Updates

NOTE: These updates are not exhaustive in detailing changes to the game, especially when large updates like new expansions are added. It is highly recommended that players familiarize themselves with the full rules to understand how new expansions work and how any updates impact gameplay. To see the full rules, check out the Rules Page.

  • Series 4 Regulations

    Series 4 will introduce a new format for the Series: Conquer the Creator.

    TEAM MANAGEMENT

    Each individual player will again choose their own team name during sign-up (there will be no doubles teams sign-up). For Series 4, there will ONLY be 1 cluster (all players are playing towards a common goal). In the event that a player cannot make their scheduled game time, it is up to them to coordinate with their cluster to arrange for another player to take their place.

    Each game, 2 players will pair up to play against the Creator. You will be scheduled to play with a different player for each game.

    LUCKY NUMBERS

    At the beginning of each game, your team will roll 1d6. This number will be your Lucky Number for the duration of the game. 

    The first time your Lucky Number is rolled as part of your 3d6, the Snitch will designate one of the opposing hoops as a Lucky Hoop. Its point value will be immediately increased by 2 to 12 points. Any time your Lucky Number is rolled as part of your 3d6 between then and when you shoot on the Lucky Hoop, the point value on the Lucky Hoop will increase by 1 point. This includes rolling multiple Lucky Numbers as part of your 3d6 (i.e. if your Lucky Number is 2 and you roll two 2s or three 2s, your Lucky Hoop will increase by 2 or 3 points respectively).

    If you score on the Lucky Hoop, you immediately receive the current point value on the Lucky Hoop. It will then be reset to being worth the standard 10 points and will no longer be a Lucky Hoop. The next time you roll your Lucky Number the process begins again, with another hoop being designated as the Lucky Hoop (it may or may not be the same hoop; this is at the discretion of the Snitch)

    If your shot on the Lucky Hoop is unsuccessful, the Lucky Hoop will remain a Lucky Hoop, but its point value will decrease by 2 (with a lower limit of 10 points).

    The Creator will not have a Lucky Number and will not have the opportunity to score on a Lucky Hoop.

    WIN-STREAK MULTIPLIER

    Players can increase their scores across multiple games by working towards a Win-Streak Multiplier. For every consecutive game in which the Creator is defeated, EVERY team who participated in a winning game will have their score multiplied by the Win-Streak Multiplier that increases based on the number of consecutive wins:

    • 2 consecutive wins = 1.2x multiplier
    • 3 consecutive wins = 1.3x multiplier
    • 4 consecutive wins = 1.4x multiplier
    • 5 or more consecutive wins = 1.5x multiplier

    Teams who are eligible to have their score increased by the Win-Streak Multiplier will have their scores retroactively increased following each consecutive win.

    The Creator is also eligible to receive a Win-Streak Multiplier for every consecutive game in which the Creator wins, which will also be applied retroactively to any eligible scores following each consecutive win.

    SERIES RANKINGS

    Your primary goal during the Series will be to win against and outscore the Creator. A ranked score for the Cluster and the Creator will calculated as the sum of:

    • Each win = 50 points
    • Each overtime loss = 20 points
    • Each loss = 0 points
    • Points scored in each game will also be included (taking into account the Win-Streak Modifier where applicable)

    There will be an additional ranking that includes each team and will be calculated based on an individual team’s average score (taking into account the Win-Streak Modifier where applicable) as well as the win rate.

    TEAM BUILDS

    There will be NO Draft Pick. For Series 4, there will only be one pre-built team for the cluster and one pre-built team for the Creator.

    IMPORTANT DATES

    May 3Team sign-up deadline (individual)
    May 4Team Rosters and Clusters Announced
    May-August2 Games per Week

    Series 4 will last ~12 weeks, with the expansion being used changing every few weeks. Depending on the number of players, each player will likely play once every 2-3 weeks. You will be notified prior to your game which expansion will be used. The final weeks of the Series will be dedicated for a condensed Quidlympics which will contribute towards your team’s place in the Series Ranking.

    SCHEDULING

    For Series 4, all games will continue to have a 7:30 PM ET start time. Each week’s poll for scheduling will ONLY include the days set for games in that week. This poll will be distributed on the Tuesday of the week prior, with players expected to complete the poll by the Friday. Players are still strongly encouraged to indicate their maximum availability on these polls. With the cluster format, each team does not need to play a set amount of competitive games, but each cluster does. Those that do not provide their availability may not be scheduled to play in a given week.

    READY TO PLAY?

    Sign up below and provide your availability for the first week of games. Remember that the deadline for both sign-up and availability is May 3.

  • Series 3 – Weeks 11 & 12

    Quidlympics

    For this series, there will be no yeeting during the Quidlympics (for Beater Royale and QuidRisk). Passes may only be made to your own team (not another team within your Cluster).

    Bonus Points will be awarded to individual teams based on ranking:

    • 1st Place: 4 points
    • 2nd Place: 2 points
    • 3rd Place: 1 point
    • 4th Place: 0 points

    For Tri-Hoops, Bonus Points will be awarded as follows:

    • 1st Place: 3 points
    • 2nd Place: 0 points
  • Series 3 – Week 10

    Gimmick: Ground Whackitu

    There will be a Whackitu on the field that moves 3 spaces in between each player’s turn and always towards the Quaffle. Whackitu will immediately attack anyone in its sphere of influence who is in possession of a ball or standing on a ball.

    Ground Whackitu also has additional mechanics for this gimmick:

    • If a ball is passed through Whackitu’s sphere of influence, you must roll equal to or higher than the number of spaces in between the characters passing the ball – if you fail, the ball will land on Whackitu’s hook
    • Any loose balls that land in or travel through Whackitu’s sphere of influence go straight to his hook
    • Any ball attached to Whackitu’s hook will move with Whackitu when it moves
    • If Whackitu has a ball on its hook and becomes adjacent to any character while he is moving (even those without a ball), it will attempt to beat them. A missed beat will overshoot as normal.
    • Whackitu can enter both Keeper Zones and whack the Keeper in their own Keeper Zone

    In addition, there is no yeeting.

    Quests

    Clusters will be awarded Quest Points for successfully completing the following quests this week:

    Be the first team to stun Whackitu 3 times.
    ⭐⭐Get whacked by Whackitu 10 times.
    ⭐⭐⭐Beat 2 characters with the same Beater without moving.
  • Series 3 – Week 9

    Gimmick: Dank Arts+

    Each turn players will roll 1d7 – this roll can be used to cast a spell of equal energy cost. Each team will have 2 Protegos which can be used during the game. There is no healing; instead, all effects except for death will last 2 turns (in the case of Imperio, if the casting character is beat or otherwise falls off their broom, the spell if broken and the character is automatically healed).

