THE COUNTDOWN BEGINS
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RULES
The World Cup will be using the 7-aside rules.
The game involves two roles: chasers, who attempt to tag the runners, and runners, who try to avoid being tagged. The primary goal is to tag the opposing team’s players within a set time to score points. A match consists of two innings, each divided into two turns of SEVEN minutes where teams alternate between chasing and running.
Specific terminologies in Kho Kho include:
– Pole: The wooden structures at each end of the field.
– Chaser: The player who attempts to tag the runner.
– Runner: The player avoiding being tagged by the chaser.
– Central Lane: The main lane running between the poles.
– Cross Lane: Lanes that intersect the central lane, forming squares where chasers sit.
– Kho: The act of passing the chase from one chaser to another by touching and calling out “Kho”.
– Early Getup: When a sitting chaser gets up before receiving a Kho.
– Late Kho: Delay in giving a Kho to another chaser.
– Lobby: The free space surrounding the playfield.
– Free Zone: The area next to the poles where direction rules do not apply.
Chasers must move in the direction they initially choose and can only change direction after reaching a pole. Chasers can pass the chase to a teammate by touching their back and shouting “Kho”. They must touch a pole to change direction or halves. Runners must avoid being tagged for three minutes to score points. Each successful tag by a chaser scores points. Special tags like pole dives can earn extra points.
Tap here to read more rules about Kho Kho World Cup
How to Play Kho-Kho?
Game Setup
- Kho Kho is played by two teams, each with 15 players, but only 9 players from each team take the field.
- The game takes place on a rectangular field, typically around 29 by 16 meters.
- A central lane divides the field lengthwise, and 8 wooden poles are placed at equal distances along the lane.
- The field has two zones, each called an “end,” with players facing alternating directions.
Roles & Objective
Chasers :These players are responsible for tagging the opponents.
Runners :These players avoid getting tagged by dodging or using the poles.
- The main goal is to tag as many players on the opposing team as possible within a set time.
- The team that tags the most players or tags all opponents within the time limit wins the round.
Gameplay Flow
- The game begins with the chasers kneeling along the central lane, facing alternate directions.
- The active chaser starts chasing runners from the opposing team.
- The chaser can tag the runners by touching them with their hand.
- To change direction or pass the chase to a teammate, the chaser taps one of the poles, says “Kho,” and allows the next chaser to take over.
Rules for Chasers
- Only one player (the active chaser) is allowed to chase at a time.
- The active chaser can run in either direction along the central lane but cannot cross it or turn back.
- A chaser can only tag a runner by hand, calling out “Kho” when passing the tag to the next chaser.
- The chaser must say “Kho” clearly and audibly to signal the change.
Rules for Runners
- Runners dodge the chasers by running around the central lane or using poles as a barrier.
- Once a runner is tagged, they are out of the game until the inning changes.
- Runners can’t step out of bounds or touch the central lane directly.
- Runners can use the poles to change direction and dodge the chaser.
- Runners are not allowed to cross the central lane or touch it directly.
Scoring and Winning
- Each runner tagged by the chasers counts as one point for the chasing team.
- Each team scores by tagging as many runners as possible.
- After each inning, teams switch roles – chasers become runners and vice versa.
- At the end of both innings, the team with the highest score wins.
- If the scores are tied, an extra inning or sudden-death round may be played.
Key Skills
Agility and Reflexes :Both chasers and runners need to make quick decisions and movements.
Team Coordination :Chasers need good communication for smooth role changes.
Pole Utilization :Runners can use poles to evade tags; chasers use poles to switch directions.
Endurance :Kho Kho is fast-paced, so players need to pace their energy for sustained performance.
Strategies
Positioning and Anticipation :Chasers should position strategically to block runners’ escape routes.
Efficient Use of “Kho” :Switch roles only when needed to maintain energy and field coverage.
Deceptive Movements :Runners should use fake moves and pole dodges to mislead chasers.
Endurance Management :Both teams should pace their energy, with chasers avoiding unnecessary sprints and runners using strategic pauses.