Quidditch - Redeemer University College

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Transcript Quidditch - Redeemer University College

An Intramural Handbook
By
Louise Horsten & Andrew White
2009
Quidditch is an intramural sport based loosely on J.K Rowling’s
fictional Harry Potter series. It is a team-based game that relies
heavily upon the fundamentals of teamwork, effort and good
sportsmanship.
How Do You Play Quidditch?
Quidditch is essentially a modified version of scooter board soccer.
Players pass the ball to their teammates while trying to advance to their
opponents net. Players must throw the ball into the opposing teams net
to score goals. Additionally, each team has a Seeker, which is a player
(wearing a different colour pinny) who has the special job of capturing
the Snitch, (a tennis ball), when it is thrown out at random intervals. A
goal counts for one point and a captured snitch counts for three. The
team with the most points at the end of the match is declared the winner.
The Sorting Hat Ceremony
The sorting hat ceremony is a fun and exciting way to determine the
Quidditch teams. Students reach into a witch’s hat and select a
coloured tile. Whatever colour they select is the team the are on. Red
tiles are for Gryffindor, blue Ravenclaw, yellow Hufflepuff and green
Slytherin.
Procedure
Have the students enter the gym and form two lines, one for girls
and one for boys. Count up the number of boys and divide by four,
do the same with the girls. Once you have your divided number,
place that amount of each of the four team tiles into your sorting
hat. (Example:20 boys in a line divided by four equals 5 of each
colour tile in the hat). Once the tiles are placed into the hat have the
students select a tile. Once a tile is chosen students are to line up
behind their team logo and meet their new teammates.
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Depending on the size of your gym, each team should field around 11
players at a time (10 players and a goalie). If you have more than 11
players on a team line changes become necessary. 5 minutes is a good
shift length.
2 players from each team (1boy, 1 girl) must be chosen as Seekers. They
are to be adorned with a different colour pinny and are to rotate every
shift.
Only each team’s Seeker may touch and capture the Snitch. At random
intervals the Snitch is thrown out. This event is signalled by a quick
double whistle. The first Seeker to capture the Snitch receives 3 points
for their team.
Players are not allowed to place their hands on the floor at anytime.
Players are not permitted to enter the crease of either goaltender. Goals
scored while in the crease do not count. Blocks made while in a player’s
own crease result in a penalty shot for the opposing team.
Players have a 3 second window in which to pass or shoot the ball. If a
player holds on to the ball for too long a whistle is blown and the ball is
handed over to the opposing team. This rule promotes passing and
teamwork.
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Players are not permitted to grab the ball out of another player’s
hand. They must block a shot or intercept a pass to gain possession.
Once a team has scored all members of that team must return to
their side of the gym before play is resumed.
While defending, players may only raise their arm up vertically or out
horizontally, not towards the ball carrier. This rule prevents one
player draping over and smothering another.
Players are not permitted to push, trip or intentionally block players
or the Seekers. However, players do not have to get out of the way
of a play.
Players who are not currently playing are not allowed to touch or
influence any Quidditch ball during the game.
After each game teams line up and high-five each member of the
other team while saying “good game!”
5 points for a win, 4 for a tie and 3 for a loss.
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Creating an intramural league within a school is a great start to
improving school spirit. However, there are many things that can be
added to a league to make it a more enjoyable and immersive
experience. Here are a few suggestions:
Create scoreboards and photographed team rosters. Post them in a
highly visible area for the players to see.
Provide each team with a teacher to act as coach and provide
encouragement and strategy to their team.
Post regular announcements on the P.A. to inform students of upcoming
games and game results.
Provide trophies and ribbons to Quidditch participants and present them
during school assemblies.
Have staff versus student games.
Create team uniforms.
Invite other grades to watch matches.
Provide game schedules.
Have coaches and referees dress up.