This document summarizes the rules and policies for intramural quidditch at Northeastern University. It outlines the most important IM policies including game forfeiture times and roster management. General rules are provided such as game format, player requirements, substitutions and positions. The regular season structure and tiebreakers for playoffs are explained. Scoring, fouls/cards, and other key game details are also summarized.
2. The Five Most Important IM Policies
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Game time is forfeit time – please ensure you have enough rostered
players present prior to the start of your scheduled contest.
Only a team’s captain may confer with the officials.
All players must present their valid Northeastern University issued
Husky Card in order to play.
All roster management is done via the IMLeagues platform.
After the season’s schedule is published, regular season games will
not be rescheduled at a team’s request.
3. General Rules
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Games consist of a best of three games
Seven players per team
Teams must have five players to avoid a forfeit
If starting with five, teams must have at least one (1) player at each
position
Substitutions may be made on the fly
Substitutes must enter the field from their box, once the replaced player
has left
Goalies may only be substituted between games
Substitutes must have all required equipment to enter the game
All players must wear athletic gear and appropriate footwear
4. The Regular Season & Playoffs
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Regular season games will not be rescheduled
Losing By Default:
If a team can not play and contacts the intramural department to indicate this and fills
out the Default Form on the Campus Recreation Website, they will lose by default.
Team will not lose the forfeit bond.
Playoffs:
The top team in each league will advance to the playoffs
If two teams are tied in the standings the following will be used to determine who will
advance:
Sportsmanship
Forfeited games
Head-to-head record
Point differential
* The remainder of the tie breaking procedures can be found on
page #6 of the Intramural Manager’s Handbook.
5. Positions
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Chasers (3) – May move the quaffle down the field and attempt to score
Beaters (2) – May throw bludgers at opponents to temporarily knock them
out of play
Keeper (1) – Responsible for defending the goal, they must wear a different
jersey color
Keepers cannot advance past their own starting line, and they cannot be
knocked out by the bludgers
Seeker (1) – This player is responsible for tracking and deflagging the snitch
Seekers may play as chasers before the snitch enters play only
Once the snitch enters play, the seekers must reveal themselves, by
removing their team color jersey and revealing the blue one underneath
8. Starting and Ending the Game
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The game begins with a coin toss – the winner will choose side
Players must start behind their own starting line
At the opening whistle there will be an opening rush to gain possession of the
quaffle and bludgers
At some point during the game, the snitch will be released
The game ends at the discretion of the head referee, once a successful snitch
pull has been made
The game will end if the time reaches fifteen minutes
10. Knockouts
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All players must keep their broom between their legs at all times
Should a player “fall off” his or her broom they are temporarily
knocked out
Players are also temporarily knocked out if they are hit by an opponent
with a bludger
Should a player be “knocked out”, that player must:
Immediately drop the quaffle or bludger they have in possession
Dismount their broom and raise one hand over their head
Head back to their own starting line
Knocked out players may not interfere with play until they have returned
to their starting line and mounted on their broom again
11. Scoring
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A team scores 10 points by putting the quaffle through the opponent’s
goal (the entire quaffle must pass through the goal)
Goals can only be scored from the front side of the goal
The keeper is allowed to use his hands or arms through the goal to
prevent a score
10 points are awarded
Once a goal is scored, all chasers and bludgers must return to their own
starting line before play continues
The defending team’s keeper will put the quaffle back into play
A team that completes a successful snitch pull is awarded 30 points
12. Other Rules
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All penalties will result in a direct free throw of the quaffle
No attacking player may shoot the quaffle from inside the opponent’s
starting line
Should a game end in a tie, a sudden death overtime period will be used
The first team to score a goal or catch the snitch wins the game
For OT, the snitch will begin in the middle of the field
Physical contact is not allowed, and yellow or red cards may be awarded
13. Yellow Cards
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A player receiving a yellow card receives a minimum two-minute penalty,
with no replacement
If a goal is scored against his or her team while they are shorthanded, the
player may re-enter the game
Yellow card fouls include:
Diving or Sliding
Tripping
Tackling
Elbowing
Slapping
Stalling
Illegal Substitution
Intentionally touching inappropriate equipment
Intentionally interfering with play, while knocked out
14. Red Cards
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A player receiving a red card is disqualified, and his or her team must play
shorthanded for the remainder of the game.
Red card fouls include:
Taunting
A second yellow card
Exhibiting violent conduct
Spitting at another person
Using insulting, offensive or abusive language
Leaving the bench area to enter the field during an altercation
15. Unsportsmanlike Conduct
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3 yellow cards on one team will result in that team forfeiting the game
1 red card = 2 yellow cards
The supervisor on duty has the right to remove any player from
competition who has violated any Intramural Policy or Rule