otherwise, then the Commissioner must shout, “Brooms down! Eyes closed!” At this point all players must look downwards and close their eyes. Then the Commissioner must shout, “THE SNITCH IS LOOSE!” At this point the Snitch Runner may run wherever he likes off the field (it is good to set up a general boundary around the campus). Once he is almost out of sight, the commissioner yells, “BROOMS UP!” Then the game officially begins and both teams may and usually do run forward and grab their respective balls. 

Notes on Game Length:

Note that every snitch runner should have a watch. Decide before the game starts roughly how long you want it to be. Give the snitch runner a ball park time that he/she should return to the field if he/she has not been caught yet. Sometimes snitch runners are fast enough that they can stay uncaught almost indefinitely so it is important to ensure that the snitch runner knows to return to the field after a certain amount of time if he/she has not been caught yet. Once the snitch runner returns to the field, he/she must stay within its boundaries until the snitch is snatched.

This is the best part of the game, especially if your snitch runner is particularly agile or acrobatic. Handsprings, somersaults, and flips are encouraged. Seriously.

Games can last however long you want, based on how many players you have. Two teams can play multiple games against each other, or if you have four or more teams, they can each play one game against each other. I recommend you keep games around fifteen to twenty minutes each, as they can tend to bog down without the snitch around.

If you are running a long tournament with eight or more games, keep games down to ten minutes max. except perhaps for the end.



4. Physical Contact


Physical Contact is one of the most important parts of the game. Creativity is encouraged so rules are left fairly open. However excessive fouling is not permitted so there are a number of forbidden specific actions that will result in penalties. In addition ignorance of rules for specific positions also warrants a penalty. These are listed below:

Note that each Ref should carry a yellow wand and a red wand. A yellow Wand is a warning; any player who repeats a yellow wand level action will receive a red wand, which expels the player from the game.

Forbidden Physical Contact and Respective Penalties

ActionPenalty
Cape Grabbing
Yellow Wand


Hitting a player (includes punching, slapping, head-butting, kicking etc.)
Yellow Wand, Sixty Seconds in Penalty Zone


Headlocks, neck grabbing, or any physical contact directed towards the head or neck*
Yellow Wand, Sixty Seconds in Penalty Zone
Assaulting, impeding, or in any way molesting the Snitch
A) Flagrant: Red Wand
       or
B) Questionable: Yellow Wand
Bodily tackling a player (defined as wrapping arms around that player and attempting to bring the player down)
Sixty Seconds in Penalty Zone
Ignoring a Bludger hit
A) Flagrant: Yellow Wand
       or
B) Questionable: Sixty Seconds in Penalty Zone
Using or touching a ball inappropriate for the respective position (ex: a Beater kicking a Quaffle)Yellow Wand



*Players are still allowed to and in fact encouraged to target the head with a bludger, mostly for the satisfying sound a direct hit makes.


Physical Contact within the Rules

Here is what players ARE allowed to do.

- Removing the ball from other players’ hands (except the keeper)
- Pushing or shoving other players
- Grabbing with one hand
- Shouldering or body checking
- Slide Tackling from any side
- Tripping


Important: The Snitch Runner has no restrictions on physical action. He/she may do whatever it takes to avoid capture.

In the past this has included headlocks, take-downs, and even occasional slapping.



The Penalty Zone

Self-Explanatory. Designate two areas where penalized players must stand, one for each team. If you have a wetline marker to actually mark this on the field, I recommend it.



5. Hosting a World Cup
 

So now your league has had a full season of scrimmage or intramural-style games and you are ready for something bigger. Here’s what you need to assess:

A World Cup Committee – You can’t do it alone. If you are running your league, pick 5 – 10 of the most organized and devoted league members and form a committee. Most people who love playing will love to help. Have weekly meetings, set goals, figure out what you need and how to get it. Assign tasks and divide and conquer.

Funding – What is your budget like? Do you have leftover money from your regular season? Can your school give you extra money for an event?

At Middlebury college there exists a “Social Flex Fund” that provided $1,200 for the world cup in 2007, and the Dean of the College footed the bill for another $1,000 worth. Do some research at your college and find out all the options for funding. If you can convince your administration of the benefit of quidditch (sports, entertainment, community, and lots of press) they will be more likely to back you up financially. 

Teams – How many players are in your league? How many people are interested in forming teams? It is useful to have teams submit a full roster via email several weeks before the event so you can start setting up brackets. Advertise around the whole school. There are often students who do not play during the regular season who would love to form teams just for the hell of it.

