Kho Kho is a traditional Indian game that will give your kids stamina to the natural principles of physical development and encourage teamwork. Learn about the rules and background of the Kho-Kho game!
With modern distractions, there's nothing like the good old fashioned fun games for kids. We find inspiration in an old classic - Kho Kho. It is a traditional Indian sport that encourages teamwork and the game is based on the natural principles of physical development and developing all the motor qualities of an individual/players. Promotes a healthy combative spirit in youth. It is not just running with speed, but it is a natural instinct to chase and to drive a natural instinct to overtake, of course speed is the heart and the heart to stand in the constant pursuit of 9 minutes It requires perseverance and stamina. Physically fit youth enjoys this game You and your friends can enjoy in this exciting game.
You don't need much to play the game:
- An open space, about 27 metres by 15 metres: The game can be played on any surface that is suitable for open ground and play. Like today, it is played on turf prepared grounds. Needless to say, synthetic grounds are being used in the national championships.
- Two poles
- String or chalk
- And a whole lot of energy
How To Play The KHO KHO Game ?
The team consists of 12 players, on a coach, a manager and other support staff. At the start of the match 9 players will take the field. The game is played in two innings. One innings will consist of chasing and defending which will be of 9 minutes each for men/women and junior boys/girls. For Sub Junior Boys/Girls it will be of 7 minutes. There will be 2 innings in each match. An innings will be followed by an interval of 6 minutes and an interval of 3 minutes between two turns for men/women and junior boys/girls and 5 minutes, 3 minutes for sub junior boys/girls respectively.
KHO KHO are some of the skills displayed during the game:
Controlled Sprinting, Dodging, Diving, Post Diving, Tapping, Covering, Post Turning.
The rules are simple of KHO KHO game:
- Mark the Kho Kho play area with chalk or wire. Draw a line in the middle of the field and place the poles at each end of the dividing line.
- Divide yourself into two equal teams (12 is ideal but no less than six). One is the team chaser and the other is the defender. You will have to swap frequently.
- The chasing team stands at the center line, facing in alternate directions. You can only 'chase' on the side of the pitch you are facing.
- The referee will call both the captains for the toss. He will stand in the middle of the court in front of the scoring table and will be the captain of both sides. He will instruct one of them to choose the side of the coin. Then he will toss the coin and declare the winner of the toss.
- The winner of the toss must raise his hand and use his index finger to either pursue or defend the central lane or the side line respectively. The captain will not touch or pick up the coin. If a captain does so, the referee shall declare the captain of the other side as the winner of the spin of the coin. The captains of both sides will wear a band on their sleeves.
- There are two teams with 12 members. The game consists of four quarters/turns, 9 minutes each.
- Defenders enter the field in groups of three. Defenders need to avoid being tagged by chasers and can run anywhere on the field. If tagged you, you are out.
- The chaser starts on pole and must attempt to tag one of the defenders on his side of the field. If a defender crosses the line on the other side, the chaser taps one of his teammates who is facing the other direction and says "KHO!" screams.
- Dishonest is to lose early, touch without losing, change direction by chaser, cross lane while chasing, get up without losing, or lose late.
- There are only three members of the running team on the field and eight members of the chasing team taking a knee-jerk position on squares drawn through the field lines in a predetermined area between the two poles. They sit facing opposite directions in the cross-lane without crossing the line. A member called a 'chaser' stands near a pole to chase down the runners.
- The teammate should then attempt to tag the defender.
- Each time, the chaser touches a runner, a point is awarded. Chaser, your aim is to quickly tag all the defenders.
- If there is a tie, an extra turn is made in which the winner is the one who takes the least time to touch a runner on the opposite team.
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