Location

Library Quad

Start Date

9-15-2017 4:00 PM

Description

Register to Play Quidditch

Calling all muggles! Chelsea Duncan, instructor of KSS, has organized an EIU Quidditch Tournament to take place on Family Weekend, beginning at 4 p.m. Friday, Sept. 15, in the Library Quad. All are welcome to help cheer on teams from Gryffindor, Hufflepuff, Slytherin and Ravenclaw as they compete to win the House Cup!

Quidditch players are currently being sought. No experience is required; all muggles are welcome! If you would like to play, please click the registration link above. It's free to play, but if you'd like to order a house T-shirt, email Ms. Duncan at ckduncan@eiu.edu and let her know which House shirt and your size. Cost: $7.50.

If you don’t want to play but would still like to order a T-shirt to cheer on your favorite team, email Ms. Duncan at the email address above.

While quidditch is a widely enjoyed sport in the wizarding world, we shall do our best to accommodate our muggle players during this tournament. As we are expecting a large turnout, we will be limiting each house to 34 players. Therefore, if your house is already full, in order to participate, you may be asked to join a different house or play a different position. While traditional quidditch allows seven players per team, we wish to allow more individuals the opportunity to participate in the tournament.

Traditionally, each team has one keeper, three chasers, two bludgers, and one seeker. For this tournament, each house will have (up to) four groups consisting of four chasers, three bludgers, and one keeper. Adding a chaser and beater allows for more individuals to play and assists our muggle friends, as running tends to be slower and more exerting than flying. Each team will only be allowed two seekers total, as they will not follow the same rotation as the other members of the team.

The tournament will consist of two (possibly) hourlong games between houses of equal numbers and the winners of each game will move on to the final championship game for the EIU Quidditch House Cup!

Rules of the game

So, how do you play muggle quidditch? Well, we’ve already established that flying is not an option, but in order to keep it fair, each team member on the playing field must carry the hockey stick given to them in order to simulate having to handle a broomstick (no attaching the stick to clothing, etc., you must carry the stick as if it were a broom, whether that be in your hand or with your legs).

As in wizards quidditch, there are three goal posts through which the chasers must get the quaffle in order to score points. Each quaffle through the goal is worth 10 points. It is the chaser’s job to score points, and it is the keeper’s job to defend the goal posts. Chasers are only allowed up to five steps, but can pass the quaffle to teammates in order to move it closer to the goal; however, if a chaser drops a tossed quaffle, the other team will take possession where it lies. It is also acceptable to intercept the quaffle during a throw as long as there is no contact with the other team (this isn’t muggle hockey).

While the chasers are attempting to score points, it is the bludger’s job to stop the opposing team from scoring/possessing the quaffle. Bludgers will be given one muggle dodgeball to attempt to stop the chasers on the other team. Bludgers can also throw the dodgeballs to each other in order to get closer to the chasers, but they must throw from a distance of at least 10 feet. Throws that hit a player above the shoulders, in any sensitive areas, or are thrown with malicious speed will not be tolerated, and the player will be ejected. If the bludger hits a chaser who is in possession of the quaffle, the ball will be overturned to the opposing team, the chaser must drop the quaffle and run to his/her goal post in order to be considered back in play.

Each group of eight will be given 7-10 minutes of playing time (depending on how many groups are within a team), then the next group will rotate in. Once we return to the starting group, one of the two seekers will be added to the game and the golden snitch will be released. Now we know that a magical snitch would be impossible to catch for non-magical individuals; therefore, the snitch will be an individual carrying an item that the seeker must take from them. The snitch will be allowed a slightly larger area than the playing field in order to create more of a challenge. As the teams rotate, so will the two seekers until someone retrieves the snitch and brings it back to the playing field, signifying the end of the game. The team who catches the snitch will received 150 points.

Presented By

Event flyer

Professor Duncan

Professor Chelsea Duncan is an instructor in the Kinesiology and Sports Studies Department. She received her undergraduate and graduate degrees in exercise science here at EIU. She is an avid Harry Potter fan and quidditch enthusiast. Professor Duncan is in the house of Gryffindor and her patronus is a wolf. She is excited to be a part of the Harry Potter exhibit with Booth Library this fall, and looks forward to working with everyone to organize an amazing quidditch tournament!

