NORTHEASTERN UNIVERSITY - INTRAMURAL SPORTS
Quidditch – Online Managers Meeting
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.
General Rules
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 Games consist of a best of three games
 Six 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
 No cleats are permitted
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.
Positions
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 Chasers (2) – 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
Positions
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Chaser Bludger Keeper Seeker and Snitch
Field Setup
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Goal
Line
Starting
Line
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
Starting Line
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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
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
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
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
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
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
Quiz
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N
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AKE
THE
Q
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Now Take the Quiz!
Thank you for your interest in the Intramural Sports
program – have a great season!

Quidditch

  • 1.
    NORTHEASTERN UNIVERSITY -INTRAMURAL SPORTS Quidditch – Online Managers Meeting
  • 2.
    The Five MostImportant IM Policies M ANAGER ' S M EETING  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 M ANAGER ' S M EETING  Gamesconsist of a best of three games  Six 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  No cleats are permitted
  • 4.
    The Regular Season& Playoffs M ANAGER ' S M EETING  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 M ANAGER ' S M EETING  Chasers (2)– 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
  • 6.
  • 7.
  • 8.
    Starting and Endingthe Game M ANAGER ' S M EETING  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
  • 9.
  • 10.
    Knockouts M ANAGER ' S M EETING  All playersmust 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 M ANAGER ' S M EETING  A teamscores 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 M ANAGER ' S M EETING  Allpenalties 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 M ANAGER ' S M EETING  Aplayer 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 M ANAGER ' S M EETING  Aplayer 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 M ANAGER ' S M EETING  3yellow 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
  • 16.
    Quiz M ANAGER ' S M EETING N OW T AKE THE Q UIZ ! Now Take theQuiz! Thank you for your interest in the Intramural Sports program – have a great season!