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Kho Kho

Kho kho is a tag sport in which eight players of the chasing team sit in a line facing alternate directions while one active chaser pursues three defenders at a time. The chaser cannot reverse direction or cross the central lane, so the game is decided by handing over the chase with a touch and a shout of 'kho'.

group

PLAYERS

9 on field, 12 in the squad

schedule

DURATION

4 turns of 9 min (2 chasing, 2 defending)

stadium

PLAYING AREA

Rectangular field 27 m × 16 m with a central lane and two posts

scoreboard

SCORING

1 point per defender dismissed

HOW IT IS PLAYED

Core Rules

01

The sitting line

Eight chasers sit in eight squares along the central lane, each facing the opposite direction to their neighbours. They may not stand or turn until the chase is handed to them.

02

The active chaser

One chaser runs at a time. They must run in the direction they face when the chase is given and may not cross the central lane between the posts.

03

Giving kho

The active chaser transfers the chase by touching a seated teammate from behind and shouting 'kho' loudly and simultaneously. The touched player rises and takes over immediately.

04

No reversal

Once committed to a direction, the active chaser may not turn back. Changing direction is a foul, so the chase must be relayed through teammates to cover the whole field.

05

The pole dive

The chaser may change direction freely only by going around one of the two posts at the ends of the central lane, and may take the shortest route to the post once past the last square.

06

Batches of defenders

Defenders enter in batches of three. When all three are dismissed the next batch enters within nine seconds, and the turn continues until the time expires.

07

Dismissal

A defender is out when touched by the hand of the active chaser without a foul, or when they step outside the field's boundary lines.

08

Turn structure

A match has four turns. Each team chases twice and defends twice, and the side that dismisses more defenders in total wins.

09

Lona

If the chasing team dismisses all defenders in a turn before time runs out, they score a lona and the defending team restarts with a fresh set of batches.

WATCH OUT

Fouls & Penalties

  • errorTurning the shoulders back after committing to a direction.
  • errorCrossing the central lane between the posts.
  • errorGiving kho without a clear simultaneous touch and shout, or giving it to a chaser out of position.
  • errorTouching a defender with a foul in progress — the touch does not count.
  • errorA seated chaser obstructing a defender or standing before receiving kho.

WHO DECIDES

Match Officials

  • sportsTwo umpires — one on each half, judging touches and fouls.
  • sportsReferee — supervises the umpires and settles disputes.
  • sportsTimekeeper — signals the start and end of each nine-minute turn.
  • sportsScorer — records dismissals, lonas and the running score.

GOVERNED BY KKFI · IKKF

Play Kho Kho On A Real Arena

Book a floodlit, pro-standard venue and put the rulebook to work.

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