    Quests

    Clusters will be awarded Quest Points for successfully completing the following quests this week:

    Beat an opposing Chaser in their own Keeper Zone.
    ⭐⭐Successfully take the Quaffle from the opposing Keeper in their own Keeper Zone.
    ⭐⭐⭐Successfully cast all 10 spells at least once.
  • Series 3 – Week 8

    Gimmick: Hand-Offs Only

    Movement will use 3d10 instead of 3d6, however all passes between Chasers (and Keepers) can only be made between adjacent characters (characters standing next to each other). Beaters can pass balls at a maximum of 3 spaces in between them. Accuracy does NOT affect maximum passing distance. In addition, there is no yeeting.

    Quests

    Clusters will be awarded Quest Points for successfully completing the following quests this week:

    Score a goal from behind the hoop line.
    ⭐⭐Successfully beat the opposing characters 10 times.
    ⭐⭐⭐Have every Chaser and Keeper touch the Quaffle and then score on the same turn.
  • Series 3 – Week 7

    Gimmick: Beans in Boxes

    Mystery Boxes will be placed across the field as they were in the Elixirs & Things Expansion. In addition to the standard Things being available in boxes, there will also be a chance for a bean to be rolled.

    If a bean is rolled from the Mystery Box, it must be consumed immediately by the character that opened the Mystery Box. Bean flavours will be determined upon opening the box.

    Quests

    Clusters will be awarded Quest Points for successfully completing the following quests this week:

    Open a Mystery Box at least once per turn.
    ⭐⭐Successfully beat 4 characters in a row using the same Beater without losing the ball (beats do not need to all be in the same turn).
    ⭐⭐⭐Score a goal while all 3 of your Chasers are in the opposing team’s Keeper Zone.
  • Series 3 – Week 6

    Gimmick: The Field is Colour

    Everywhere a character ends their movement becomes covered in that team’s colour, which cannot be crossed by the opposing team. Unlike the Colour Wars expansion:

    • Passing a ball does not clear colours on the field
    • Claimed spaces do NOT disappear
    • No spaces along the centre line can be claimed
    • No spaces in either Keeper Zone can be claimed

    If a loose ball lands on a claimed space, that claim will be erased. Seekers can still freely cross the opposing team’s claimed spaces, but may not end their movement on the opposing team’s claimed spaces.

    Quests

    Clusters will be awarded Quest Points for successfully completing the following quests this week:

    Be the first team of the game to move all of your characters outside of the Keeper Zone (not including the Seeker).
    ⭐⭐Beat the opposing Seeker 6 times.
    ⭐⭐⭐Score a hat trick with your Keeper.
  • Series 3 – Week 5

    Gimmick: All Formations

    Both sets of Festive Formations will be present on the field, with each team able to complete any formation. For this week only, pushes can be made by characters of different positions (i.e. Beaters can push Chasers), except for Seekers who can still only push each other.

    Quests

    Clusters will be awarded Quest Points for successfully completing the following quests this week:

    Critically fail on a shot right next to the hoops.
    ⭐⭐Push 15 opposing characters across the ice.
    ⭐⭐⭐Complete 10 Festive Formations.
  • Series 3 – Week 4

    Gimmick: Rush Hour

    After each round, five (5) Ford Anglias will drive in randomly determined directions. If a character is is in the middle of the road (the straight line that the Ford Anglia drives), they are hit. These characters automatically fall off their brooms and return to hoops. Ford Anglias will only end their movement at the edge of the field, the Keeper Zone line or if they run into another Ford Anglia. If a Ford Anglia cannot move (due to being at the edge of the field/Keeper Zone line), it will be apparated across the field. Ford Anglias can end their movement on a ball.

    Quests

    Clusters will be awarded Quest Points for successfully completing the following quests this week:

    Score a goal from behind the hoop line.
    ⭐⭐Get hit by a Ford Anglia 15 times.
    ⭐⭐⭐Successfully beat 5 characters in a row using the same Beater without losing the ball (beats do not need to all be in the same turn).
  • Series 3 – Week 3

    Gimmick: Mandatory Beater Movement

    Each turn, your highest roll of your 3d6 MUST be used on one of your Beaters.

    Quests

    Clusters will be awarded Quest Points for successfully completing the following quests this week:

    Score a hat trick (3 goals with the same character in the same game).
    ⭐⭐Survive 3 opportunity beats with one character.
    ⭐⭐⭐Beat an opposing character from at least 3 spaces away (2 spaces in between).
  • Series 3 – Week 2

    Gimmick: Gnome Infestation

    Each team will receive two Gnomes at the end of round 3. Gnomes follow all rules as outlined in the Magical Beasts 2 expansion. In addition, the Portals will be open but can be used ONLY by the Gnomes.

    Quests

    Clusters will be awarded Quest Points for successfully completing the following quests this week:

    Successfully beat 3 characters in a row using the same Beater without losing the ball (beats do not need to all be in the same turn).
    ⭐⭐Score using your Keeper.
    ⭐⭐⭐Have every Chaser and Keeper touch the Quaffle and then score on the same turn.
  • Series 3 – Week 1

    Gimmick: Inverted Balls

    All games played this week will use inverted balls. This means that instead of 3 Bludgers and 1 Quaffle, there will be 1 Bludger and 3 Quaffles in play. In addition, yeeting will not be permitted.

    Quests

    Clusters will be awarded Quest Points for successfully completing the following quests this week:

    Score twice in a single turn.
    ⭐⭐Successfully beat the opposing characters 10 times.
    ⭐⭐⭐Score a goal from the centre line.
  • Series 3 Regulations

    Series 3 continues the cluster-based tournament format with several significant changes from Series 1 & 2:

    TEAM MANAGEMENT

    Each individual player will again choose their own team name during sign-up (there will be no doubles teams sign-up). You can still play with a partner, however you will be scheduled independently (it will be up to players to connect with a prospective partner to join them to play individual games). Final decisions for team decisions lie with the individual player who manages that team.

    For Series 3, there will ONLY be 2 clusters. In the event that a player cannot make their scheduled game time, it is up to them to coordinate with their cluster to arrange for another player to take their place.

    GIMMICKS

    All games will return to standard VQL games consisting of 2 teams (1v1). In general, every game will use the base ruleset (no expansions, unless otherwise noted) with a different “gimmick” being used each week. A gimmick will typically fundamentally alter a specific aspect of the game or an element of an expansion for both games during that week. Examples of potential gimmicks include:

    • There are 3 Quaffles and 1 Bludger on the field
    • The Field is Colour (everywhere a character ends their movement becomes occupied by that team’s colour for the rest of the game)
    • Cool Beans can be found in Mystery Boxes (in addition to standard Things)

    A different gimmick will be randomly determined each week, and will be announced (alongside any relevant rule considerations) prior to the games occurring that week. It is important that players read these brief rule considerations prior to their game.

    SERIES RANKINGS

    The Series Ranking will be calculated by adding a Clusters’ Series Points and Quest Points (read below).

