When playing Muggle Quidditch, we had the basic set-up of the wizarding field: 3 hoops at each end (borrowed from someone who made them using PVC pipes and hula hoops) with boundaries outlined in the grass with powdered lime.
The Rules:
- The game begins with two Chasers squaring off for a jump ball. The
referee throws the Quaffle in the air and the Chaser that gets it either runs
for his/her goal or throws the Quaffle to a teammate.
- Chasers score 10 points by throwing the Quaffle through one of the hoops.
- Teams must pass the Quaffle two times before attempting to score.
- When a team scores, the opposing team gets the Quaffle and the
game continues.
- The Quaffle may not be ripped from a Chasers hands.
- Beaters stay outside of the playing field and throw the bludgers
at the players. No head shots.
- Only Beaters may touch the bludgers, and they may only have one
bludger at a time.
- If the Beaters hit a player (Beater or Chaser) with the bludger,
that player must freeze, drop any balls they are holding (not pass), and count
to 10 before continuing.
- Chasers who are frozen for 10 seconds pas still receive the
Quaffle from another teammate as long as they stay in their position.
- Each team Keeper blocks the Quaffle from going through a hoop.
- Physical contact is kept to a minimum. (No pushing, etc.)
- If there is a foul (someone gets pushed, a Bludger hits a player in the head, etc.) a foul shot is taken from the free throw line. The Keeper defends the hoops as usual.
We have two referees for the game. Each ref holds a small white glass gem, that we use for house points. During the game refs randomly drop the gem in the playing area. They are difficult to see.
The Seekers job is to find a gem and take it over to the “professor” that is guarding 10 paper bags weighted down with more gems. Inside one of the bags is a plush Snitch. Once the Seeker has given their found gem to the professor he/she chooses one of the paper bags hoping that it’s the one with the Snitch. If it is the correct bag the game is over. If it is the wrong paper bag the Seeker must return the gem to one of the referees so they can place it back into play. -http://summercampprogramdirector.com/harry-potter-camp-ideas-part-3-the-extras/
Two Snitches wait on the sidelines. Without warning
one of them runs-like-crazy across the pitch. If the Seeker tags the Snitch
before he reaches the other side, the Snitch reveals one of the coloured golf
balls. If the ball matches the team colour, they get 50 points, and game play
ends. If not, the play continues as before.-http://www.llemonade.com/hpgames.htm
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