
The Seven Seas League, authority over the Quidditch competitions in the Pan-Magical Games, has publicized the rules for this generation’s Trade Winds Tournament and Aeolian University House Cup. If you have any questions or concerns, please contact them at help
@
terminus2008.org.
Teams - | - Equipment - | - Gameplay - | - Tournament Personnel - | - Tournament Advancement
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Teams
Number of Players and Reserves: Each team in the Trade Winds Tournament will have between seven and eleven players – three Chasers, one Keeper, two Beaters, one Seeker and up to four reserves. Any player may be designated a reserve by the team captain at any time.
Amateur teams have a more flexible structure. House teams for Aeolian University may have as many players as the appropriate Seven Seas League official decides is suitable.
Player Positions
- Chasers: Chasers are responsible for the bulk of scoring during Quidditch matches. Chasers will pass the Quaffle among them in an attempt to pass it through the other team's hoops.
- Keepers: Keepers are responsible for guarding their designated hoops from opposing Chasers.
- Beaters: Beaters are responsible for directing Bludgers toward members of the other teams, in an attempt to slow their progress or interfere with their play.
- Seekers: Seekers are responsible for locating and capturing a variety of decoy Snitches, as well as the Golden Snitch. A Seeker's capture of the Golden Snitch ends the match.
- Chasers: Chasers are responsible for the bulk of scoring during Quidditch matches. Chasers will pass the Quaffle among them in an attempt to pass it through the other team's hoops.
Captains: Each Trade Winds Tournament team will elect a team captain who will represent the team within the League and make team decisions during matches, including player substitutions, time-outs and appeals of referee decisions. Each House team will be captained by its Head of House, or by his or her designee.
Once captains for the Trade Winds Tournament have been determined, the Seven Seas League will communicate with each team's captain instead of the entire team.
Playing Time: Captains must play all team members for at least five minutes during every match, unless the player waives this right. If a captain violates this requirement, League officials may strip him or her of the captain's position.
Player Schedule Conflicts: The Seven Seas League recognizes that both amateur and professional players may have schedule conflicts during the course of the tournament. Team captains may, in their sole discretion, excuse players for any or all matches. The Seven Seas League would like to point out to players that some team captains may be more understanding about this than others.
Tournament Preferences: Players signing up for the Trade Winds Tournament will have the opportunity to request specific positions, teammates, names and numbers during the registration process. The Seven Seas League will attempt to accommodate all player preferences.
Players' Draft: Once a sufficient number of players has registered for the Trade Winds Tournament, the Seven Seas League will conduct one or more draft rounds to place players on teams. Players will be notified once this has occurred.
Amateur Players: Players in the Trade Winds Tournament are prohibited from participating in the Aeolian University House Cup.
Amateur Tryouts: Those who wish to play on the Aeolian University teams will have to try out.
Teams - | - Equipment - | - Gameplay - | - Tournament Personnel - | - Tournament Advancement
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Equipment
Uniforms: Players in the Trade Winds Tournament will receive jerseys in the color of their team with (i) their team's mascot on the front, and (ii) the player's name and number on the back. Amateur players will not receive official uniforms, but will receive team designations to wear during matches.
Balls
- Quaffle: The Quaffles will be small balls that players are able to hold in one hand. Tournament officials, reserve players, and others on the sidelines may retrieve Quaffles that have left the boundaries of the pitch. Quaffles that have been retrieved from outside the pitch boundaries must be given to (i) the opposing team from the team responsible for the out-of-bounds ball; or (ii) in the case of a missed goal attempt, the defending Keeper. Following a successful score, the defending Keeper will return the Quaffle to gameplay.
- Bludgers: Bludgers will be balls that are 5-8" in diameter. Bludgers must remain on the ground at all times. Tournament officials, reserve players, and others on the sidelines may return Bludgers that have left the boundaries of the pitch; such returns shall be made on the ground and shall be made approximately where the ball left the pitch. Bludgers returned from out of bounds may not be directed toward any specific player.