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Sep 15th, 4:00 PM

EIU Quidditch Tournament

Library Quad

Register to Play Quidditch

Calling all muggles! Chelsea Duncan, instructor of KSS, has organized an EIU Quidditch Tournament to take place on Family Weekend, beginning at 4 p.m. Friday, Sept. 15, in the Library Quad. All are welcome to help cheer on teams from Gryffindor, Hufflepuff, Slytherin and Ravenclaw as they compete to win the House Cup!

Quidditch players are currently being sought. No experience is required; all muggles are welcome! If you would like to play, please click the registration link above. It's free to play, but if you'd like to order a house T-shirt, email Ms. Duncan at ckduncan@eiu.edu and let her know which House shirt and your size. Cost: $7.50.

If you don’t want to play but would still like to order a T-shirt to cheer on your favorite team, email Ms. Duncan at the email address above.

While quidditch is a widely enjoyed sport in the wizarding world, we shall do our best to accommodate our muggle players during this tournament. As we are expecting a large turnout, we will be limiting each house to 34 players. Therefore, if your house is already full, in order to participate, you may be asked to join a different house or play a different position. While traditional quidditch allows seven players per team, we wish to allow more individuals the opportunity to participate in the tournament.

Traditionally, each team has one keeper, three chasers, two bludgers, and one seeker. For this tournament, each house will have (up to) four groups consisting of four chasers, three bludgers, and one keeper. Adding a chaser and beater allows for more individuals to play and assists our muggle friends, as running tends to be slower and more exerting than flying. Each team will only be allowed two seekers total, as they will not follow the same rotation as the other members of the team.

The tournament will consist of two (possibly) hourlong games between houses of equal numbers and the winners of each game will move on to the final championship game for the EIU Quidditch House Cup!

Rules of the game

So, how do you play muggle quidditch? Well, we’ve already established that flying is not an option, but in order to keep it fair, each team member on the playing field must carry the hockey stick given to them in order to simulate having to handle a broomstick (no attaching the stick to clothing, etc., you must carry the stick as if it were a broom, whether that be in your hand or with your legs).

As in wizards quidditch, there are three goal posts through which the chasers must get the quaffle in order to score points. Each quaffle through the goal is worth 10 points. It is the chaser’s job to score points, and it is the keeper’s job to defend the goal posts. Chasers are only allowed up to five steps, but can pass the quaffle to teammates in order to move it closer to the goal; however, if a chaser drops a tossed quaffle, the other team will take possession where it lies. It is also acceptable to intercept the quaffle during a throw as long as there is no contact with the other team (this isn’t muggle hockey).

While the chasers are attempting to score points, it is the bludger’s job to stop the opposing team from scoring/possessing the quaffle. Bludgers will be given one muggle dodgeball to attempt to stop the chasers on the other team. Bludgers can also throw the dodgeballs to each other in order to get closer to the chasers, but they must throw from a distance of at least 10 feet. Throws that hit a player above the shoulders, in any sensitive areas, or are thrown with malicious speed will not be tolerated, and the player will be ejected. If the bludger hits a chaser who is in possession of the quaffle, the ball will be overturned to the opposing team, the chaser must drop the quaffle and run to his/her goal post in order to be considered back in play.

Each group of eight will be given 7-10 minutes of playing time (depending on how many groups are within a team), then the next group will rotate in. Once we return to the starting group, one of the two seekers will be added to the game and the golden snitch will be released. Now we know that a magical snitch would be impossible to catch for non-magical individuals; therefore, the snitch will be an individual carrying an item that the seeker must take from them. The snitch will be allowed a slightly larger area than the playing field in order to create more of a challenge. As the teams rotate, so will the two seekers until someone retrieves the snitch and brings it back to the playing field, signifying the end of the game. The team who catches the snitch will received 150 points.