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The game of Quidditch continues to thrill and obsess its many fans around the world. Nowadays every purchaser of a Quidditch math ticket is guaranteed to witness a sophisticated contest between highly skilled fliers (unless of course the Snitch is caught in the first five minutes of the match, in which case we all feel slightly short-changed). Nothing demonstrates this more than the difficult moves that have been invented over its long history by witches and wizards eager to push themselves and the game as far as they can go.

-Quidditch Through the Ages
 


Balls

The Bludgers:
Bludgers are bewitched to chase players indiscriminately. If let to their own devices, they will attack the player closest to them, hence the Beaters' task is to knock the Bludgers as far away from their own team as possible. There are two in each game.

The Snitch:
The Golden Snitch is walnut-sized, and is bewitched to evade capture as long as possible. There is a tale that a Golden Snitch evaded capture for six months on Bodmin Moor in 1884, both teams finally giving up in disgust at their Seekers' poor performances. Cornish wizards familiar with the area insist to this day that the Snitch is still living wild on the moor, though this story has not yet been confirmed.

The Quaffle:
The modern Quaffle is twelve inches in diameter and seamless. It was first colored scarlet in the winter of 1711, after a game when heavy rain had made it indistinguishable from the muddy ground whenever it was dropped. A witch by the name of Daisy Pennifold had the idea of bewitching the Quaffle so that if dropped, it would fall slowly earthwards as though sinking through water, meaning that Chasers could grab in in mid-air. It is used to score goals and is worth 10 points for every time it is scored through a hoop.

Players

The Keeper:
 The Keeper should be first to reach the goal baskets for it is his job to prevent the Quaffle entering therein. The Keeper should beware of straying too far twoards the other end of the pitch, in case his baskets come under threat in his absence. However, a fast Keeper may be able to score a goal and then return to his baskets in time to prevent the other team equalising. It is a matter for the individual conscience of the Keeper.

The Beaters:
 The Beaters duty is to guard their team members from the Bludgers, which they do with the aid of bats. Beaters have never been goal-scorers, nor is there any indication that they have handled the Quaffle. Beaters also need a good deal of physcical strength to repel the Bludgers. This is therefore the position that, more than any other, has tended to be taken by wizards rather than witches. Finally, they also need to have an excellent 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.

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

The Seeker:
 Usually the lightest and fastest fliers, Seekers need both a sharp eye and the ability to fly one or no-handed. Given their immense importance in the overall outcome of the match, for the capture of the Snitch so often snatches victory from the jaws of defeat, Seekers are most likely to be fouled by members of the opposite team. Seekers are typically the best fliers, and are brave since they are considered the players who receive the most and worst injuries.

Rules

The following rules were set down by the Department of Magical Games and Sports upon its formation in 1750:

1) Through there is no limit imposed 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 fly over the boundary, his or her team must surrender the Quaffle to the opposing team.

2) The Captain of a team may call time out by signaling to the referee. this is the only time players' feet are allowed to 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 leads to the team's disqualification.

3) The referee may award penalties against a team. The Chaser taking the penalty will fly from the central circle 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 player's grasp but under no circumstances must a player seize hold of any part of another player's anatomy.

5) In the case of injury, no substitution of players will take place. The team will play on without the injured player.

6) Wands may be taken on to the pitch (for security reasons) 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.

7) A game of Quidditch ends only when the Golden Snitch has been caught, or by mutual consent of the two team Captains.

National Quidditch Teams

Appleby Arrows
Ballycastle Bats
Caerphilly Catapults
Chudley Cannons
Falmouth Falcons
Holyhead Harpies
Kenmare Kestrels
Montrose Magpies
Pride of Portree
Puddlemore United
Tutshill Tornados
Wigtown Wanderers
Wimbourne Wasps

Note: All information above retrieved from Quidditch Through the Ages, By Kennilworthy Whisp
 

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