2024 Rules

Basic Rundown

The sport of Quadball is adapted from J.K Rowlings Harry Potter series, while we don’t fly, many of the elements of the original game have remained.

Players must remain mounted on a “broom” at all times (which is typically a 1m length of PVC or wood). This provides a handicap and helps to level the playing field for all players.
Quadball is played by 2 teams consisting of 7 mixed gender players. Each player has one of four set positions on the field which determine what they can do and which balls they the can interact with. A players position on the field is denoted by which colour headband they are wearing. A team consists of 3 chasers, 1 keeper, 2 beaters and a seeker.
The chasers along with the keeper play with the main scoring ball (called the quaffle). The players pass this ball around in an attempt to get the ball through one of three goal hoops. Doing so will earn their team 10 points.
Beaters play with the bludgers which thankfully are not flying cannon balls but instead are dodgeballs. Beaters may throw the bludgers at players on the other team, if they successfully hit an opposing player on the full, that player must drop any balls in their possession, dismount and touch their defending goals before being allowed to re-enter play.
Seekers must catch the snitch (which is worth 30 points not 150). The snitch is a small ball attached to the back of a snitch runner. The snitch runner is an official of the game whose job it is to outrun the seekers and make it difficult for them to catch the snitch. Catching the snitch ends the game. Since the game can end quickly depending on the skill of the seeker, the snitch will only be released 18 minutes into the game.

Quadball is full contact, a player may block or interfere with an opposing player of the same position. If an opposing player of the same position has a ball in their possession then a player may tackle the possessing player to attempt to get the ball. They are safety rules in place to ensure that the risk of injury is as low as possible. Contact to the head of a player is strictly prohibited as is contact from behind.

Player Positions


Chasers

There are 3 chasers on each team. Chasers alongside the keeper attempt to score goals with the quaffle and prevent the opposing team from scoring. Goals may be scored from either the front or the back of the hoop. A goal scored in any of the three hoops will earn their team 10 points. Chasers wear a white headband to show their position on the field.

Chasers can attempt to get the gain possession of the quaffle from the opposition by tackling them, stripping the ball, intercepting a bad pass or taking possession of a dropped quaffle after the quaffle carrier has been hit by a bludger.

Photo courtesy of James Layh Quidditch Photography

Keepers

Photo courtesy of James Layh Quidditch Photography

Keepers can almost be thought of as a chaser with some special powers while playing in defense. Like chasers, the aim of the keeper is to score goals and stop the opposition scoring goals. There is a single keeper on each team.

While the keeper is in their defensive zone (roughly 5m around their defensive goal hoops) the keeper gains some special powers. These include immunity to beats and tackles. Since there is no legal way to remove a ball from an opposing keepers possession while they are in their defensive zone, a teams offense always ends when the opposing keeper gains possession.
Once a team has scored the ball MUST first be touched by the conceding teams keeper, no other player may touch the quaffle before the keeper gains possession.

The keeper is not required to stay in their zone during play and is it normal for them to join the offence with their chasers.

Beaters

There are two beaters on each team who show their position by wearing a black headband. The beaters play with the bludgers which are not flying cannonballs but instead dodgeballs. If a beater throws a bludger and hits a player of the opposing team on the full then that player is “beat”. A “beat” player must dismount, drop any balls in their possession and then touch back on to their defending goals in order to return to normal play. Any player regardless of position can be beaten, the exception being a keeper within their keeper zone.

Like chasers, beaters can be tackled or stripped of their bludgers, and if they are beat by an opposing beater then they are forced to drop their bludger before dismounting and heading back to their defensive goals. If a beater catches a bludger thrown at them then neither player is beat.

There are 3 bludgers in a game of Quadball but four beaters on the field in total. This means that one team will often have possession of 2 bludgers, while the other team only has possesion of 1 bludger. This is known as “bludger control” and provides a large advantage in the game.

Photo courtesy of James Layh Quidditch Photography

Seekers

Photo courtesy of James Layh Quidditch Photography

There is a single seeker for each team denoted by the yellow headband. Unlike other positions on the field, seekers are not a starting position. Instead the seekers come out 1 minute after the snitch runner has entered the field. The snitch runner usually enters play at 18 minutes playing time so seekers start at the 19 minute mark (although this does vary for the specific tournament).
The job of the seeker is to try to catch the snitch which is attached to the snitch runner. The snitch runner is an independent referee whose job it is to outlast the seekers for as long as possible. Catching the snitch results in an additional 30 points for the catching team.

The snitch runner is able to use reasonable force to stop the seeker from catching the snitch, this includes pushing the seekers, holding them in place and even stealing their brooms forcing them to be dismounted.

As catching the snitch results in the end of the game and also gives an additional 30 points, seekers are a prime target to be beaten out. Therefore seekers require an enormous amount of endurance to battle with the other seeker, beaters and snitch runner to catch the snitch.

Rule Changes from 2022

In 2022 the IQA released a new rulebook, check here for the full ruleset. Below is a summary of the major changes for 2023. QA has also released a set of amendments which you can check out here.


Change summary


Tackling - Two armed tackles are now legal, as before you cannot engage with a player above the head or below the knees.
Contact from behind - Behind tackles are also legal IF and only if the tackling player has no momentum, if the tackling player is still moving then the behind tackle remains illegal.
Reset Change - Resetting the quaffle across two reset lines is now considered two separate resets even if the reset was done in one action.
Quaffle Stall - If the quaffle is contested by multiple players on the ground at a time (i.e during a “turtle”) then a 10 second timer shall start. If the quaffle is still contested at the end of 10 seconds then the quaffle is then inbounded by the closest eligible chaser for the defending team.
Head beats - Head beats are now illegal with a specific set of circumstances. An illegal head beat is now a yellow card. An illegal head beat with excessive force is now a red card.
Equipment - Metal cleats and plastic shin guards are now exempt from the knock test and are broadly legal. The tournament director has final say on the legality of these items.
Seeker floor - The seeker floor (time at which the seekers are released) has been extended from 18 minutes to 20 minutes.