Quidditch
Quidditch is a competitive sport that originated in 1200AD. It is an extremely rough but very popular semi-contact sport, played by wizards and witches around the world. Matches are played between two teams of seven players riding flying broomsticks, using four balls and six elevated ring-shaped goals, three on each side of the Quidditch pitch (field). In the Harry Potter universe, Quidditch holds a fervent following similar to the position that association football holds as a globally popular sport.
The sport is monumental throughout the wizarding world. Harry plays an important position for his house team at Hogwarts: he is the seeker and becomes the captain in his sixth year there. Regional and international competitions are mentioned throughout the series. In Goblet of Fire, Quidditch at Hogwarts is cancelled for the Tri-Wizard Tournament, but Harry and the Weasleys attend the Quidditch World Cup. In addition, Harry uses his Quidditch skills to capture a golden egg from a dragon called the Hungarian Horntail (in the first task of the Tri-Wizard Tournament), to capture a flying key in Philosopher's Stone, and on two key occasions in Deathly Hallows — getting hold of Ravenclaw's Diadem, and during the final fight with Voldemort — the "unerring skill of the Seeker" is useful to him in snatching the Elder Wand out of the air. Harry Potter has owned two broomsticks, the Nimbus 2000 and the Firebolt, both of which are destroyed by the series' end.
The sport is monumental throughout the wizarding world. Harry plays an important position for his house team at Hogwarts: he is the seeker and becomes the captain in his sixth year there. Regional and international competitions are mentioned throughout the series. In Goblet of Fire, Quidditch at Hogwarts is cancelled for the Tri-Wizard Tournament, but Harry and the Weasleys attend the Quidditch World Cup. In addition, Harry uses his Quidditch skills to capture a golden egg from a dragon called the Hungarian Horntail (in the first task of the Tri-Wizard Tournament), to capture a flying key in Philosopher's Stone, and on two key occasions in Deathly Hallows — getting hold of Ravenclaw's Diadem, and during the final fight with Voldemort — the "unerring skill of the Seeker" is useful to him in snatching the Elder Wand out of the air. Harry Potter has owned two broomsticks, the Nimbus 2000 and the Firebolt, both of which are destroyed by the series' end.
Players and equipment
Pitches
Quidditch matches are played on (or rather over) an oval-shaped, 500 feet (150 m) long and 180 feet (55 m) wide pitch, with a small central(core){circle approximately 2 feet (0.61 m) in diameter. At each end stand three hooped goal posts, each at a different height: one at 30 ft (9.1 m), one at 40 ft (12 m), and one at 50 ft (15 m), comprising the scoring area. There is also a line that shows mid-field, which is 180 ft (55 m). Quidditch fields have white shaded areas around the goalposts, to mark the scoring area and the bounds in which keepers must stay. Since Quidditch is an aerial sport, Quidditch pitches are shown to feature spectator seating at high vantage points, either in towers (such as at Hogwarts) or in a fully encircling platform, and the "top box" is considered the most prestigious place for a spectator to be seated. The British stadium that is shown for the 1994 Quidditch World Cup in the film version of Goblet of Fire is of this latter style, which appears similar to modern football or athletics stadium, albeit that the seating continues to curve upwards beyond the vertical, almost enclosing the pitch. Both the Hogwarts and World Cup pitches have been shown turfed with grass. The surface is used primarily for launching off at the beginning of the game, and on occasion for falling onto when players are dismounted from their brooms. Seekers, who sometimes fly close to the pitch surface, can be tricked into crashing into the surface occasionally at great speed (when tricked into doing so by the opposing seeker, it is known as the Wronski feint).
Quidditch Balls
Quaffle
The Quaffle is spherical in shape (although it is shown with four large dimples in the films, appearing more as a tetrahedron), bright red in color, and approximately 12 inches (30 cm) in diameter, and about the weight of a football but hollow. It is explained in Quidditch Through the Ages that the Quaffle is enchanted to fall very slowly through the air when dropped to prevent players from having to continuously dive to retrieve it. The backstory of Quidditch explains that the red color was instituted to create a stronger contrast between the Quaffle and mud. The Quaffle is also enchanted to make it easy to grip with only one hand. There is only one quaffle, unlike the bludgers. If the chaser throws it through the hoop they score 10 points for their team.