Any player who is struck by a Bludger, regardless of which team's player caused the strike, must stand still with their hands in the air for 10 seconds. Chasers struck by Bludgers must drop the Quaffle, if it is in their possession at the time of the strike. Bludgers striking players who are already standing still from a Bludger strike will have no additional effect. Players must abide by this rule even if the referees do not call Bludger strikes. - Snitches: A variety of Snitches, gold and otherwise, will be used. Decoy Snitches will be any color other than gold; the Golden Snitch will be gold. Snitches will be enclosed in a piece of cloth in the Snitch Substitute's hand to prevent the Seekers from ascertaining which Snitch is currently in play. Once a Snitch, decoy or otherwise, has been chosen to enter play, that Snitch will remain the current Snitch until it has been captured. The Snitch Substitute may exit and re-enter the boundaries of the pitch, but neither another Snitch nor another Snitch Substitute may enter play until the current Snitch has been captured or the current Snitch Substitute has left the boundaries of the pitch. Capture of the Golden Snitch will end the game.
- Quaffle: The Quaffles will be small balls that players are able to hold in one hand. Tournament officials, reserve players, and others on the sidelines may retrieve Quaffles that have left the boundaries of the pitch. Quaffles that have been retrieved from outside the pitch boundaries must be given to (i) the opposing team from the team responsible for the out-of-bounds ball; or (ii) in the case of a missed goal attempt, the defending Keeper. Following a successful score, the defending Keeper will return the Quaffle to gameplay.
Beaters' Bats: Beaters' Bats will be field hockey sticks.
Hoops: Each end of the pitch will have three hoops raised above the field of play. The hoops will be of varying heights, and each hoop will be 3-7' off the ground.
Pitch: As the Trade Winds Tournament travels the world, the Seven Seas League has never standardized a pitch size. Pitches will be 50-75' wide and 66-100' long. The ratio of pitch width to length will always be three to four. The League has at least managed to keep that constant while traveling from the jungles of Borneo to the ice of Siberia. Each end of the pitch will have a Keeper's Box that will be 6-8' wide and will run the width of the pitch.
Spectators must, at all times, stay 10 feet or more from the sidelines of any given pitch. Reserve players, tournament officials, and anyone else involved in the game who has signed a liability waiver may enter this 10-foot zone.
Weather: As is traditional, the Trade Winds Tournament and its related amateur events will be played regardless of the weather. Players are advised to prepare for sun, humidity, wind, rain, heat, cold and the occasional swarm of overeager reporters, as happened during the 1951 tournament.
Liability Waivers: All players, whether professional or amateur, will be required to sign a liability waiver prior to taking the pitch. Those players under 18 years of age must have their liability waiver signed by a parent or legal guardian; chaperones may not sign liability waivers. Liability waivers will be available at the pitch.
Teams - | - Equipment - | - Gameplay - | - Tournament Personnel - | - Tournament Advancement
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Tournament Personnel
Managers
- Tournament Manager: The Tournament Manager is responsible for all aspects of the Trade Winds Tournament and related amateur play that occur off the pitch, including the players' draft, liaising with team owners and maintaining the schedule. The Tournament Manager shall have no authority over gameplay, equipment, referees, or the outcome of the matches. The Tournament Manager does, however, have the authority to eject players from Quidditch play, Terminus or both for reckless disregard for the safety of others.
- Gameplay Manager: The Gameplay Manager is responsible for all aspects of the Trade Winds Tournament and related amateur play that occur on the pitch, including referees, Snitch Substitutes, rules enforcement and equipment. The Gameplay Manager has the authority to interpret the rules, and to overrule referees. Players should realize that the Gameplay Manager has not authorized the implementation of instant replay, however, so appealing referees' decisions may be a somewhat risky enterprise.
