As former Quidditch Master at my high school, I would like to explain the rules of Muggle Quidditch. This section was created with the inspiration and help of Robby Thompson, Lawrence Sharma, and Nick Aucello.
Object:
The object of the game is to be the first team to score 150 points. There are no halves or quarters (don’t worry there are timeouts). The game never ends until a team reaches 150 points. Games do not have to be finished in one sitting.
Playing Field:
In the Wizarding World of Quidditch, the field (otherwise known as The Pitch) is in the shape of an oval, 500 feet long and 180 wide. In the Muggle World, the pitch is rectangular and has the dimensions 30yds. X 18yds. (90ft. X 54ft.). It may seem small compared to a 100yd. football field, but the game of Muggle Quidditch can be very tiring without flying brooms (our top engineers are trying their best to design flying brooms). Borders are marked desirably by painted lines, but cones will also do the job.
Below is an image of what a field looks like (made by yours truly)![]()

The Pitch!
Starting lineup and tip-off:
The game tip-off is similar to that of a basketball tip-off. A neutral muggle in the center of the field tosses the quaffle up and the two chasers in the starting circle attempt to tip it off to one of their team’s chasers. All team members must start on their half of the field. A beater from each team starts off with a bludger. The beater with possession of one of the bludgers must start off at their team’s goal. When a goal is scored with the quaffle, the quaffle is put back into play the same way.
Moving the Quaffle:
The quaffle is to be passed between chasers with the use of one’s hands. When a chaser has possession of the quaffle, he/she may only take five steps before passing it to another teammate. If a chaser is on his/her fifth step, they are allowed to “pivot” with their anchor foot before passing it to another player. A chaser must pass the ball within 10 seconds or possession is lost. The beaters may not touch the quaffle. Quaffles cannot be ripped out of other’s hands because our version of Muggle Quidditch is a non-contact sport (can be contact in more intense levels of Muggle Quidditch).
Out of bounds Quaffle:
If the quaffle goes out of bounds, possession is given to the opposing team. A chaser must throw it in to another player on the boundary line where the quaffle went out (similar to basketball).
Scoring with the Quaffle:
Each time a chaser throws the quaffle through one of the opposing team’s goals, their team receives 10 points.
Blocking by the keeper:
The keeper may only use his/her hands or a broomstick to block the quaffle. The keeper must stay inside the keeper line boundaries. If the quaffle is caught, the keeper may throw it to a teammate. If the keeper is hit with a bludger, they must anchor their feet but can still use their hands (until they say “I solemnly swear that I am up to no good”). If the keeper has possession of the quaffle when hit with a bludger, the quaffle is given to the opposing team’s furthest chaser.
Playing the Bludgers:
Only beaters may throw bludgers at other players to “freeze” them. The quaffle can be used to deflect a bludger. Beaters must not throw recklessly or at a range closer than 5 ft.
Timeouts:
Each team gets 3 timeouts (lasting 3 minutes each).
Penalties:
Goal Hoops: Each team will be given three hoola-hoops attached to a PVC-constructed base. If a chaser from the opposing team throws the quaffle through this hoop, 10 points are scored.
Brooms: The only players that are allowed to use brooms are the keepers. They may use them to deflect quaffles.
Golden Snitch (1):
The golden snitch is a gold golf ball. The Golden Snitchgolden snitch is only used in games if there are 3 neutral audience members. Most games will be played without the golden snitch. If the golden snitch is being used, 3 neutral audience members will throw it to each other (basically play keep away or monkey-in-the-middle with the seekers). The seekers must catch the golden snitch (only in midair) with a cone. The seeker has the option to ignore the golden snitch, and play as an “extra” chaser. If the snitch is caught, 150 points are awarded (winning the game).
Quaffle (1):
The quaffle is a red soccer ball. If scored upon the Quaffleopposing team’s goal, 10 points are awarded. Beaters are to not ever touch the quaffle.
Bludger (2):
The bludger is a black dodge ball. It is only to be Bludgerthrown by beaters. If a chaser or seeker is hit with a bludger, their team loses possession of the quaffle (if the chaser had it) and the chaser must stay frozen until he/she says “I solemnly swear that I am up to no good” three times. If a keeper is hit with a bludger, the keeper must say “I solemnly swear that I am up to no good” only once. If another beater is hit with a bludger, there is no effect.
There are 7 Players per team
Keeper (1): The job of the keeper is similar to the job of a goalie in soccer. The keeper is to prevent the quaffle from going inside of his/her goal. The keeper is to stay inside a coned boundary known as the “keeper line” (radius of about 5 feet around goal). If the keeper walks out of this boundary a penalty is given. The keeper has the option of being wielded with a broomstick (only muggle in game who is allowed to have a broomstick). The keeper may only use his/her hands or the broom stick to stop the quaffle.
Chasers (3): The chaser’s job is to throw the quaffle into the opposing team’s goal. The chasers play a game similar to the game of handball. Chasers are allowed to take 5 steps with the quaffle in possession before throwing it to another teammate. Chasers are only allowed to shoot on goal from behind the keeper line. Possession of the quaffle can be lost to the other team if the chaser takes more than 3 steps, is hit with a bludger, or loses possession in mid-air due to an interception. If the chaser scores a goal their team is awarded 10 points.
Beaters (2): The job of the beater in Muggle Quidditch is most different from the job of a beater in Wizarding Quidditch. In Wizarding Quidditch the beater’s job is to prevent bludgers from hitting their teammates. Since in our muggle world we do not have magical bludgers that attack people, the beaters will assume this roll. The beater’s job is to throw bludgers at players. There are only 2 bludgers in the game and 4 beaters on both teams, so there is a constant “battle” over the bludgers. Beaters are free to roam anywhere on the field, in and out of bounds. They are not allowed to “tag” muggles with the bludger. The bludger must be thrown from a distance of about 5 feet. If the throw is too reckless or too close, a penalty will be given.
Seeker (1): The Seeker has all the same privileges as a chaser and must obey to all the same rules. The only difference is a seeker may catch the golden snitch and be awarded 150 points (thus, winning the game).
Uniforms:
Each team must wear the same color clothes or uniforms according to their house