VQA Policies
Fee Structure
All VQA events require Quidditch Australia membership on top of the event entrance fee. Check below for detailed information on the VQA Fee structure.
Sell it.
It all begins with an idea. Maybe you want to launch a business. Maybe you want to turn a hobby into something more. Or maybe you have a creative project to share with the world. Whatever it is, the way you tell your story online can make all the difference.
Rulebook 2021
The IQA has released a new rulebook for 2021, Check below for information on the new changes
Make it.
It all begins with an idea. Maybe you want to launch a business. Maybe you want to turn a hobby into something more. Or maybe you have a creative project to share with the world. Whatever it is, the way you tell your story online can make all the difference.
Grow it.
It all begins with an idea. Maybe you want to launch a business. Maybe you want to turn a hobby into something more. Or maybe you have a creative project to share with the world. Whatever it is, the way you tell your story online can make all the difference.
Share it.
It all begins with an idea. Maybe you want to launch a business. Maybe you want to turn a hobby into something more. Or maybe you have a creative project to share with the world. Whatever it is, the way you tell your story online can make all the difference.
Fee Structure
The fee structure for playing victorian quidditch is split into several parts. The first part is the Quidditch Australia (QA) membership. This membership primarily provides the player with sports insurance so that any injuries which occur on pitch are covered. It also allows members to participate and vote in the QA AGM. Having QA membership is compulsory for any person wishing to participate in quidditch games in Victoria.
Quidditch Australia memberships:
Club membership: New player $45 / Returning Player $60
Trial Membership: New player $10 / Returning Player N/A
Social Membership: $45
Club memberships allow players to participate in all victorian quidditch events including club level tournaments such as VIC Cup, Mudbash and QUAFFLE. Club membership is split into returning players and new players. New players are any players which haven’t participated in quidditch previously. Returning players are any players which have held a club or social membership previously.
Trial memberships are available for new players, these memberships allow new players to play in club level tournaments for a period of 30 days. After the 30 day period the trial membership has the ability to be upgraded to a higher level.
Social memberships allow players to participate in non club level tournaments. i.e fantasy tournaments.
For more information and signups for QA memberships check here
Additionally, each tournament has an entry fee, these pay for grounds, equipment and first aid hire.
VIC CUP Year Membership: New player $50 / Returning Player $75
VIC Cup Day Membership: $20*
Mudbash: N/A
*A day membership VIC cup provides 1 day of tournament play, a player can upgrade from a day membership to a year membership by paying the difference in price. For example a new player who purchases a day membership for $20 can upgrade to a year membership for an additional $30.
Rulebook
No longer can you lose the game by catching the Snitch.
When the snitch is caught, the catching team gets 30 points. If they're in the lead, they win. If the catching team is losing, the game goes into overtime.
Overtime no longer has the 5 minute delay, with brooms up and the time limit. Instead play simply restarts from where it stopped. The game ends when one team reaches the Target Score. Which is the non-catching team's score + 30
Eg. Blue v Red, 50-90
Blue catches. Score is now 80*-90
Blue is not leading, so we go into overtime. The Target Score is [Red's score] +30
Target = 90+30 = 120
So, score is 80*-90, first to 120 wins.
NEW BROOMS UP PROCEDURE:
We now do Brooms Up from the side of the pitch. This is to stop people concussing each other in the first 6 seconds of the game.
The quaffle now starts at the very center of the pitch. Two of the bludgers start mid-way down each teams Keeper Zone Line and the final bludger starts halfway between the quaffle and the starting sideline.
Each team has a quaffle runner, the quaffle runners start from the midfield bludger and must interact with the quaffle before any other player.
Each team must also elect a beater runner, like the quaffle runners these players will attempt to take position the contested bludger. The contested bludger must be touched by one of these players before any other player.
Each team must also elect an offensive chaser. The offensive chaser starts on the opposing teams side of the field. The offensive chaser can choose to start anywhere along the sideline on the opposing side of the field so long as there is a minimum distance of 1.5m from the beater runners. The offensive chaser chooses their position before the opposition.
The defensive chaser, keeper and beater can start anywhere along the starting sideline so long as it is on their side of the field and they are not within 1.5m of the beater runners or the oppositions offensive chaser.
The example on the right shows how a setup might look.
Moderate Changes:
Third Bludger Interference is now a Real Penalty (tm), featuring a stoppage, double bludger turnover, quaffle turnover, and back to hoops (no card though). In short, you lose all balls in your possession.
Quaffle carriers can decide where they restart after a stoppage in play. Either they stay in the same place, or they may go backwards to the previous Restrictor Line (ie Midfield Line, or their own Keeper Zone Line). They may start anywhere along that line. If the carrier is in the Opposition Keeper Zone, they instead go Forwards to the opposition Endline (edge of the pitch). See above for a diagram.
Defensive Keepers may no longer yeet the quaffle into space when blocking a shot, and expect to get possession. They must now respect the pitch boundaries like the rest of us.
Snitches and defensive seekers may no longer gang up to bully an offensive seeker, instead the Snitch must actively terrorise both seekers (ie. actually do their job) (Note that with the new snitch catch rules, I wouldn't expect to see much defensive seeking anyway).
Snitches can no longer javelin throw stolen brooms into the next post code.
Non-beaters may throw themselves, like a hero, in front of a bludger to protect a teammate (but still can't swat them away).
Protection for airborne helpless receivers now extends to until their legs have "absorbed the shock of landing". No more clobbering them because the tip of their shoe has touched a blade of grass.
If brooms down is called after you've thrown a ball, but before it's touched anything, you get it back. All ye beaters rejoice
If Defence commits a card-able foul (or 3rd bludger penalty) you get your reset back. Not that you will have used it, because nobody ever intentionally uses their resets
The two kicks rule has been removed. Have fun playing soccer!
~Exclusive QA only rule~ When the opposition scores, the keeper no longer has to wait to sub. So you don't have to wait for the quaffle to come back, then give it to the Keeper, then walk over to the sideline, then wait for a chaser to come over, then give it to the chaser, then sub the Ke-oh, chaser got beat and they scored