Quodpot was invented in the eighteenth century by Abraham Peasegood and is the most popular wizarding sport in the United States. It involves an exploding ball called the quod, which is very similar to the quaffle from Quidditch. Each team has eleven players who attempt to get the quod into the pot at the end of the pitch before it explodes, thus earning one point. The pot contains a solution to stop the quod from exploding, and then a new quod is brought into play. Whoever is in possession of the quod when it explodes must leave the game. When all players have been disqualified, the game is over.


Taken from CoSForums Archive

Quod: the Quod is the only ball in Quodpot. It is a red leather ball, roughly 22 centimetres in diameter. The game is centred on its explosive properties, essentially making the entire point to try not be blown to pieces by it. Aside from the explosives, there is a variety of charms on it, including one that sticks the Quod to the hand of whoever touches it, until thrown. This eliminates the need for holes or straps to allow the player to carry it.

Originally, the Quod would have a set time before it exploded, typically a full minute. This explosion completely converts the Quod to soot and scraps of leather, and usually causes injuries to the player carrying it. Since 1920, however, the Quod has been bewitched to explode in between thirty seconds and two minutes after it has been tossed into the game. This provides a much faster paced and more strategic game, as the time may be long enough for that long pass... and it might not, with generally hilarious results.

Any player holding the Quod when it detonates must leave the pitch. Though the ball very rarely causes any deaths or serious injuries, trained linesmen and Healers are on constant standby, to slow falls and revive the player, usually involving some hair re-growth.


Taken from CoSForums Archive

There are eleven players per team in Quodpot, broken up as follows.

Quodback: in charge of procuring the ball for the team. The two Quodbacks float in the centre circle of the field, while the referee fires the Quod upward from a cannon situated on the ground. The two each attempt to knock the Quod backward towards their team, where the real game commences. The Quodbacks are also able to pick up the Quaffle themselves and pass to a team-member, but this is generally not done.

Blitzers: each team has three blitzers. These players are generally the fastest and lightest, their job is to disrupt opposing formations by “buzzing”, flying closely to opponents to force them away from the players carrying the Quod. Blitzers are not allowed to handle the Quod until all other players are eliminated from the game. These players are thus the only ones allowed to precede the player carrying the Quod into the opponent’s scoring area, a tactic Blitzers are trained for.

Stoppers: Stoppers are the antithesis of Blitzers, slow, lumbering, and huge. The team has three stoppers, who must play in their own end. Allowed to carry the Quod, they are generally in charge of the team’s defensive end game, able to prevent opponents getting a clear run at the Pot. Normally they will intercept passes and throw them up the field to the forwards, but can also hold the Quod in their own end to force it to explode in the hands of the opponents.

Forwards: There are four forwards on the team, and they are the essence of the game. This position is undoubtedly the oldest, as the game once involved merely running up one end of the pitch and tossing the Quod into the Pot. Forwards play anywhere on the field, and are the only players allowed to place the Quod in the Pot. They can do this by getting up close and placing it in, or can shoot from as far away as they wish. Forwards are not allowed to carry the Quod more than ten metres forward, and then must pass to another team member.


Taken from CoSForums Archive

The Quodpot field is 105 metres long, divided into 5 zones. The Key areas are both 15 metres long, and situated at opposite ends of the field. Only three players from a team are allowed in the keys at once, including offensive and defensive players. Past the keys are the Interdiction zones, generally referred to as “Inters”. This is generally where most passing occurs, and the area is 15 metres long. Defenders and attackers clash in this area, and is also where most explosions occur. By far the widest area is the Neutral Zone, a full 75 metres long. Anything goes in this area, interceptions are common, as are mid-air collisions. The entire field is 50 metres wide, and shaped like a rectangle. The Key is the only zone thinner than that, a semi-circle 15 metres in radius, with the Interdiction zone surrounding it all the way to the back of the field.

The Pots are situated at the top of metal poles, suspended 50 metres off the ground. They are a standard 60-cm in diameter, exactly three times the diameter of the Quod. They are 30 cm deep, and filled with exploding fluid to a depth of 15. They are periodically refilled during the game by linesmen, as splashes frequently douse the field below. If there isn’t enough potion in the Pot when a Quod is placed in it, the Pot generally needs replaced, as do the Stoppers surrounding it.

The field has remained relatively unchanged since the 1800’s, when the game was created. Apart from the establishment of the Key, which prevented Stoppers bludgeoning everyone out of their way and creating a clear path on the ground, the original Quodpot field has remained constant.


The Professional Quodpot Federation is the largest professional North American quodpot league. It was formed in 1946 by the managers of twelve professional quodpot clubs in the United States, Mexico, and Cuba, but has since expanded immensely.

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