    Series Points will be calculated simply by number of games won/lost per each cluster, with special consideration taken for games that end in overtime:

    • Each win is worth 2 points
    • Each overtime loss is worth 1 point
    • Each loss is worth 0 points

    If necessary, an additional modifier will be added to a cluster’s ranked score that includes their overall point differential. This point differential will only be used in breaking a tie between ranked scores taken from the points accumulated through a team’s win/loss record (therefore a cluster with a lower win/loss record cannot overtake a cluster with a higher win/loss record by having a significantly higher point differential, which could be the result of as little as one unevenly matched game).

    QUESTS

    In addition to Series Points being awarded to clusters based on the number of games won, Quest Points will be awarded to clusters who are able to meet the requirements of different quests in a given week.

    Each week will feature 3 quests of varying levels of difficulty, which will be announced prior to that week’s games. Level 1 (⭐) quests are the easiest and award 1 Quest Point for completion, while Level 2 (⭐⭐) and Level 3 (⭐⭐⭐) quests will be more challenging and award 2 and 3 Quest Points respectively for completion. Examples could include: scoring a hat trick, successfully beating 5 characters in a row (without losing the ball), or scoring from the centre line. Clusters may only receive Quest Points for each quest once per week, and progress does carry over between games in that same week (depending on the quest).

    Note: Quests will be specifically worded to indicate the exact requirements needed for completion; this could mean that some must be completed all within the same game or if some quests can only be completed by the first team to do so in a game. Be sure to read the quest requirements carefully to avoid confusion and disappointment.

    TEAM BUILDS

    There will be NO Draft Pick. Instead, each team will be pre-built, with each team receiving identical stat totals (each team will have one character with +1 in a random stat). Team rosters will be shared only after the sign-up deadline. Each team will consist of 7 characters. For Series 3, there will only be one pre-built team per cluster.

    IMPORTANT DATES

    January 13Team sign-up deadline (individual)
    January 14Team Rosters and Clusters Announced
    January – April2 Games per Week

    Series 3 will last ~12 weeks, with the expansion being used changing every few weeks. Depending on the number of players and clusters, each player will likely play a competitive game once every 2-3 weeks. You will be notified prior to your game which expansion will be used. The final weeks of the Series will be dedicated for a condensed Quidlympics which will contribute towards your cluster’s place in the Series Ranking.

    SCHEDULING

    For Series 3, all games will continue to have a 7:30 PM ET start time. Each week’s poll for scheduling will ONLY include the days set for games in that week. This poll will be distributed on the Tuesday of the week prior, with players expected to complete the poll by the Friday. Players are still strongly encouraged to indicate their maximum availability on these polls. With the cluster format, each team does not need to play a set amount of competitive games, but each cluster does. Those that do not provide their availability may not be scheduled to play in a given week.

    READY TO PLAY?

    Sign up below and provide your availability for the first week of games. Remember that the deadline for both sign-up and availability is January 13.

  • Series 2 Regulations

    Series 2 continues the cluster-based tournament format with several significant changes from Series 1:

    TEAM MANAGEMENT

    Each individual player will again choose their own team during sign-up (there will be no doubles teams sign-up). You can still play with a partner, however you will be scheduled independently (it will be up to players to connect with a prospective partner to join them to play individual games). Final decisions for team decisions lie with the individual player who manages that team.

    In the event that a player cannot make their scheduled game time, it is up to them to coordinate with their cluster to arrange for another player to take their place.

    GAMES/ALTERED RULESET

    All Series 2 games will be played as games of 4-Way Quidditch. Similar to Series 1, the theme will change every 2-weeks, with the following rule adjustments to accommodate being played on a 4-Way Quidditch field (note that not every expansion listed below will be used during Series 2):

    Z-Moves:

    • When using Blizzard Beater, you will select one opposing team to target

    Magical Beasts:

    • Magical Beasts will enter the field at the end of round 1 instead of round 3
    • If a character is apparated to receive a ball after being scored on, that character is immune from the negative effects of all beasts until the end of their next turn
    • The following beasts are banned when using the Magical Beasts expansions:
      • Chinese Fireball (oOoOoOoOoOoh)
      • Giant Squid
      • Portable Swamp
      • Thestrals
      • Whomping Willow
      • Erumpent
      • Thunderbird
    • The following beasts are altered as follows:
      • Cornish Pixies: all of the balls will be randomized using 2d16 (Quaffles) and 5d8 (Bludgers)
      • Centaurs: the distance between Centaurs is increased to a maximum of 7 spaces in between
      • Chizpurfle: any opposing characters in the sphere of influence of the Chizpurfle will receive -3 accuracy while there
      • Unicorn: if you choose to murder the Unicorn, this must be done prior to the end of round 5

    Defence Against the Dank Arts:

    • Spell energy will not accumulate each turn; instead, teams may choose to sacrifice one of their 4d8 to cast a spell (the spell cast must MATCH the sacrificed d8)
    • Spells may only be cast on odd numbered turns
    • Each team will have 2 Protegos to use per game
    • Each team may only cast Avada Kedavra successfully once per game
    • Only one character on each team may be killed

    Rune Tycoon:

    • Runes collected during the Series can be used by the rest of your cluster in following Rune Tycoon games in the same Series
    • There will be 50% more runes hidden on the field
    • The Rune of Endurance will result in rolling 3d8+1d10 for movement instead of 4d8
    • The Rune of Balance moves your Chasers up to the front of your quadrant (on one of the centre lines)
    • The Rune of Necessity is not required to search for runes

    Elixirs & Things

    • Elixirs will only be given out for games using this expansion (2 per game)
    • There can be 2 Monster Books in play at the same time. If another Monster Book is put into play (the player using the new Monster Book may choose which previous Beast to remove)
    • Clankers can only remove 1 beast from the field (the player using the Clanker may choose which one to remove)
    • The beasts banned when using the Magical Beasts expansions are NOT banned for use with the Elixirs & Things expansion (with the exception of the Thestrals, which remain banned)

    Buddy Bonuses:

    • The following adjustments are made to the abilities of Buddy Pairs:
      • The Henchmen: applies if one of your 4d8 is an 8
      • The Squib and his Cat: cannot be used if Argus Filch or Mrs. Norris are not in a straight line from their own hoops
      • The Knight Bus: the portal spaces are at the corners of the field (horizontally)
    • The following adjustment are made to the Class Bonuses:
      • Muggle/Squib Class: a straight only needs to be 3 in a row, and you roll an additional d8 for movement
      • Working Class: applies whenever 2 of your 4d8 are 1s (and/or 2s), and you roll an additional d8 for movement

    Colour Wars:

    • At the end of round 3 and every 3 rounds after that, each team unlocks a new skill for their animagus
    • Second Skin rerolls 1/2/3 of your 4d8 for the Level 1, Level 2 and Level 3 skills respectively
    • Infestation can be used to select a different hoop at the end of every 3 rounds

    Hoops & Loops:

    • There will only be 2 opening rounds, with 3 TRPs set per turn
    • Opening rounds will use 5d8 for movement

    TEAM BUILDS & TRADE WINDOW

    There will be NO Draft Pick. Instead, each team will be pre-built, with each team receiving identical stat totals (each team will have one character with +1 in a random stat). Team rosters will be shared only after the sign-up deadline. Each team will consist of 7 characters. For Series 2, there will only be one pre-built team per cluster.

