You don't need flying broomsticks or magic balls to play this version of the game – it's tailor-made for muggles like us.
You will need
- 6 Hula-hoops
- 15 players
- 1 small ball that can fit in a sock
- A sock
- 14 brooms
- 1 foam soccer ball or slightly deflated volleyball as the quaffle
- 4 solid-color foam balls
- each about 8 inches in diameter
- as the bludgers
- A referee
- A gold or yellow outfit for the snitch (optional)
Step 1 Hang three Hula-hoops as the goals on each end of the playing field from a tree branch, soccer net crossbar, or something similar. Place the hoops about six feet off the ground.
Step 2 Assign positions: Each team has three chasers, two beaters, one seeker, and one keeper. Designate the player who runs the fastest to be the snitch; they carry the Golden Snitch, a small ball in a sock that hangs from their back pocket.
The snitch usually dresses in a gold or yellow outfit to differentiate themselves from the rest of the players.
Step 3 Give every player a broom, except for the player who will serve as the Golden Snitch. Players must hold their brooms with one hand only and keep them between their legs at all times.
Step 4 Make sure everyone knows their role: Chasers try to throw the quaffle through the hoops; beaters use the bludgers to tag out chasers and the seeker; keepers guard the goals; and seekers try to grab the Golden Snitch from the snitch, who runs in and out of the playing field at will.
Just like in the books, the snitch can travel far beyond the boundaries of the playing field, and the seekers can follow them.
Step 5 Begin the game. A chaser from each team stands in the center of the field, with the rest of the teammates on opposing sides. The referee tosses the quaffle into the air and the center chasers try to tip the ball to another chaser on their team.
Only chasers can touch the quaffle.
Step 6 Try to score by getting the quaffle through a Hula-hoop, which is worth 10 points. The players then return to the center for a new tip-off.
Step 7 While the chasers are trying to score, the beaters try to stop them by throwing bludgers at them. If a chaser is tagged with a bludger, they must stop moving and try to pass the quaffle to another chaser on their team. If the chaser drops the quaffle, or if the other team intercepts it, they take possession.
Step 8 Have the snitch run around the field, trying to evade the seekers who are attempting to grab the Golden Snitch. The first seeker to successfully do so scores 50 points for their team, ending the game. Whichever team has the most points then wins.
Did You Know:
Did you know? More than 400 million Harry Potter books have been sold worldwide in 67 languages.