If you're a fan of the Harry Potter series by J.K. Rowling, playing Quidditch is an opportunity you’d likely embrace. While the Muggle version doesn't feature flying broomsticks, it remains a fun way to get active and immerse yourself in the magic of your favorite book series.
Essential Information
- To play, each participant needs a broomstick and four balls: 1 quaffle (volleyball), 2 bludgers (dodgeballs), and 1 snitch (tennis ball).
- Scoring is done by tossing the quaffle through one of the opponent’s hoops, which gives 10 points, or by capturing the snitch, worth 30 points.
- If a player is struck by a bludger, they must run to and touch one of the hoops before rejoining the game.
- Muggle Quidditch features various roles: seekers chase the snitch, keepers guard the hoops, chasers attempt to score, and beaters wield the bludgers to disrupt the opposing team.
Gameplay Instructions
Understanding the Game's Rules

Always stay on your broomstick. In Quidditch, it's crucial to keep your broomstick between your legs at all times with one hand gripping it. Every player must remain mounted on their broomstick throughout the game.

There are four essential balls. Quidditch is played with four balls: a volleyball, known as the quaffle; two dodgeballs, called the bludgers; and a small ball, such as a tennis ball, attached to one player, which is the snitch.

Master the art of scoring. To score points, players aim to throw the quaffle (volleyball) through the hoops at either end of the field. Each successful shot through a hoop earns the team 10 points. The other way to score is by catching the snitch—the ball attached to the snitch runner—worth 30 points for the team that captures it.
- The quaffle can be passed among players on the same team.

Understand the role of bludgers. Bludgers are thrown by players from opposing teams to disrupt their opponents. If a player is hit by a bludger, they must dismount from their broom and touch one of the hoops at the end of the field before they can re-enter the game.

Enforce penalties when necessary. Quidditch always has one referee on duty. If you're the referee, you must stay alert and call penalties whenever players break the rules. It's your responsibility to decide how long a player should be removed from the game after a penalty is called. The following actions can result in penalties:
- Failing to keep your broomstick in position (i.e., between your legs with one hand gripping it) is considered a foul.
- Not dismounting your broomstick and touching a hoop after being hit by a bludger is also a foul.
- If any player other than the seeker touches the snitch, that’s a foul.
- Any form of rough play, like shoving or hitting, can lead to a foul.
Preparing the Playing Area
Choose a large enough area. Quidditch requires a field that's at least 36 yards (33 m) by 66 yards (60 m). While wizarding Quidditch is played on an oval field, Muggle Quidditch is typically played in a rectangular space. You can set up in a local park or check if any nearby sports fields are available for public use. Remember, the regulation field size is for competitive matches; if you're playing casually, a smaller space such as a park or someone's backyard can work just fine.
- The goal posts should be positioned 18 yards (16 m) from the centerline.
- The keeper's area begins 12 yards (11 m) from the centerline and extends to the end of the field.
Get pipes for the goalposts. You'll need 6 pipes or poles in total—2 of each length: 3 feet (0.91 m), 4.5 feet (1.4 m), and 6 feet (1.8 m). You can find these at most hardware, craft, or toy stores. If the pipes aren’t the right size, you may need to trim them with scissors or a knife. To anchor the posts in the ground, you can make them about .25 feet (0.076 m) longer or use rebar as a base for stability.

Secure hula hoops to your poles. There's no specific size for the hula hoops—just make sure they're large enough to allow a volleyball to pass through. Use string or twine to tie the hula hoops securely to your pipes or sticks.

Set up the goal posts. The pipes or sticks you prepared will serve as the goal posts. Place three posts at each end of the field: the tallest (6 feet or 1.8 m) should go in the center, with the medium-sized (4.5 feet or 1.4 m) post to the right and the shortest (3 feet or 0.91 m) to the left. Ensure there's about 7.5 feet (2.3 m) of space between each post to keep everything balanced.
Assigning Team Roles

Choose a captain. Every team should have a captain, someone who will decide who plays which role. You can pick the captain by selecting the most level-headed player or even by drawing straws. The captain will have the freedom to choose their position on the team (such as chaser, beater, etc.).

Select your chasers. Each team should have three chasers. These players are responsible for throwing or kicking the quaffle (volleyball) through the hoops located at the end of the field.

Pick your beaters. Each team needs two beaters. Beaters are tasked with throwing the bludgers (dodgeballs) at the opposing team’s players. If a player is hit, they’re temporarily out of the game, giving your team a strategic advantage.

Choose a keeper. Every team must have a keeper. Their primary role is to defend the hoops at the end of the field and prevent the opposing team from scoring.

Designate one seeker. The seeker’s job is to capture the snitch. Each team should have only one seeker.

Appoint someone to carry the snitch. In Quidditch, the game ends when the seeker captures the snitch. The team that successfully catches it scores 30 points. In Muggle Quidditch, the snitch is a small ball, like a baseball, attached to a waistband worn by a player. This player must evade the opposing team's seekers until the snitch is captured.