    SERIES RANKINGS

    Clusters will play in 2 competitive games per week. Only a cluster’s best performance each week will count towards their Series ranking. The Series Ranking will be calculated with the following points awarded for each placement per game:

    • 1st Place: 4 points
    • 2nd Place: 3 points
    • 3rd Place: 2 points
    • 4th Place: 1 point

    In the event that any game ends in a tie for any position, the priority will be given to whichever team(s) caught the Snitch. If two teams involved in the tie caught the Snitch, they both receive points for the higher placement.

    IMPORTANT DATES

    October 1Team sign-up deadline (individual)
    October 2Team Rosters and Clusters Announced
    October – December2 Games per Week

    Series 2 will last ~12 weeks, with the expansion being used changing every few weeks. Depending on the number of players and clusters, each player will likely play a competitive game once every 2 weeks, giving each player the chance to play in each expansion’s rotation. You will be notified prior to your game which expansion will be used. The final weeks of the Series will be dedicated for a condensed Quidlympics which will contribute towards your cluster’s place in the Series Ranking.

    SCHEDULING

    For Series 2, all games will have a 7:30 PM ET start time. Each week’s poll for scheduling will ONLY include the days set for games in that week. This poll will be distributed on the Tuesday of the week prior, with players expected to complete the poll by the Friday. Players are still strongly encouraged to indicate their maximum availability on these polls. With the cluster format, each team does not need to play a set amount of competitive games, but each cluster does. Those that do not provide their availability may not be scheduled to play in a given week.

    INVENTORIES

    For Series 2, teams will only receive 2 elixirs during games that use the Elixirs & Things expansion.

    READY TO PLAY?

    Sign up below and provide your availability for the first week of games. Remember that the deadline for both sign-up and availability is October 1st.

  • Series 1 Regulations

    Series 1 brings with it several fundamental changes to the way the Virtual Quidditch League is run:

    TEAM MANAGEMENT

    Each individual player will choose their own team during sign-up (there will be no doubles teams sign-up). Players will manage this team on their own, however they will compete as part of a ‘cluster’ (similar to the House model used in Quidlympics). We are moving towards the cluster model because it was well received from Quidlympics, and moving away from doubles teams because of the challenges posed by scheduling.

    While you will manage a team on your own, you can still play with a partner, however you will be scheduled independently (it will be up to players to connect with a prospective partner to join them to play individual games). You may not partner with another player if that player belongs to the same cluster as your opponent. Final decisions for team decisions lie with the individual player who manages that team.

    In the event that a player cannot make their scheduled game time, it is up to them to coordinate with their cluster to arrange for another player to take their place. The team roster being used will remain as the original roster (not the team of the other cluster member taking their place).

    COMPETITIVE/CASUAL GAMES

    There will be approximately 3 nights offered per week. Of those 3 nights, 1 will be dedicated for casual gameplay. These casual nights will be for anyone to participate (priority will be given to those who identify “Casual Only” during sign-up) and will not count towards the Series Rankings.

    Casual games may be time limited to allow for multiple games to be played in a single night (to allow for multiple participants). Competitive games will count towards the Series Rankings and will not be time limited (standard games, play to the Snitch catch).

    Depending on the number of players and clusters, each player will likely play a competitive game once every 2-3 weeks.

    TEAM BUILDS & TRADE WINDOW

    There will be NO Draft Pick. Instead, each team will be pre-built, with each team receiving identical stat totals (each team will have one character with +1 in a random stat). Team rosters will be shared only after the sign-up deadline. Each team will consist of 7 characters.

    Once team rosters have been announced, there will be a limited time in which trades may take place. This Trade Window will remain open until the clusters are announced. During that time, trades may take place between teams, and must obey the standard trade rules of the VQL (1-for-1 trades, once a player has been traded away from a team they cannot be traded back to the same team, both teams must agree to the trade).

    After clusters have been announced, there will be no further trading during the Series.

    SERIES RANKINGS

    The Series Ranking will be calculated simply by number of games won/lost per each cluster, with special consideration taken for games that end in overtime:

    • Each win is worth 2 points
    • Each overtime loss is worth 1 point
    • Each loss is worth 0 points

    If necessary, an additional modifier will be added to a cluster’s ranked score that includes their overall point differential. This point differential will only be used in breaking a tie between ranked scores taken from the points accumulated through a team’s win/loss record (therefore a cluster with a lower win/loss record cannot overtake a cluster with a higher win/loss record by having a significantly higher point differential, which could be the result of as little as one unevenly matched game).

    IMPORTANT DATES

    June 20Team sign-up deadline (individual)
    June 21Team Rosters Announced
    June 21-23Trade Window
    June 24Clusters Announced
    June 25 – August/September2-3 Games per Week

    Series 1 will last ~12 weeks, with the expansion being used changing every few weeks. Depending on the number of players and clusters, each player will likely play a competitive game once every 2-3 weeks, giving each player the chance to play in each expansion’s rotation. You will be notified prior to your game which expansion will be used. The final weeks of the Series will be dedicated for a condensed Quidlympics which will contribute towards your cluster’s place in the Series Ranking.

    SCHEDULING

    Each week’s poll for scheduling will ONLY include the days set for games in that week. This poll will be distributed on the Tuesday of the week prior, with players expected to complete the poll by the Friday. Players are still strongly encouraged to indicate their maximum availability on these polls. With the cluster format, each team does not need to play a set amount of competitive games, but each cluster does. Those that do not provide their availability may not be scheduled to play in a given week.

    INVENTORIES

    For Series 1, teams will only have access to 2 free elixirs provided per game (competitive games only). There will be no other elixirs and things used (with the exception of those featured in the event that the Elixirs & Things expansion is used) and there will be no currency in use. There will also be no betting during Series 1.

    BEYOND SERIES 1

    We do have plans for new content and additions to the game moving forward, however for Series 1 we will be using the existing expansions and rules as they currently are. This is to test the format before introducing new concepts and alterations to gameplay.

    READY TO PLAY?

    Sign up below and provide your availability for the first week of games. Remember that the deadline for both sign-up and availability is June 20th.