Recommended team requirements –
1.    Each team must have at least 7 and no more than 14 players.
2.    Each team must have at least two female players on the field at all times.
3.    Each team must come in uniform with matching capes and prepare a banner as well.

For the 2007 World cup the Middlebury World Cup Committee gave out a $40 stipend to the first 10 teams to submit their rosters. If you can afford it, this is a great way to ensure that the teams make beautiful uniforms and basically look great.

Intercollegiate – Are there any colleges within driving distance that have a Quidditch team? If so all they need are at least seven uniformed players and a means of getting to your school – it is your job to provide the equipment. Get in contact with them as soon as you begin planning your world cup. It is important to set a final date as soon as possible. Make sure that your snitch can be there and that there is no conflicting event.

The World Cup – Every world cup needs, well, a world cup! The Middlebury cup is made from a Popov vodka bottle with a cup and servn’saver on top. We also glued on a toy wizard and several owls. This is just an example; I encourage everyone to be as creative and unique as possible! It helps if you enlist an artist to do the job.

Music – Music of any kind is a great addition to the cup. At Middlebury’s first cup a very big boombox played music from the Harry potter soundtrack. However an equally easy and louder method is to borrow a sound system from your school. Contact a facilities supervisor to see about getting a sound system as well as cables to run power from a building to the outdoors. At Middlebury College we borrowed two sound systems from our commons system.

Weather – As the date approaches check Weather.com to see if the weather is favorable for a day-long outdoor event. Cold weather is ok, but rain and snow are obvious event-killers. If heavy rain or snow seems certain, consider moving the date or having back up plans like extra tents, umbrellas, etc. and keep in mind that water and electronics are not too fond of one another.

Tables + Chairs - These are cheap and easy ways to display scoreboards and seat spectators. Contact your school’s facilities department coordinator or a similar official to see about borrowing them.



Pimping out Your World Cup


The following items and procedures are recommended for a league that has already thrown one world cup as they are more expensive and harder to come by, but if you have the time, money, and manpower at your first cup, then go for it!

 

New Brooms
For your world cup it is always nice to upgrade your equipment. These brooms are shorter, sturdier, and better looking (but unfortunately far more expensive). The broom pictured above is the Scarlet Falcon from Alivans.com, but there are cheaper and equally interesting brooms all over the web.

 

Broom Rack
This homemade broom rack not only makes the brooms look great but it also serves a highly functional purpose as a moving equipment HQ. Balls and Headbands can be stored here as well, and the whole piece can be moved around the field easily. This broom rack at Middlebury was made by a talented student well acquainted with basic carpentry (See the Broom Rack Diagram section for advice on how to make your own).


Wetline Marker
Useful for putting down a field. Most of the field is purely aesthetic but there are few functional lines such as the midfield and the Keeper Zone. This item costs around $90, and a box of 12 cans of wetline spray costs $50. Both are available at Newstripe.com.


Tents
These can serve either as an administrative tent for the commissioner and announcers, as well as team tents that give teams warmth and privacy before their match, as well as a very dramatic entrance. I recommend buying tents that have optional zip up siding, but there is a very wide variety in all different shapes, sizes and colors at Hutshop.com. Tents usually range from $150 - $300 each. The tents shown above were on sale for $230. 

If you are interested in procuring tents for your first cup and don’t have the funding, check with your college. Most varsity sports teams, especially cross country, have tents like these and might be willing to lend them out.


Bleachers
Bleachers are a great way to attract and maintain an audience, even small ones like these. Bleachers unfortunately are very expensive to purchase (often $1,000+). I was lucky enough to find similarly sized ones in our athletic facility storage. They are typically used for swim meets or volleyball games, and an athletic director let us borrow and them – the only cost was $50 for our facilities department to deliver them from the athletic facilities to a quad in the middle of campus.


Sound System
Set up at least one of these for your announcers, and maybe a second one if you are enlisting musical performers. Most colleges should have several of these for use by student groups. At Middlebury there is a commons system that lends them out for free, as long as you don’t lose or damage anything.



Conclusion

Thank you for reading and learning the new Intercollegiate Quidditch rules. As you may have noted, this is the first edition, likely still bearing blatant grammatical errors, and confusing or missing information. As the game progresses and more and more colleges join the IQA, the rules will be further fine-tuned and upgraded, and the increasing quality of the rulebook will reflect that.

If you have any questions, concerns, or would like to register your team on the official IQA roster or simply to join the IQA mailing list, please send a request to:

Abenepe@middlebury.edu


Thanks very much, and good luck in your Quidditch playing!