Bludgers
The two Bludgers are round, jet black balls, made of iron. A Bludger is 10 inches (25 cm) in diameter. They are described as being bewitched to fly without any visible means of propulsion, although they do retain inertia, which makes them unable to change speed or direction swiftly. They act as airborne obstacles, flying around the pitch and trying indiscriminately to knock players off their brooms. The Beaters carry short wooden clubs, which they use to knock the Bludgers away from their teammates and/or toward the opposing team. The Bludgers do most of the damage in the game of Quidditch; they will occasionally injure players and break brooms. A correctly bewitched Bludger with no jinxes will not side with a team; they will instead alternate players after they try and knock a player from one team off their broom. Once, Dobby bewitched a bludger to attack Harry and it ended up breaking his arm.
The Golden Snitch
The Golden Snitch, often referred to as simply the Snitch, is a small golden ball the approximate size of a walnut (roughly 1 inch (2.5 cm) in diameter), developed by Bowman Wright (1492–1560). In the films, the wings on the Snitch are gold, although in the books it is described as having silver wings. The winged Snitch is enchanted to hover, dart, and fly around the pitch, avoiding capture while remaining within the boundaries of the playing area. Each team has a designated Seeker (most seekers are the lightest, fastest, and smallest players on their team), whose only task is to capture the Snitch. The seeker who catches the Snitch scores 150 points, and strictly speaking, only the capture of the Snitch will end the game. (However, Quidditch Through The Ages describes an instance in which the team captains agreed to end the game without the capture of the Snitch, as the game had gone on for several months, and the captains were unhappy with their respective Seekers' performances.) Games have been known to last for months, so it is of key importance to catch the Golden Snitch as quickly as possible. It is also explained in Harry Potter and the Deathly Hallows that the Snitch has a "flesh memory", able to recall the first person who has touched it, and will respond only to the first person who caught it. This helps when there is a dispute about who caught the snitch first. Bowman Wright of Godric's Hollow was the first person to fashion a Golden Snitch, replacing the Golden Snidget bird, a magical creature resembling a hummingbird, also mentioned in Fantastic Beasts and Where to Find Them, which was previously used in the game, but was replaced due to animal cruelty issues. No other player aside from the Seeker is allowed to touch the Snitch, and referees and Snitch makers wear gloves when handling them. In Harry Potter and the Deathly Hallows, Dumbledore leaves to Harry in his will the first Snitch Harry had caught, inside of which he had hidden the Resurrection Stone.
Players
Each team is made up of seven players, consisting of three Chasers, two Beaters, one Keeper and one Seeker.
The job of the Chasers is to keep possession of the Quaffle, and try to score a goal (worth ten points) by throwing it through one of the three opponents' hoops. They can pass it among themselves, but only one player is allowed in the scoring area at any one time
The two Beaters have to protect the rest of the team from the Bludgers by hitting them at the other team with a wooden bat (like a baseball bat), which they hold in one hand. They are usually the biggest and strongest of the team. They are not allowed to hit the bludgers at the crowd, the referee or the Keeper (unless the Quaffle is inside the scoring area.
The Keeper has to protect the team's goal hoops by flying in front of them and stopping the opponents from throwing the Quaffle through them.
The Seeker's job is probably the most important one on the team, and it is to catch the Golden Snitch before the opposing team's Seeker, thus ending the game and winning 150 points for his or her team. This almost always means that the successful Seeker's team wins, although a notable exception is when Viktor Krum caught the Snitch for Bulgaria during the World Cup Final in Goblet of Fire, while his team were still 160 points behind Ireland (their opponents), thus making his own team lose. The reasoning proposed by Harry is that Krum wanted to end the match on his own terms.
The job of the Chasers is to keep possession of the Quaffle, and try to score a goal (worth ten points) by throwing it through one of the three opponents' hoops. They can pass it among themselves, but only one player is allowed in the scoring area at any one time
The two Beaters have to protect the rest of the team from the Bludgers by hitting them at the other team with a wooden bat (like a baseball bat), which they hold in one hand. They are usually the biggest and strongest of the team. They are not allowed to hit the bludgers at the crowd, the referee or the Keeper (unless the Quaffle is inside the scoring area.
The Keeper has to protect the team's goal hoops by flying in front of them and stopping the opponents from throwing the Quaffle through them.
The Seeker's job is probably the most important one on the team, and it is to catch the Golden Snitch before the opposing team's Seeker, thus ending the game and winning 150 points for his or her team. This almost always means that the successful Seeker's team wins, although a notable exception is when Viktor Krum caught the Snitch for Bulgaria during the World Cup Final in Goblet of Fire, while his team were still 160 points behind Ireland (their opponents), thus making his own team lose. The reasoning proposed by Harry is that Krum wanted to end the match on his own terms.
