
By Caleb Vierkant
Find Texas A&M Quidditch match times and places, or information on purchasing merchandise at maroonlink.tamu.edu/organization/tamuquidditch. Find them at “Texas A&M Quidditch” on Facebook or @TAMUQuidditch on Twitter and Instagram.
When Muggles Play Quidditch TEAMS 3 chasers, 2 beaters, 1 keeper, and 1 seeker.
Colored headbands differentiate each position.
CHASERS Use the quaffle (a volleyball) to score 10 points by throwing it through the hoops on the opposing end of the pitch.
KEEPERS The keeper’s job is similar to the chasers’, but he/she also defends the goals.
BEATERS Control the bludgers (dodge balls) and use them to knock other beaters and chasers “out,” meaning they have to run back to their starting position before they can rejoin the game.
SEEKERS After the game is played for 18 minutes, the seekers are released onto the field. Their job is to catch the snitch, a yellow ball hanging from the back of a neutral runner’s shorts. Whoever catches the snitch earns 30 points and the game ends. The team with the most points at the end wins.
Rules courtesy Aron Gebremicael, president of Texas A&M’s Quidditch Club.