Choose a referee. You’ll need someone to act as the referee. The ref’s role is to begin the game by throwing the quaffle (volleyball) into the air and calling any penalties. Select someone with good judgment who is fair and unbiased in their decisions during games.

Wear matching shirts. To distinguish the teams, each team should wear a specific color. For example, one team might wear yellow shirts while the other wears blue shirts.

Use different colored accessories to distinguish roles. To help identify each player's role, equip them with accessories in various colors. You could use sweatbands, bandanas, or any other accessories. The colors you choose to represent each role are entirely up to you.

Follow the gender maximum rule if you're forming a league team. When creating an official Quidditch team, like one for your school, you must adhere to the gender maximum rule. Only up to four players identifying as the same gender can be on the field at the same time. Once the person carrying the snitch enters the game, that limit increases to five.
- Gender is based on how a person identifies, not necessarily the gender assigned to them at birth. Quidditch welcomes players of all genders and gender identities.
How to Play the Game

Get into position with your broomsticks. Both teams should position themselves on opposite sides of the field, each player placing their broomstick between their legs. Players must stay still until the referee signals the start of the game.

If you're the referee, release the balls to begin the game. As the referee, start the match by standing at the edge of the field. Release the bludgers (dodgeballs) and the quaffle (volleyball) onto the field. Only then can the players enter and the game officially begin.

Guard the hoops if you're the keeper. As a keeper, your role is to stay close to your team's hoops. Your mission is to block or deflect the quaffle (volleyball) if it gets too close, preventing the opposing team from scoring as much as possible.

Focus on scoring if you're the chaser. If you're a chaser, your task is to chase down the quaffle (volleyball) and advance it across the field. Once you've moved it into position, either throw or kick it through the other team's hoops to score points.
- Remember, the quaffle can only be thrown through the front of the hoops.

Disrupt the other team if you're the beater. As a beater, your job is to throw bludgers (dodgeballs) at players on the opposing team. When a player is hit by a bludger, they must temporarily leave the game.
- Beaters can also be hit by bludgers from the other team, but they are not allowed to hit the player carrying the snitch.
- If a bludger goes out of bounds, the ref will quickly retrieve it.

Pause your play if you're hit by a bludger. If you're struck by a bludger (dodgeball), drop any balls you're holding and dismount your broomstick. To rejoin the game, touch one of the hoops before you can get back on your broom and continue playing.
- All players must stop playing when hit by a bludger, including beaters on the opposing team. The only exception is the player carrying the snitch, who doesn't need to stop.

Designate someone to track the score. Either you or another player should be responsible for keeping score. Each time a keeper gets the quaffle (volleyball) through the other team's hoops, it earns 10 points for your team. Catching the snitch grants 30 points.

Release the snitch after 17 minutes of play. After 17 minutes, the player carrying the snitch should enter the field. Their goal is to run around and avoid being caught by the seekers.
- The snitch carrier must stay on the field throughout the game, focusing on evading the seekers. Choosing someone nimble and quick is key for this role.

Chase the snitch if you're the seeker. As a seeker, your task is to catch the snitch at a critical moment to help your team win. The game ends once the snitch is caught.
- The snitch is a ball attached to the carrier’s waistband. To catch it, you must grab hold of this ball.

End the game once the snitch is caught. In most cases, the game of Quidditch concludes when the snitch is caught. The team that captures it receives 30 points, and the final score is calculated.

Keep playing to resolve a tie. If the score is tied after the snitch has been caught, continue playing. The next team to score 10 points with the quaffle will be declared the winner.
Applying Basic Strategy

Stay mindful of the score as a seeker. As a seeker, you should only go after the snitch when catching it will directly lead to your team's victory. Keep a close watch on the scoreboard and don't rush after the snitch unless it will give your team the advantage.

Assign roles based on players' strengths. Each role in Quidditch requires unique skills. If you're the captain, choose players for roles that align with their talents.
- Seekers should be fast, so consider someone with track experience to fill this position.
- Chasers would do well if they have experience in sports like basketball or volleyball, where they need to pursue, pass, and shoot a ball.
- Beaters should have a background in games like dodgeball, as they need to be skilled at throwing bludgers to disable opponents.
- Goalies with a background in soccer or hockey are ideal candidates for the keeper role.

Don’t stress about hoop sizes if you're a chaser. While the hoops vary in size, they all score the same amount of points—10 points for your team. Don’t waste time worrying about which hoop you’re aiming for. Focus on getting the ball through any hoop that's open to you.

Aim for chasers in open spaces if you're a beater. It’s crucial to avoid hitting your own teammates, especially in crowded areas. When throwing a bludger, look for chasers in more open parts of the field, where there are fewer players to accidentally hit.
- The quaffle (volleyball) can be deflated for easier handling, as Gripping Charms aren't available in Quidditch.
- Quidditch is played in one continuous round, not divided into innings or periods like other sports.
The advice shared here comes from the real-life experiences of Mytour readers just like you. If you have any tips you'd like to offer to the Mytour community, feel free to submit them in the box below.
- A ping pong ball can also be used as the snitch, adding a fun challenge due to its small size!