Broomsticks
Magical flying broomsticks are one of the forms of transportation for wizards and witches, as well as for playing Quidditch. Interestingly, Hogwarts Quidditch players are allowed to use whatever broomsticks they like or their sponsors can afford, despite the fact that more expensive brooms often confer great (and arguably unfair) advantages in speed and maneuverability. The Nimbus model line has a reputation as one of the best in the Wizarding world. Harry receives a Nimbus 2000 during his first year so that he can play for Gryffindor; Lucius Malfoy buys a full set of the more advanced Nimbus 2001s for the Slytherin team in exchange for choosing his son Draco as Seeker the following year. A Firebolt is an advanced professional-level flying broomstick and the most expensive and fastest racing broom in existence. It is said that they are the best in the world. They can even fly out of the atmosphere if the weather conditions are fair. Harry received a Firebolt model from his godfather, Sirius Black, after his Nimbus 2000 was destroyed during a Quidditch match in his third year after flying into the Whomping Willow during a storm. Comets and Cleansweeps are cheaper than the Nimbuses and are more common; however, Cleansweeps are considered still decent brooms. A Shooting Star is another brand of broom, but it is considered to be slow and out of style. Another broomstick series called The Bluebottle was introduced in the advertisements at the Quidditch World Cup, it was described as a family broom, with safety devices such as an anti-theft alarm. There is also another brand called Silver Arrows, as mentioned in Quidditch Through the Ages, along with the Tinderblast, Swiftstick, and Twigger 90, and the Oakshaft 79. The Oakshaft is the broom famed for its journey across the Atlantic and the Moontrimmer was popular because it was still controllable at extremely high altitudes. During a Quidditch training session in the third book, Madam Hooch mentioned that she learned to fly on a Silver Arrow and that it was a fine broom.
Game progression
The game starts with the referee releasing all four balls from the central circle. The Bludgers and the Snitch, having been bewitched, fly off on their own accord; the Snitch to hide itself quickly, and the Bludgers to attack the nearest players. The Quaffle is thrown into the air by the referee to signal the start of play.
Chasers score by sending the red, football-sized Quaffle through any of the three goal hoops. Each goal scored is worth ten points. After a goal is scored, the Keeper of the team scored upon throws the Quaffle back into play. Capturing the Snitch earns the Seeker's team 150 points, equivalent to 15 goals scored by Chasers. Since the game ends immediately after the Snitch is caught, the team capturing the Snitch is very likely to win the game. However, teams are ranked according to points scored, not games won. For example, at Hogwarts, the team with the most points at the end of the year wins the Quidditch Cup. There are only two occasions in the books when the team that catches the Snitch loses: once during the Quidditch World Cup final, when Viktor Krum of Bulgaria catches the Snitch, and once when Ginny Weasley replaces Harry as Seeker after he has been banned from playing by Dolores Umbridge. It is never explained why a Seeker would catch the Snitch in a situation where doing so would give the victory to the other team, i.e., the leading team's score exceeds the losing team's by 160 points, instead of simply waiting for the score to change. If teams are ranked according to points scored, however, a team that knows it cannot hope to catch up to the winning team might favour quickly catching the Snitch (also ending the game) so as to end the game before any more points are scored and hence reduce the lead in point difference obtained by the winning team, so that it is easier to win them back in subsequent matches. It is suggested that Viktor Krum catches the Snitch during the World Cup to "end [the match] on his own terms".
All seven players must constantly avoid both being hit by the Bludgers (which attempt to attack them) and accidental contact with the Golden Snitch (which is a foul if anyone but a Seeker touches it).
As the game can be difficult to follow by the crowd, due to the high speed and maneuvering of the players, games will usually be commentated. Lee Jordan served as Quidditch commentator at Hogwarts for several years.
The length of a Quidditch game is variable, as play can only end with the capture of the Golden Snitch by one of the Seekers or by mutual consent of the two team captains. The game length is therefore determined largely by the Seekers' abilities. The shortest game ever is described as lasting three and a half seconds, with the score obviously being 150–0 (Seeker Roderick Plumpton catches the Snitch at the mentioned time.) Some games can go on for days, and even months, if the Snitch is not caught. The longest game recorded supposedly lasted three months.
