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AMTGARD RULES

Amtgard Rules of Play.

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Amtgard Quiddich
[09/18/2003] [Orlando, Medryn and Zumat]

The Playing Field

Regulation or Full Pitch Quidditch for amtgard is played on a rectangular Pitch 75 feet wide by 150 feet long (see Figure 1). The Pitch has a 10 foot diameter circle in the center where the Quaffle is put into play.

Figure 1: Amtgard Quidditch Pitch Measures

On each end there are three goal posts positioned on the boundary line. One post is positioned in the exact middle of the boundary line while the other two are positioned exactly 12 feet on either side of the center post. The goals are rings positioned with their bottoms at 6’, 3’ and 6” off of the ground. Experimentation has shown that a goal post is easily made by mounting a hula hoop between two poles of bamboo or pipe. Plastic tape is good to attach them because it is disposable and the goals can come down for transport.

Twelve feet out from each of the boundary lines where the goal posts are mounted is a line known as the Keeper Line. This marks the boundary of the “scoring area” in which the Keeper must stay. The only other players who can enter the “scoring area” are the chasers from the opposing team. Any player who leaves the pitch (including the keeper) is stunned (see the section on stuns).

Playing Balls

In Amtgard quidditch there are three types of balls that are used, the Quaffle, the Golden Snitch, and Bludgers. The Quaffle should be bright red in color and about the size of a soccer ball. Nerf Soccer balls work very well. The Golden Snitch is represented by at least three gold or yellow spell balls, one of which should have a distinguishing mark to denote the actual snitch. Since we don’t have enchanted bludgers to knock people off of their brooms, the bludgers are represented by four purple spell balls.

Players Positions:

Chasers (3)
Chasers are responsible for passing the Quaffle and scoring points by throwing the Quaffle through one of the opponent's goals. There are three Chasers on a team and they are each armed with a short sword.

Keeper (1)
The Keeper is the goal protector and must try to block attempts to score by the opposing team's Chasers. He is armed with a short sword and a medium shield.

Beaters (1)
The Beater attempts to block the Bludgers from hitting their team, and to hit the other team with the Bludgers. The Beaters is armed with only a medium shield and a bludger.

Seeker (1)
The Seeker attempts to catch the Golden Snitch. He or she is armed with a short sword and must wear the “seeker hat” or some other distinguishing piece of clothing. (Engineering tape works.)

Officials

Reeves
Two reeves monitor the game, call penalties, and insure that the game is played according to the rules.

Snitchers
Because the Golden Snitch cannot be enchanted to fly on its own, we need the Snitchers. The Snitchers throw the Golden Snitch at random times across the playing field, as well as making the initial attacks with the extra Bludgers, and attacking with the Bludgers should they go out of bounds.

The Game

Starting lineup and tip-off
When play commences, players line up on their own side of the midfield line with the keepers in the scoring zone. The referee in the center of the field tosses the Quaffle up and the Seekers in the starting circle attempt to tip it off to one of their team's Chasers. This is similar to the tip-off in basketball. Neither may be attacked by anyone until the Quaffle is in one team’s possession, nor may either team cross the midfield line.

Restarting play after scoring
When a team scores a goal with the Quaffle, the team who did not score is given possession of the Quaffle at their goal line. Both teams must remain on their side of the pitch until the reeves call lay on. If a team scores by catching a snitch, then there is a new tip-off.

Playing the Quaffle

Chasers attempt to move the Quaffle to their opponent’s end of the field in order to score goals by throwing the Quaffle through one of the hoops.

Moving the Quaffle
Chasers may pass the Quaffle as in Basketball, or run down field with it. Other team members (Beaters, or Seekers) may not touch the Quaffle. If a person is stunned, by either a weapon or a Bludger he or she must drop the Quaffle immediately.

Out of Bounds Quaffle
If the Quaffle is thrown out of bounds it is tossed back in to play by one of the reeves.

Scoring with the Quaffle
Each time a Chaser throws the Quaffle through one of the opposing team's goals his/her team receives 10 points. A seeker may shoot and score from anywhere within the pitch, however a person may only enter the “scoring area” if he or she is in possession of the Quaffle.

Blocking by the Keeper
The Keeper's objective is to keep the opposing team from scoring with the Quaffle. The Keeper is armed with a short sword and medium shield with which the Quaffle may be deflected from the hoops.

Recovery and Throw-in by the Keeper
If the Keeper can recover the Quaffle while it is still inside the Keeper line he/she can throw the Quaffle back in to one of his/her team's Chasers. It is also allowed for a Chaser to pass back to his own Keeper.

Playing the Bludgers

While the Chasers are playing the Quaffle the Beaters are attempting to hit the opposing team's Chasers with the Bludgers. The Beaters attempt to block the other Beaters from hitting their Chasers.