  • V18.0
    • Added guidelines for Legends of the League, a culmination of the original 16 expansions
  • V17.0
    • Updated the Championships guidelines to reflect Expansions 9 through 16
    • Minor adjustments to several aspects of previous seasons to balance gameplay and effects between seasons
      • Clarified that the Keeper does not move when defending against the Hail Mary
      • Characters that survive the Blizzard Beater may be beat normally on the same turn
      • The Sacrificial Surge now grants all characters with neutral stats +2 in every stat for the round (rather than +1)
      • The Dodgy Bastard now lasts 3 rounds instead of 2
      • If a loose ball is covered by a Beast’s sphere of influence for 3 rounds, it will be randomly apparated
      • Characters now roll 1d10 against the Ford Anglia (which also rolls 1d10), rather than 1d6 against 1d6
      • Grawp no longer has to check accuracy for every pass and can now enter both Keeper Zones
      • Using the Mermaids now adds 3 Mermaids to the field rather than 2
      • The Phoenix now grants a +2 modifier when it is used (rather than +1)
      • Thestrals can no longer be used on the Seeker, but can be combined with a Skele-Gro to allow a character to only move back one quarter of the distance back to their hoops
      • The Werewolf cannot be the Seeker, and now receives the stat boosts at the end of round 7 instead of round 10
      • Clankers cannot be used against a team until they have had their Beast in play for at least 3 rounds
      • Closed a loophole that caused the team moving second (at the bottom of the round) to have the effects of an elixir for half a round less than the team moving first (at the top of the round)
      • Polyjuice Potion is no longer permitted with the Defence Against the Dank Arts expansion
      • The Rune of Sacrifice and Rune of Guarding can no longer be used on the Seeker
      • Reduced the upper limit that elixirs can increase a characters stats to from +6 to +5
      • The Probity Probe can now be used to view the location of the Chizpurfle for a single turn
      • Hustle now must be used prior to rolling for the Seeker, not prior to the Keeper movement
      • You may change the hoop impacted by Infestation after each shot against your own hoops
      • Beasts’ spheres of influence may not cover any rocky tiles (updated to align with dragons)
      • Clarified immunity from the Yeti to differentiate between stationary characters (who the Yeti moves adjacent to) and moving characters who attempt to slide multiple times across the Yeti’s ice
    • Minor text fixes
  • V16.1
    • Added in the Team Swap rules, where teams will not play using the team they drafted during the prelim games for the Hoops & Loops expansion
    • Because Seekers do not have a TRP, if they trigger a whiz-bang, they will now be apparated across the field (this only applies to opposing whiz-bangs, NOT neutral whiz-bangs)
    • Added overtime rules specific to the Hoops & Loops expansion
    • Trades are now one-way only, meaning that once a character has been traded, the team that traded the character away cannot get that character back in the same season
  • V16.0
    • Added the Hoops & Loops expansion
      • Introduces time loops and Temporal Reset Points (TRPs)
  • V15.1
    • Added the stipulation that a team cannot use multiple of the same type of elixir per turn
  • V15.0
    • Added the Magical Beasts 2 expansion
      • 15 new beasts added to the game, using the same beast mechanics introduced in Season 2
    • Minor edits made to the original Magical Beasts expansion to reflect the current state of the game and refresh based on overarching updates to the game since Season 2
  • V14.2
    • Spaces claimed by a team will now disappear after 2 turns (at the beginning of a team’s turn on odd numbered rounds)
  • V14.1
    • Adjusted Stretchy Arms
      • Can no longer be used to swipe a ball from a character who is not moving (unless the ball is passed to that character)
      • No longer need to roll 1d4 for loose balls on the ground (automatic swipe)
    • Changed Echolocation
      • Instead of moving 3 spaces, the animagus can move directly adjacent to any ball on the field
      • Also can show the location of the nearest whiz-bang once per turn
  • V14.0
    • Added the Colour Wars expansion
      • Introduces animagi to the game, which serve as supporting members that develop skills as the game progresses
      • Yeeting is not permitted under this expansion
      • Spaces on the field may be claimed by a team for a turn by passing a ball over those spaces
  • V13.1
    • Clarified undefined tiebreaker rules in the context of each expansion
    • Polyjuice Potion is no longer permitted for Festive Formations expansions
  • V13.0
    • Added the Festive Formations 2 expansion
      • Introduces 6 new festive formations
      • Only these new festive formations will be in use
    • Added a new weather effect
      • Snowy Weather will cause one space on the field to be covered in ice
      • Sunny Weather will melt one space on the field
      • Stormy Weather will strike one space on the field with lightning
      • Rainy Weather will not be used in this expansion
  • V12.0
    • Added the Cooler Beans expansion
      • Adds weather effects to the game
      • Allows for beans to be planted instead of eaten; planted beans can cause a beanstalk to grow depending on the weather
      • Beanstalks provide access to the Sky Realm, a new bonus area above the field where scoring provides extra points
      • There is a Whackitu in the Sky Realm to guard the hoops and attack some players
    • The Snitch will begin rolling a d8 for movement at round 10 (instead of round 15), with all subsequent dice roll changes taking place 5 rounds earlier than previous rule iterations. At the end of round 25, the Snitch will not move any more
  • V11.1
    • Added 5 new colours of beans (10 new flavours) to the Cool Beans expansion
      • Note that Yellow, Pink, Orange, Green and Brown Beans will only be found through the Mystery Beans
  • V11.0
    • Added the Cool Beans expansion
      • Beans can be used to increase players’ stats throughout the game, but there is also the risk that a bean could reduce stats
    • Clarified Wiggenweld Potion to only remove the effects of an elixir that was placed on your character by the opposing team
    • Adjusted the Maledictus Buddy Bonus to only be able to swap positions when outside of the Keeper Zones
  • V10.2
    • In the Prefect’s Bathroom updated to allow either Moaning Myrtle or Cedric Diggory’s Ghost to be made invisible when they are not in possession of a ball (mechanics work the same as the Invisibility Cloak with the exception being that they are visible while holding a ball).
    • Altered substitution rules to allow for substitutions anywhere in your own Keeper Zone
    • Elixirs applied to characters will only allow a character to reach a maximum of +6 in any stat
  • V10.1
    • Added a limit of +5 in any stat increased from the Henchmen and Durmstranglers Buddy Bonuses
    • If a character falls off their broom in the same turn, that character may not use the benefit of the Twins or the Maledictus Buddy Bonuses
    • The Squib and his Cat now allows any player to only move back to the front of the Keeper Zone in line with either Filch or Mrs. Norris (once per round)
    • Like Father, Like Daughter now allows all characters on a team (excluding the Seeker) to pick up and pass balls they cannot normally use
  • V10.0
    • Added the Buddy Bonuses expansion
      • Buddy Bonuses: refers to bonuses provided by specific pairs of characters who are drafted as a pair at the beginning of the draft pick
      • Class Bonuses: refer to bonuses provided by having 3 and 5 or more characters of a certain class on your team on the field at the same time
      • Substitutions: this season teams will be made up of 9 characters with 2 on the bench at a time. This expansion includes guidelines for how substitutions are permitted and alters the sit-out rules
    • Added an altered form of the condensed prelims/playoff style tournament which alters how the four teams qualifying for playoffs are determined
    • Added a forward movement provision to bludgers to keep loose bludgers from sitting in the Keeper Zone(s) for an extended period of time.
    • Adjusted the consequences of rolling a 3 or 4 when determining a whiz-bang’s effects
  • V9.3
    • If a Polyjuice Potion would result in a character receiving a lower speed stat than they started with, the Polyjuice Potion must be taken prior to that character moving.
    • Added rules to Magical Beasts and Fire & Ice expansions that cause a loose ball to be randomly apparated across the field if it remains covered by the beast or its sphere of influence for three rounds.
    • Limit on the maximum number of dragons that can be held in a team’s hand removed
  • V9.2
    • Rocky tiles can no longer be crossed by dragons
    • When summoning a new dragon to the field and replacing any existing dragons, the new dragon starts at the Keeper Zone line (rather than in the place of the existing dragon)
    • When using Rock Rise (the Common Welsh Green’s special attack), the area of rocky tiles cannot be used to surround any character or any hoop
    • Straight line attacks from dragons are placed with one empty space between the edge of the dragon’s sphere of influence and the line of tiles
  • V9.1
    • Several changes made to the Fire & Ice expansion
      • Special attack timing varies between small and large dragons
        • Small dragons’ special attacks take place AFTER a team has moved their Seeker
        • Large dragons’ special attacks take place BEFORE a team has moved their Seeker
      • When using a large dragon’s special attack, teams will roll 1d8 to determine where the attack is
      • Dragon lives have been reduced to 2 (from 3)
      • Dragons attacking with elemental advantage now add 2 in combat; dragons defending with elemental advantage now add 1 in combat
      • A Clanker will remove 1 life when used against a dragon
      • Threshold to hatch two dragons and select one reduced to 40 (from 45)
      • If a team has 2 small dragons on the field, they may only use one of their special attacks
    • Concussions are changed
      • Throughout a season, as teams receive concussions, they become more susceptible to additional concussions
      • A concussion will take place whenever a team rolls less than or equal to the number of concussions sustained by a team during the season plus one
  • V9.0
    • Added Fire & Ice expansion with new dragons to the game
      • Introduces 9 new dragons to the game and tweaks the Chinese Fireball (oOoOoOoOoOoh)
    • Added Season bonus for Witch Weekly specific to the Fire & Ice expansion
    • Witch Weekly may now be purchased at any point during the season (benefits will not be applied retroactively); Witch Weekly is also now available for purchase through the Elixirs & Things shop
  • V8.3
    • Added guidelines for the All-Star Championships
  • V8.2
    • Veritaserum is now included as an elixir that counts towards the two elixirs maximum in effect per team at a time.
  • V8.1
    • Polyjuice Potion changed to use the target’s base stats, instead of their stats at the time of taking the Polyjuice Potion
    • Seekers may now perform a lunge grab across lava (not while using Wingardium Leviosa), however an unsuccessful lunge will result in the Seeker falling into the lava and off their broom
    • The Snitch will enter the game at the end of round 5 when using The Field is Lava expansion
    • Added Lakitus which can be used to save a character from falling into the lava twice per team per game (three for teams who subscribe to Witch Weekly)
    • Teams must privately select which things they are bringing into the game prior to brooms up
  • V8.0
    • Added The Field is Lava expansion
      • Introduces lava that spreads across the field as players move between the Keeper Zones
      • Adds Wingardium Leviosa, Glacius and Aguamenti as ways of interacting with lava
    • Added the Witch Weekly subscription service
  • V7.2
    • Clarified all elixirs must be used prior to rolling for the Seeker
    • If spinning the item box results in another item box icon being displayed, teams may now reroll OR choose to bring another thing from their inventory to their thing slots
    • Wands can no longer be used against a team with two or fewer things in their thing slots
    • Probity Probes may now be used to move one of your own whiz-bangs to a new location
    • If the Demiguise is in play, the Probity Probe can be used to reveal its location for a single turn
    • The Elder Wand may no longer be used by/against a Seeker
    • Added compatibility rules for the application of elixirs and things in the context of all previous expansions
    • Reorganized all information pertaining to currency under a new section for ease of access
    • Adjusted trading rules to reflect new season format (teams may now only trade prior to their last preliminary game of the season, rather than the start of the playoffs)
  • V7.1
    • Changes made to several things in the Elixirs & Things expansion
      • Cauldrons now only require one thing (in addition to the cauldron itself) to be discarded to use
      • Beater Bats can no longer be used if there is a critical success or failure during the original attempted beat
      • There may only be 1 Weasley Wildfire Whiz-bang placed in each Keeper Zone by a single team
      • Whiz-bangs are triggered by players who end their movement on/adjacent to one – ending movement is clarified to be when a player ends a turn (either your own or the opposing team’s turn) in that space, but does not include players who have fallen off their broom and are moved back to the hoop line, or those who are moved back to centre following a goal
      • Whiz-bangs can also be activated by a Keeper using their 2 spaces of movement to defend the hoops
      • Hagrid’s Bear Trap now immediately stops a character’s movement, pushing them back to the space they were in before stepping into the item box or another adjacent space that would result in an opportunity tackle or beat (the Ritchie “Big Dick” Coote Law). The character receives -2 speed on the next 2 turns
      • The spell cast by the Elder Wand may only be defended against by a single Protego per team for the entire game

