QUIDDITCH
 GO TO HOGWARTS TEAMS

Tuesday. Windy. Gwenog came for nettle tea, then invited me out for a treat. Ended up watching those numbskulls playing their game on the marsh. That big Scottish warlock from up the hill was there. Now they've got two big heavy rocks flying around trying to knock them all off their booms. Unfortunately didn't happen while I was watching. Gwenog told me she often played herself. Went home in disgust. - Gertie Keddle, 11th Century
 POSITIONS
KEEPER Keeping is a position best suited to those who don't mind having the wrath of three Chasers directed at them. Tall and athletic, they wear more protective equipment than any other player, occasionally including a helmet if they so wish. Their job is to guard three goalposts. Keepers are only permitted to leave their area to head off incoming Chasers.
CHASER Chasers come in groups of three, the bread-and-butter of Quidditch with the oldest position. They exist solely to score goals and arguably fight for possession of the Quaffle, able to work together in order to score ten points with every successful goal. Even if the Snitch is captured by an opposing team, hard-working Chasers may have already tipped the game in their own favour. Only one Chaser is allowed in the scoring area at a time.
BEATER Beaters are notably a tighter unit than the Chasers, the only two players on the field to be given the use of bats. With these, they are needed to beat off incoming Bludgers so as to protect their teammates and direct the vicious balls at their rivals. Upper-body strength is key for this position, usually leading to wizards landing the placement rather than witches, and it is not uncommon for them to play one-handed.

SEEKER Seekers are solitary figures on the pitch, the lightest and fastest of their team so as to be able to capture the Golden Snitch. First-years aren't usually chosen for this role, despite their size, as the position is one of the most fouled and therefore dangerous. A game does not usually end until the Seeker catches the Snitch (scoring 150 points) so it is advisable for the entire team to make sure theirs isn't knocked unconscious.
REFEREE Only the bravest witches and wizards become referees of Quidditch matches. They must be excellent fliers and able to keep track of all fourteen players at once. Madam Rolanda Hooch is the current Flying instructor and Quidditch referee at Hogwarts.
 BALLS
QUAFFLE 12 inches in diameter, red, leather-covered, the Quaffle is the main ball. Chasers pass it from one to another and attempt to get it through any of the three rings at the other side of the pitch. Each goal is worth 10 points.
BLUDGERS These are "nasty little blighters", to say the least. It is round, black and made of solid iron, enchanted to zoom around the pitch and attack players. Beaters should always watch them very closely for the welfare of their team.
GOLDEN SNITCH Walnut-sized, gold and the fastest ball on the field, the Snitch is the hardest to get hold of and the responsibility of each team's Seeker, who must catch it before their opponent. It is worth 150 points. A game may only end when the Snitch is caught or at the mutual agreement of both captains, but given how incredibly unlikely the latter is, the greatest focus is on seizing it quickly. Before the Snitch is released, it must always be handled with gloves owing to a flesh-memory of the first person that makes contact.
EQUIPMENT
GLOVES Giving a tighter grip on all the balls, these are rough-palmed and always worn without exception by every player.
ARM-GUARDS Thick leather-based padding covers the arm from wrist to elbow, cinched in place by three buckled straps.
SHIN-GUARDS From ankle to knee, the same buckled padding is strapped into place to prevent the most vulnerable part of the body, the legs, from being blown off easily during a match.
KNEE-GUARDS As an extra precaution, double-buckle segments are provided to cover the kneecaps in the hope of preventing them from being blasted apart.
GOGGLES In rainy weather, wide goggles are employed so that every player has the ability to see, even those with glasses.
HELMET A Keeper may wear one of these if they so wish.
BOOTS Lace-up leather boots reaching to the ankle.
 UNIFORMS
ROBES Each Hogwarts house wears the colours associated with their shield; red and gold for Gryffindor, green and silver for Slythern, blue and bronze for Ravenclaw, black and yellow for Hufflepuff.
Each uniform consists of: ● Set of robes ● Knee-high socks ● Woollen jumper ● Fleece-lined breeches  RULES
The following rules were set down by the Department of Magical Games and Sports upon its formation in 1750: 01. Though there is no limit imposed on the height to which a player may rise during a game, he or she must not stray over the boundary lines of the pitch. Should a player fly over the boundary, his or her team must surrender the Quaffle to the opposing team.
02. The Captain of a team may call for the 'time out' by signaling to the referee. This is the only time players' feet are allowed to touch the ground during a match. Time out may be extended to a two-hour period if a game has lasted more then twelve hours. Failure to return to the pitch after two hours leads to the team's disqualification.
03. The referee may award penalties against a team. The Chaser taking the penalty will fly from the central circle towards the scoring area. All players other than the opposing Keeper must keep well back while the penalty is taken.
04. The Quaffle may be taken from another player's grasp but under no circumstances must one player seize hold of any part of another player's anatomy.
05. In the case of injury, no substitution of players will take place. The team will play on without the injured player.
06. Wands may be taken on to the pitch but under no circumstances be used against opposing team members, any opposing team member's broom, the referee, any of the balls or any member of the crowd.
07. A game of Quidditch ends only when the Golden Snitch has been caught, or by mutual consent of the two team Captains.
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