Bludging the Chasers
Initially two of the the Bludgers start in the possession of the Snitchers while the other two start in the possession of each teams Beater. The Snitchers may throw the Bludgers at any player, but once the Bludgers are on the field only the Beaters may touch them. The Beaters may pick up used Bludgers and throw them at the opposing team, however when a Beater has a Bludger he may not move until after he has thrown the Bludger. The Beater may, however, take a single step in order to throw the Bludger. The Beaters must throw the Bludgers at another player; they may not toss them forward simply to move them in to a better position. Additionally the Beaters may not hold the Bludgers for an extended period of time (at the referee’s discretion). Any player hit by a Bludger is stunned for a 15 count (see the section on stuns below).

Bludger Boundaries
Any bludger thrown out of bounds may be used by the Snitchers as if the match had just begun.

Playing the Golden Snitch


During play the Seekers are patrolling the field waiting for the opportunity to catch the Golden Snitch when it is thrown by one of the Snitchers. The Snitchers, like the referees, are not part of either team. They are considered officials who control one very important aspect of the game.

Throwing the Snitch
The four Snitchers move along the boundaries and throw the Golden Snitch over the field at random intervals. When throwing the Golden Snitch the Snitcher must aim for a position mid way between both Seekers. It is not necessary to have the Seekers looking at the Snitcher when the Golden Snitch is thrown. In addition to the Golden Snitch the Snitchers have a number of "fake" Snitches which they throw to misdirect the Seekers. The Snitches may be thrown either to another Snitcher or to some point within the playing field. If the Snitch lands on the field one of the seekers should return it to a Snitcher. If the Snitcher chooses to throw the Snitch to another Snitcher, the Snitch should be thrown in a way that a Seeker can still catch it (i.e. not 5 feet over the Snitchers’ heads).

Snitch Throwing Times
One of the Snitchers must throw the true Snitch at least once in every 5 throws. A throw of the Snitch does not count if it does not travel a minimum of 15 feet in bounds. It is counted, however, if caught by a Seeker before traveling 15 feet. The "fake" Snitches may be thrown as often as desired. Either a fake Snitch or the real Snitch must be thrown at least once a minute.

Catching the Golden Snitch
In order for the catch to count the Seeker must catch and hold the Snitch while it is still in the air. If the Snitch is dropped the catch does not count. If the Snitch touches the ground it is out of play. If a person is stunned after he or she catches the Snitch the catch still counts.

Scoring with the Golden Snitch
If a Seeker catches the Golden Snitch his/her team receives 50 points.

Interference and the Golden Snitch
No player, with the exception of the Seekers, is allowed to touch or interfere with the flight of the Snitch. If a player, other than the Seeker, touches the Snitch while it is in flight his/her team will be penalized 5 points. If a player other than a Seeker deliberately knocks the Golden Snitch down to prevent the Seeker from the opposing team from catching it that player's team is penalized 25 points. These penalties apply whether the Snitch is the real or fake Snitch.

Winning the Game

The first team to 100 points wins the game.

Stuns

Any player killed by a sword, or hit by a Bludger as per normal amtgard combat is stunned. Wounds are treated as per normal Amtgard combat and do not regenerate until a player is stunned. A stunned player must drop to at least one knee and count out loud to the specified number. The count varies depending on if a person was stunned by a weapon, or a Bludger. If a player is stunned by a weapon or steps out of bounds the player must count to 7, a bludger requires a 15 count. After the requisite count the player may immediately rejoin play. As in normal Amtgard 1 count is equal to 1 second.

Penalties

Blatching
(See Whisp, Quidditch through the Ages, page 29 for Wizard Quidditch description.) Physical contact against another player violating the Amtgard rules of play. First offense: 30 seconds in the penalty box, Second offense: Player is removed from the game. At the Reeve’s discretion serious offenses may merit ejection on the first offense. See also Cobbing and Slamming.

Blumphing
(See Whisp, Quidditch through the Ages, page 29 for Wizard Quidditch description.) Called against a Beater for deliberately throwing a Bludger in a way meant not to hit another player but to allow the Beater to change positions. Also called against a Beater who holds a Bludger for an excessive amount of time, referee’s discretion. 30 seconds in the penalty box and Loss of 2 points from the offending team.

Haversacking
(See Whisp, Quidditch through the Ages, page 30 for Wizard Quidditch description.) Called against a Chaser for "slam-dunking" the Quaffle through a hoop. The Quaffle must be thrown through the hoop. Goal is disallowed. If the hoop is broken while Haversacking then offending team forfeits the game.

Quaffle-pocking
(Interference with the Quaffle) (See Whisp, Quidditch through the Ages, page 30 for Wizard Quidditch description.) Beater or Seeker interfering with or tampering with the Quaffle – 30 Seconds in the penalty box.

Snitchnip
(Interference with the Golden Snitch) (See Whisp, Quidditch through the Ages, page 30 for Wizard Quidditch description.) Touching the Golden Snitch (except for the Seeker) –Loss of 5 points. This penalty shall apply even if the player is accidentally struck by the Snitch, but only as long as the Snitch is airborne. If a player deliberately knocks the Golden Snitch down to prevent the Seeker from the opposing team from catching it that player's team is penalized 25 points.

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