  • V7.0
    • Added the Elixirs & Things expansion
      • Adds elixirs as purchasable items for use in-game
      • Adds things as items that can be picked up and/or purchasable (sometimes) for use in-game
      • Adds sickles and galleons as additional units of currency for use in the Elixirs & Things shop
    • Chaos Games will now typically be made up of 3 previous expansions played at once
  • V6.2
    • Fast & Furious: Hogwarts Drift will now have the Snitch enter the game at the end of round 5 instead of round 3
    • Time Turners may now only be activated prior to rolling for the Seeker.
  • V6.1
    • Timers increased to 10 minutes for solo teams and 12 minutes for doubles teams (changed from 5 and 6 minutes)
    • Time Turners are now 30 seconds for solo teams and 1 minute for doubles teams (changed from 30 seconds for all teams)
    • Teams will now receive an extra 15 seconds per turn (to allow for time to think about their next moves following their roll) – this is added back at the end of each turn
    • When a goal is scored and there are no defending Chasers or Keeper in the Keeper Zone, the Quaffle will now be placed on the Keeper Zone line in-line with the nearest defending Chaser/Keeper
  • V6.0
    • Added the Fast & Furious: Hogwarts Drift expansion
      • Adds Time Turners to grant extra time and incentivizes making faster turns
      • Adds currency to the game in the form of Knuts
    • Changes made to Chaos Game rules with the addition of Fast & Furious: Hogwarts Drift
    • Minor changes made to some runes and Magical Beast rules
    • Updated reduced Snitch grab rolls to d15 and d12 after 3 and 5 unsuccessful Snitch grabs (changed from 5 and 10 unsuccessful grabs)
  • V5.1
    • Each team will be given two randomly determined green runes at the beginning of the season rather than three
    • The maximum amount of runes that can be activated at any time by a team is now five for every game
    • Updated the thresholds for Outstanding, Acceptable, and Troll ratings on Revelio Charms to 0-2, 3-5, and 6+ spaces between
    • Discovered runes may be immediately activated during the game they are found in, however an active rune must be deactivated if the team already has five runes activated
    • Minor adjustments to some runes:
      • The Rune of Cunning may be used at ANY point in the game, including to immediately cancel the effects of the other team using a rune. This may only be done once. It may also not be used against the Rune of Necessity.
      • The Rune of Weakness may be used against the opposing Seeker, and takes effect against any attempted Snitch throws.
      • The Rune of Vengeance only moves an opposing character back to their own hoops, rather than knocking them off their broom. This means that characters can still move even after the Rune of Vengeance is used against them.
      • The Rune of Theft is removed from a team’s collection once used to steal an opposing rune.
      • The Rune of Sacrifice must be used immediately at the beginning of the game or as soon as it is discovered (if being activated).
  • V5.0
    • Added the Rune Tycoon expansion
      • Runes can be collected during regular play, with the effects of collected runes eligible to be used in following games
      • Easter Eggs: advantages this season will be known as Easter Eggs (previously referred to as Candy Grams)
    • Alternative tournament format rules have been added for Double Elimination Style and Condensed Prelim/Playoff Style
      • Included adjustments for season bonus features under different tournament styles
  • V4.4
    • Imperio has been added as a new spell
      • Can be used to take control of an opposing character
    • Avada Kedavra can now be used to kill a Keeper in their own Keeper Zone
    • The Snitch will now roll 1d15 to defend after 5 unsuccessful Snitch Grabs; 1d12 after 10 unsuccessful Snitch Grabs
    • 5d100s are now rolled to determine which team goes first
    • When defending, if a Keeper is adjacent to and in the way of the hoop, they may choose to either use the +3 to defend or roll 1d4
    • Characters may now not stand on ANY loose ball that they cannot use for two consecutive turns; those who do will automatically fall off their broom
    • Added Secret Slughorn as a new mid-season optional feature
  • V4.3
    • The Snitch will now enter the game at the end of round 3 rather than round 5
      • Seekers will begin movement in round 4
  • V4.2