- Referees: Each game will be staffed by 1-3 referees, in the sole discretion of the Gameplay Manager. The referees will apply the Seven Seas League's rules to all professional and amateur play, including administering jump balls and out-of-bounds Quaffles, penalties and fouls, and time-outs. Referees' decisions may be appealed to the Gameplay Manager, though each team shall only have one appeal per match; otherwise, referees' decisions are final, binding and not subject to appeal.
- Snitch Substitutes: Each game will have 1-3 Snitch Substitutes, in the sole discretion of the Gameplay Manager. Each Snitch Substitute will carry a piece of cloth with which he or she will enclose the Snitch while that Snitch is in play. Starting 10 minutes into each match, the Snitch Substitutes will choose Snitches at random from the assortment of decoy and Golden Snitches, one of which will be the current Snitch for purposes of gameplay. The Snitch Substitute who holds the current Snitch will enter the pitch from the sidelines and attempt to evade the Seekers while traversing the pitch to another sideline. When the Snitch Substitute exits the pitch, the Seeker must cease pursuit. Once the current Snitch has been captured, provided it was not the Golden Snitch, a new current Snitch will be chosen. Current Snitches will be chosen at random, regardless of which Snitch Substitute holds them. Snitch Substitutes will not provide any team with an advantage of any kind, and will take all possible care to prevent injury to players.
- Tournament Manager: The Tournament Manager is responsible for all aspects of the Trade Winds Tournament and related amateur play that occur off the pitch, including the players' draft, liaising with team owners and maintaining the schedule. The Tournament Manager shall have no authority over gameplay, equipment, referees, or the outcome of the matches. The Tournament Manager does, however, have the authority to eject players from Quidditch play, Terminus or both for reckless disregard for the safety of others.
Teams - | - Equipment - | - Gameplay - | - Tournament Personnel - | - Tournament Advancement
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Gameplay
General
- Time-outs: Each team shall receive two 3-minute time-outs per match. Only team captains may call a time-out. Should the referees feel a match has lasted an unusual amount of time, in no case less than 45 minutes, the referees may award additional time-outs or may call breaks in gameplay.
- Appeals of Referee Decisions: Each team, in the sole discretion of its captain, is allowed one appeal of a referee decision per match. The appeal shall be made by the captain's calling time-out. The team captain shall discuss the appeal with the Gameplay Manager, who shall make a final and binding decision. Players should note that the Gameplay Manager has not authorized the use of instant replay; because the Gameplay Manager may not have seen the play leading to the decision in question, team captains should perhaps save these appeals for clarifications of the rules or other decisions that the Gameplay Manager need not have seen the play on the pitch to determine.
- Player Substitutions: Team captains may substitute any active player for a reserve player at any time, so long as the active player has left the pitch before the reserve player enters it.
- Position Substitutions: Team captains may change players' positions at any time, though each position substitution needs to be approved by a referee.
- Time-outs: Each team shall receive two 3-minute time-outs per match. Only team captains may call a time-out. Should the referees feel a match has lasted an unusual amount of time, in no case less than 45 minutes, the referees may award additional time-outs or may call breaks in gameplay.
Positions
- Chasers:
- Each game will start with a jump ball between two Chasers in the middle of the field, much like Muggle basketball.
- Chasers must keep one foot planted at all times when holding the Quaffle. Chasers may move at will when not holding the Quaffle, unless struck by a Bludger. When passing the Quaffle, Chasers must attempt to transfer it to another Chaser on his or her team; Chasers may not bounce Quaffles off other players, roll the Quaffle and then pick it up again, or attempt other maneuvers designed to circumvent the planted foot rule. Chasers may retrieve the Quaffle after legitimately blocked passes.
- Chasers must stay a minimum of five feet from the other Chasers on their team.
- Chasers may pass the Quaffle by any method they choose, including throwing, tossing underhand, bouncing or rolling. Quaffles must be passed by hand; kicking the Quaffle is not allowed.
- Other players may not attempt to steal a Quaffle while a Chaser is holding it.
- If a Chaser causes the Quaffle to leave the boundaries of the pitch, the Quaffle will be turned over to a Chaser of the other team at the place where it left the pitch. Gameplay will not halt while the Quaffle is retrieved and reenters the pitch.