Chasers score by sending the red, football-sized Quaffle through any of the three goal hoops. Each goal scored is worth ten points. After a goal is scored, the Keeper of the team scored upon throws the Quaffle back into play. Capturing the Snitch earns the Seeker's team 150 points, equivalent to 15 goals scored by Chasers. Since the game ends immediately after the Snitch is caught, the team capturing the Snitch is very likely to win the game. However, teams are ranked according to points scored, not games won. For example, at Hogwarts, the team with the most points at the end of the year wins the Quidditch Cup. There are only two occasions in the books when the team that catches the Snitch loses: once during the Quidditch World Cup final, when Viktor Krum of Bulgaria catches the Snitch, and once when Ginny Weasley replaces Harry as Seeker after he has been banned from playing by Dolores Umbridge. It is never explained why a Seeker would catch the Snitch in a situation where doing so would give the victory to the other team, i.e., the leading team's score exceeds the losing team's by 160 points, instead of simply waiting for the score to change. If teams are ranked according to points scored, however, a team that knows it cannot hope to catch up to the winning team might favour quickly catching the Snitch (also ending the game) so as to end the game before any more points are scored and hence reduce the lead in point difference obtained by the winning team, so that it is easier to win them back in subsequent matches. It is suggested that Viktor Krum catches the Snitch during the World Cup to "end [the match] on his own terms".
All seven players must constantly avoid both being hit by the Bludgers (which attempt to attack them) and accidental contact with the Golden Snitch (which is a foul if anyone but a Seeker touches it).
As the game can be difficult to follow by the crowd, due to the high speed and maneuvering of the players, games will usually be commentated. Lee Jordan served as Quidditch commentator at Hogwarts for several years.
The length of a Quidditch game is variable, as play can only end with the capture of the Golden Snitch by one of the Seekers or by mutual consent of the two team captains. The game length is therefore determined largely by the Seekers' abilities. The shortest game ever is described as lasting three and a half seconds, with the score obviously being 150–0 (Seeker Roderick Plumpton catches the Snitch at the mentioned time.) Some games can go on for days, and even months, if the Snitch is not caught. The longest game recorded supposedly lasted three months.
Rules
The official rules of Quidditch are partially described in Quidditch Through the Ages. They are said to have been laid down in 1750 by the Department of Magical Games and Sports. Some of the more common rules are as follows:
1. Players must not stray over the boundary lines of the pitch, although they may fly as high as desired. The Quaffle must be surrendered to the opposition if any player leaves the boundary. Quidditch matches in the Harry Potter films, however, show players often deliberately flying over the boundary lines and even around the spectator towers.
2. A time out may be called at any time by a team Captain. It may be extended to two hours if a game has already lasted for more than twelve hours. Failure to return to the pitch afterward disqualifies the offending team.
3. The referee can impose penalties if a foul occurs. A single Chaser from the fouled team takes a penalty shot by flying from the central circle towards the scoring area. The opposing team's Keeper may attempt to block this shot, but no other player may interfere, much like a penalty shot in ice hockey.
4. Contact is allowed, but a player may not grasp another's broomstick or any part of his or her body. (Draco Malfoy breaks this rule in Prisoner of Azkaban by grabbing Harry's broomtail to stop him from seizing the Snitch.)
5. No substitution of a player is allowed, even if one is too badly hurt to continue (rare exceptions may be made when the game continues for a great length of time, and players become too fatigued to continue).
6. Players may take their wands onto the pitch, but they must not be used on or against any players, any player's broomstick, the referee, any of the four balls, or the spectators. (The right to carry wands at all times was granted during the height of wizard and witch persecution by Muggles, according to Quidditch Through the Ages).
7. Players are not allowed to attack one another by wand, hand or broom.
1. Players must not stray over the boundary lines of the pitch, although they may fly as high as desired. The Quaffle must be surrendered to the opposition if any player leaves the boundary. Quidditch matches in the Harry Potter films, however, show players often deliberately flying over the boundary lines and even around the spectator towers.
2. A time out may be called at any time by a team Captain. It may be extended to two hours if a game has already lasted for more than twelve hours. Failure to return to the pitch afterward disqualifies the offending team.
3. The referee can impose penalties if a foul occurs. A single Chaser from the fouled team takes a penalty shot by flying from the central circle towards the scoring area. The opposing team's Keeper may attempt to block this shot, but no other player may interfere, much like a penalty shot in ice hockey.
4. Contact is allowed, but a player may not grasp another's broomstick or any part of his or her body. (Draco Malfoy breaks this rule in Prisoner of Azkaban by grabbing Harry's broomtail to stop him from seizing the Snitch.)
5. No substitution of a player is allowed, even if one is too badly hurt to continue (rare exceptions may be made when the game continues for a great length of time, and players become too fatigued to continue).
6. Players may take their wands onto the pitch, but they must not be used on or against any players, any player's broomstick, the referee, any of the four balls, or the spectators. (The right to carry wands at all times was granted during the height of wizard and witch persecution by Muggles, according to Quidditch Through the Ages).
7. Players are not allowed to attack one another by wand, hand or broom.