    Adjusted some spells in the Defence Against the Dank Arts expansion

    • Protego now costs 1 spell energy to use. It may still only be used twice by each team in a single game
    • Expelliarmus now reduces the opposing team’s spell energy by 2 stages rather than 1
    • Accio can now only be defended against if you are in possession of the ball being summoned or it is loose in your own Keeper Zone.
    • Characters under the effects of Silencio who are tackled now automatically fall off their broom. In addition, you may choose to “self-tackle” your own character under the effects of Silencio to be able to use that ball, however they will fall off their broom.
  • V4.1

    Minor text fixes

  • V4.0
    • Introduced new features with the Defence Against the Dank Arts expansion
      • Spells: spells can be used to attack opposing players with varying effects, with energy to use these spells being generated at the end of each turn
      • Candy Grams: advantages this season will be known as Candy Grams (previously referred to as Stocking Stuffers)
    • Added rules regarding Chaos Games and how different expansions interact when used at the same time
    • Overhauled tackles and beats when Beaters are involved:
      • A beater with a bludger cannot drop the ball they have in order to tackle for another ball. They must either pass, yeet or shoot their existing bludger before attempting to tackle for the second
      • If an attempted beat against a beater fails and that beater is not in possession of a Bludger, the beater now catches the bludger instead of it missing. Caught Bludgers cannot be immediately tackled away on the same turn
      • Opportunity beats can now be used against beaters
    • Balls may not be yeeted zero spaces (at a player’s feet)
    • Any opportunity attacks must be made immediately when the opposing character enters the adjacent space
    • Following round 25, the Snitch will not roll 1d4 for movement; instead, it will move 3 spaces until round 30 when it does not move at all.

  • V3.4
    • Players who are opportunity tackled may not immediately tackle back to regain possession of the ball in the same turn
    • Characters who slip and crack their skull open on the ice must return to hoops and may not move on their next turn as they recover from being concussed
    • 2d100 will be rolled for characters who are pushed across the ice since they are not expecting to be pushed. If either of those roll a 1 the character slips and cracks their head open

  • V3.3
    • Introduced new features with the Festive Formations expansion
      • Plays: teams can position characters on coloured spaces on the field to complete festive plays. Completing a play gives a higher chance of scoring and enables teams to apply perks to characters on their team.
      • Ice: spaces on the field are now covered in ice that allow characters to slide across lines of ice with a single space of movement. Certain actions are permitted while sliding, and sliding brings with it a small chance of slipping and falling off your broom. Sliding along ice may not be undone.
      • Pushing: new action similar to tackling in which a character may push an opposing character onto an ice space using strength.
      • Swiss Chalet Festive Special: new Z-move only for use which the Festive Formations expansion, allowing a team to freely move a single character anywhere on the field in order to complete a play
      • Stocking Stuffers: hidden advantages provided to teams upon completion of certain requirements
    • Updated rules surrounding the Snitches movement rolls for longer games (Snitch rolls 1d8, 1d6 and 1d4 following the end of rounds 15, 20 and 25 respectively)
    • Updated the Vanishing Cabinet to prohibit its use on the Seeker
    • Updated Grawp, who was incorrectly referenced to be defending with strength for all tackles and beats against him

  • V3.2
    • Added time penalties (at the discretion of the referee or Snitch) to speed up gameplay and discourage taking long turns;
      • Yellow card given for first offence – just a warning, no other consequence
      • Red card given for second offence – 1-minute timer to complete the rest of that turn
      • Black card given for third offence – 1-minute timer to complete the rest of that turn, with all subsequent turns being capped at 2-minutes
    • Added limits on what movement/actions can/can’t be undone
      • Once declared, tackles, beats and shots must be carried out
      • Moving into the opponent’s Keeper Zone with the Quaffle cannot be undone, but you can change course within the Keeper Zone
      • Movement may be done to avoid an opportunity beat or tackle
      • Sequences of movements and actions (including passes) may not be permitted at the discretion of the referee or Snitch
    • The ball can not be yeeted in order to avoid an opportunity tackle
      • Before any opportunity tackle could be avoided by yeeting the ball ahead to a safe space and then picking it back up once away from the opposing player
      • Now a character who yeets a ball may not pick it up on the same turn, and may not occupy the same space as the ball on the same turn
    • Added consequence for having the Quaffle in your own Keeper Zone for more than two turns
      • At the end of your second turn, if the Quaffle is still in your own Keeper Zone, the Quaffle is randomly apparated to another space somewhere on the field
    • Some Magical Beast changes:
      • Cornish Pixies are now only activated at the discretion of the controlling team
        • The opposing team is unable to clear the field of Cornish Pixies simply by throwing balls at them
      • Portable Swamp received several changes:
        • The Portable Swamp cannot be placed on top of any character
        • As the Portable Swamp moves it pushes adjacent characters and other Magical Beasts with it
      • Minor clarifications made to several other Magical Beasts
  • V3.1
    • Reduced number of consecutive movements for one character during brooms up from 3 to 2
    • Adjustments made to several Magical Beasts following testing
    • Snitch minimum roll is now set back to 3
  • V3.0