- Following a successful score, the defending Keeper will return the Quaffle to gameplay.
- Chasers must stay within the boundaries of the pitch while they are active.
- Keepers:
- The Keeper will block Chasers' Quaffle shots from going through the hoops.
- The Keeper may move while carrying the Quaffle.
- The Keeper must remain in the Keeper's box at all times; other players may not enter the Keeper’s box.
- Following all successful and missed shots, the Quaffle will be retrieved by or given to the defending Keeper, who may then pass the Quaffle to his or her team's Chasers.
- Beaters:
- Beaters will each carry a Beater's Bat.
- Beaters will strike the Bludgers with the Beater's Bat. No other method of propelling the Bludgers is permitted.
- Bludgers must remain on the ground at all times.
- Beaters' Bats must remain below waist level of the average player at all times. Beaters must take all necessary precautions to avoid striking other players with the Beaters' Bats.
- Seekers:
- Each Seeker must chase down the Snitch Substitutes.
- To capture a Snitch, the Seeker must grab the piece of cloth hiding the Snitch.
- The Seeker must take all necessary precautions to avoid injuring the Snitch Substitutes.
- Chasers:
Scoring
- Quaffles: Passing the Quaffle through a hoop scores 10 points. Only Chasers are permitted to attempt to score, though purely accidental scores caused by other players will be counted. Chasers are encouraged to pass the Quaffle through the opposing team's hoops; regardless of which team's player caused the score, any Quaffle that goes through a team's hoop is worth 10 points.
- Snitches: Catching a decoy Snitch is worth 10 points. Catching the Golden Snitch is worth 50 points, and halts the match.
Fouls and Penalties
The referees have sole authority to call penalties fouls and award penalties. Penalties and fouls may be appealed to the Gameplay Manager like any other referee decision. Players are strongly encouraged to abide by the spirit of the tournament rules and to engage in good sportsmanship; failure to do so, even if the action in question is not expressly prohibited by these rules, may result in a penalty.
Fouls include: (i) more than incidental contact of any kind during play, including with Snitch Substitutes or referees, (ii) Beaters raising the Beaters' Bats above the average player's waist; (iii) Beaters' causing the Bludger to leave the ground; (iv) not stopping for 10 seconds when struck by a Bludger; (v) entering the Keeper's box while the Keeper is in it; and (vi) so forth.
Referees, in their sole discretion, may determine the appropriate penalty for any given foul. In most circumstances, a penalty will consist of one minute on the sidelines for the player who caused the foul. Repeat offenders and those causing particularly severe fouls, however, may be subject to harsher penalties, up to and including expulsion from Quidditch and Terminus.
Captains may not substitute for players serving penalties during the current match, even if a player has been removed from the match entirely due to a penalty. Captains may replace players at the start of a new match, if a penalty is still in effect.
Teams - | - Equipment - | - Gameplay - | - Tournament Personnel - | - Tournament Advancement
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Tournament Advancement
Structure of Tournament: The Trade Winds Tournament will be determined by the number of teams that enter, though at the very least, the Tournament will involve a round of group play followed by single-elimination playoff rounds.
Advancement from Groups: Play during the preliminary group rounds will determine seeding and/or participation in the elimination rounds. If two teams in one group have an equal number of wins in group play, the team with the best ratio of (i) points scored to (ii) points scored against will obtain the better seed or advance to the elimination round. Should two teams in one group have an equal ratio of (i) points scored to (ii) points scored against, the team that caught the Golden Snitch when the two teams played each other shall obtain the better seed.
Advancement in Elimination Rounds: The winning team shall advance in the quarterfinals and semifinals.
Prize: The Continents Cup will be awarded to the victorious team. The team's owner will receive the Continents Cup, and each player on the team shall receive a smaller trophy.
Teams - | - Equipment - | - Gameplay - | - Tournament Personnel - | - Tournament Advancement