    Several minor changes and the introduction of Magical Beasts to the game:

    • When scored on, the Quaffle is now only passed to the defending Keeper if the Keeper is in their own half, otherwise it goes to the nearest defending Chaser.
      • This is to prevent the unrealistic scenario of a Keeper standing deep in the opponent’s half and then mysteriously receiving the Quaffle from across the field after being scored on.
    • Clarified making multiple tackles and beats by the same character in the same turn.
    • Clarified how many attempts at a throw a Snitch can attempt per turn.
    • Passing is now affected by a characters’ accuracy modifier, meaning a character with a positive accuracy modifier can pass further than 6 spaces between, while a character with a negative accuracy modifier cannot pass as far.
    • Slight changes made to the amount added per person standing along the target line for shots and when a Keeper rolls 1d4 if adjacent to the hoops
      • Beaters and Seekers now add 1 if along the target line
      • Chasers now add 2 if along the target line
      • The Keeper adds 3 if along the target line, however if the Keeper is adjacent to the hoop being shot at they roll 1d4 instead (not combined)
    • Snitch minimum roll is now set to 5 (and applies to ALL movement and action rolls).
    • The Vanishing Cabinet now cannot be used on the Seeker.
      • This was an overpowered Z-move that allowed the team using it to first move one of their own characters next to the Snitch and the Vanishing Cabinet their Seeker into that spot to attempt a grab without needing to move.
    • 20 Magical Beasts were added in this expansion.
      • See the Magical Beasts section of the rules for full details.
  • V2.4

    Several changes made to different aspects of the game:

    • Opportunity beats can no longer be used on opposing Beaters
      • Previous rules for opportunity beats made tackling another Beater virtually impossible (the tackling Beater would need to step into an adjacent space to make the tackle, which gives the defending Beater an opportunity beat before the tackle could take place. This opportunity beat would result in either a successful beat or a miss, meaning that either way, that Beater can no longer be tackled).
      • Only Keepers out of their Keeper Zone, Chasers and Seekers can be beat through an opportunity beat
    • Several changes to Keeper movement:
      • Forward movement provision added for Keepers in their Keeper Zone
        • To prevent Keepers from holding the Quaffle and staying in their Keeper Zone where they are immune to stall the game.
        • Once receiving the Quaffle after being scored on, the Keeper may stay in their Keeper Zone for one round. After this time, the Quaffle must be moved forwards out of the Keeper Zone and cannot be passed or carried backwards into the Keeper Zone.
      • Keepers who receive one space of movement for free when none of the 3d6 are used to move them must make their movement after all of the movement and actions of the rest of team have been completed. The reason for this movement is to put the Keeper in a more defensive position going into the opposing team’s turn, where allowing the free space of movement before or during the rest of their team’s movement can allow the Keeper to act in a more offensive way (which is not the intent).
      • When an attacking team is shooting on the hoops, the defending Keeper may now move freely up to 2 spaces in an effort to get closer to the hoop to defend.
    • Added a 3-Headed Dice Roll Bonus
      • If a team rolls three-of-a-kind for their movement, they may move an additional 4th character on that turn for the amount indicated on one die
      • As an example, if a team rolls three 6s, they may move an additional character 6 spaces for free. If they roll three 1s, they may move an additional character 1 space for free.
    • Beat characters who still had movement can no longer use that movement once they reset at the goal line.
    • Characters can now stand in a space with a ball they cannot use for up to one turn. On the next turn, they must move out of that space. This is to avoid a Chaser guarding a loose bludger or a Beater guarding a loose Quaffle until their own team can reach it, stalling the game.
    • Added stipulations for the Wild Card Mystery Trade.
    • Changes made to some Z-Moves
      • The Hail Mary has been modified to make it less of a surefire goal; shots must now be made along a straight line to any goal, from any distance. The defending team now factors in any players along the target line (similar to a normal shot on goal), and still uses 1d4 if the Keeper is in their Keeper Zone. The attacking Chaser doubles their accuracy and uses 1d20 while ignoring the number of spaces between them and the hoops.
      • The Divine Defender now lasts for 3 rounds, but the character blessed is immune to opportunity tackles and beats for the duration of the Z-move
      • The Dodgy Bastard now affects 2 characters for 2 rounds. In addition to the existing effects, these two characters now receive a free space of movement if any opponent steps in a space adjacent to them. This is to allow them an additional chance to move further away from potential tackles or beats.
    • New Z-Moves added
      • The Ol’ Switcheroo: a team selects one character from their team who will randomly change positions (roles) with one other member of their team. Movement ends for both characters affected by the Ol’ Switcheroo after the Z-Move is used.
      • Vanishing Cabinet: a team selects two of their own characters and swaps places on the field. Any characters in possession of a ball move with their ball. Movement ends for both characters affected by the Vanishing Cabinets.
  • V2.3
    • Added conditions for trading characters during tournament play
    • Trades must be 1-for-1 to prevent a team from ending up with having to sit out more than one character per game and/or not having to sit out any characters per game
    • Trades can only take place in between preliminary games (once the first knockout game begins, trades may no longer occur). This is to prevent teams moving on through the knockout rounds from making trades with eliminated teams in an effort to pool the “best” players going into the final game(s)
  • V2.2
    • Changes made to the number of players selected during tournament play from 7 to 8
    • Added in the stipulation that during each game in the tournament, one player must be selected to sit out
    • This player must be different for every game, and cannot be repeated within the tournament unless the tournament happens to include more than 8 games per team
    • This is to prevent teams from sitting out the same one or two characters with poor stats each game (reducing them to benchwarmers) and requiring strategic planning early in the tournament to think about when a stronger character needs to be benched
    • Also added in tiebreaker rules, introducing a sudden death speed round, where the first goal scored wins. All balls and characters are reset from their starting lines and act as though the game was restarting from brooms up. The Seeker and Snitch do not participate, and Z-moves are no longer able to be used. This is to prevent using a Hail Mary to easily win sudden death.
  • V2.1
    • Changes made to the way a team defends against an attempted shot made on the hoops.
    • Instead of a flat +1 for every player along the target line, the position of players now contributes to a greater extent. This is based on the need to shoot ‘around’ a player along the target line and whether that player is able to interact with the Quaffle or not
      • +1 if the Seeker is along the target line
      • +2 for every Beater along the target line
      • +3 for every Chaser along the target line
      • +4 if the Keeper is along the target line
    • The defending player still adds the number of spaces between the shooting player and the hoop
    • The defending player still rolls 1d4 if the Keeper is adjacent to the target hoop