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Kho Kho 3

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0% found this document useful (0 votes)
1K views38 pages

Kho Kho 3

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© © All Rights Reserved
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You are on page 1/ 38

KHO- KHO

SUMMITED BY KISHAN CHAUHAN


S.NO INTRODUCTION PAGE
NO.
CHAPTER 1
2 HISTORY 2
3 THE ORIGIN OF KHO-KHO 3-5
4 KHO-KHO FEDERATION OF INDIA 6

CHAPTER 2
6 LAWS OF KHO-KHO 7-8
7 DIMENSION OF KHO-KHO GROUND 9-13

8 RULES OF KHO-KHO MATCH 14-15


9 RULES FOR PLAYER/COACH 16-17
10 EQUPIMENT 18
CHAPTER 3
12 KHO-KHO SKILL 19
13 OFFENSIVE SKILL 20
14 DEFENSIVE SKILL 21-22
15 TERMIN0LOGY 23-26
16 GUIDELINES FOR COACHING 27-28
CHAPTERS 4
18 AWARD 29
19 DRONACHARYA AWARD 29
20 ARJUNA AWARD 30
21 RAJIV GANDHI KHEL RATNA AWARD 31
22 CHHATRAPATI AWARD 31
23 RANI LAKSHMI AWARD 31
24 EKALAVYA AWARD 32
25 RECORD OF ARJUNA AWARD 33
26 NATIONAL RECORD 34-36
Senior National Kho Kho Championships (Men & Women)

27 BILIOGRAPHY 37

1|Page
HISTORY
Kho-Kho is one of the most
popular traditional sports
in India’s This is the sport
which is played by men,
women and even children
in almost every school and colleges. Like all Indian games, it is simple,
inexpensive and enjoyable – that make the game as enduring as it is
endearing. It is essentially a version of tag that`s why children like
this sport to play during their break time. One of the main points of a
successful animal life is “Active Chase” Which is a fundamental
principal of the Indian Game called kho-kho, synonymous with the
phrase a “Game of Chase”. It will not to be mistake to say that Kho
Kho was a recognized sport in the ancient times even earlier to the
oldest mythological writing of classic Maharashtra. The game of
chase was then also regarded as legend, as it used in phraseology as
putting Kho to someone as active chase meaning putting as effective
block and stopping the progress. The current adaption of the game
was actually an adaption about the time of World War l in 1914, but
at the same time lacked exacting rules and regulation that govern the
games in the modern times. There were neither any dimension to the
playground nor the poles, which demarcate the centre line, and the
factor was also missing.

2|Page
THE ORIGIN OF
KHO-KHO
The origin of Kho-Kho is difficult to trace, but
many historians believe, that it is a modified
form of 'Run Chase', which in its simplest form
involves chasing and touching a person. Kho-
kho in India goes back a long way, as it was
first started and origins in the state of
Maharashtra, Kho-Kho in ancient times, was
played on 'raths' or chariots, and was known
as Rathera
This game has been very popular in the Marathi speaking people. This game for
many years was played in an informal way. In order to make the game very
popular, the Deccan Gymkhana club of Poona tried to formalize the game. The
rules of the game were framed in the beginning of the 20th century. At
Gymkhana Poona, a committee was formed in 1914, to frame its rules. The first
edition of the rules, of Aryasatya kho-kho and Hu-Tu-Tu was published in 1935,
by the newly founded Akhil Maharashtra Shareerik Shikshan Mondal.
The Deccan Gymkhana of Pune, so named and baptised by the great Indian
leader Lokmanya Tilak drafted the first ever rules and regulations which
symbolised the metamorphosis of the game soon to follow. This initial stage
marked the limitation of the playground and yet sadly lacked the poles
demarking the central line in the field. Instead, two less calibre players were
posted squatting at the place and chasers to run around them to return to the
midfield.
But even then, the game caught imagination of the experts in field games. The
experts took no time to realise that the game demanded highest degree of
quick and brisk movements, very high grade of nerve reflexes and tremendous
stamina which all characterise a supreme athlete. The year 1919 saw the game
delimit an elliptical field with 44 yards long midline and 17 yards width of the
ellipse.
The midline was obliterated by transverse cross lines at eight different places, 3
yards 6 inches from one another. Poles came into existence and defenders

3|Page
were prohibited to touch the squatting chasers one sitting at each cross line
but facing opposite sides alternately. The fast pace of the game fascinated the
spectators that`s because the Governor of Bombay Presidency H.E. Lord
Willingdon also admired the merits and potentials of the game.
The years 1923-24 saw foundation of the Inter School Sports Organisation, and
Kho-Kho was introduced to develop at the grass roots and consequently
popularise the sport. The move certainly showed the results and the game of
Kho-Kho mainly owes it to the efforts taken by the Deccan Gymkhana and Hind
Vijay Gymkhana.
To develop skills and expertise in Kho-Kho, the then prevalent games of langdi
and Atya-Patya were the supporting factors, especially Atya-Patya which was
very popular because of its subtle skills of defending. Legends and giant
personalities in Pune like the Grand Old Man of Indian cricket Prof. D.B.
Deodhar, Persian language scholar and renowned research historian
Mahamahopadhyaya, D.V. Potdar and the dozens of Indian games Dr. Abasahib
Natu all played Atya-Patya with rare skill.
The Akhil Maharashtra Sharirik Shikshan Mandal (Physical Education Institute)
was founded in 1928 when Dr. Abasahib Natu of Pune, Shri. Mahabal Guruji of
Nasik, Shri. Karmarkar Vaidya of Miraj and Dr. Mirajkar of Mumbai, spared no
efforts in consultation with Kho-Kho experts and drafted the rules and
regulations of the game which differed but just a little from the existing rules of
the Federation today. Hind Vijay Gymkhana, Baroda and Deccan Gymkhana,
Pune had their own codes of rules which were in variance with each other
Experts from sixty Gymkhanas came together and evolved a joint code of rules
under the banner of Akhil Maharashtra Sharirik Shikshan Mandal in 1933 which
was circulated all over and with a few suggestions and alterations. A "new
code" was adopted in 1935.
Like all Indian games, it is simple, inexpensive and enjoyable. It does, however,
demand physical fitness, strength, speed and stamina, and a certain amount of
ability. Dodging, feinting and bursts of controlled speed make this game quite
thrilling. To catch by pursuit - to chase, rather than just run - is the capstone of
Kho-Kho. The game develops qualities such as obedience, discipline,
sportsmanship, and loyalty between team members.
The kho-kho playing field—which can be placed on any suitable indoor or
outdoor surface—is a rectangle 29 meters (32 yards) long and 16 meters (17

4|Page
yards) wide with a vertical wooden post at either end of the field. Each kho-kho
team consists of 12 players, but during a contest only 9 players from each team
take the field. A match consists of two innings. In an innings, each team gets
seven minutes for chasing and seven for defending. Eight members of the
chasing team sit in eight squares in the central lane of the field, alternating in
the direction they face. The ninth member is the active chaser (sometimes
referred to as the attacker), who begins his pursuit at either of the posts. The
active chaser “knocks out” an opponent by touching that person with the palm
of the hand. The defenders (also called runners) try to play out the seven
minutes, avoiding being touched by the chaser while not moving out of the
field’s boundaries. Runners enter the chase area (known as the rectangle) in
batches of three. As the third runner leaves, the next batch of three must enter
the rectangle. Runners are declared “out” when either they are touched by the
active chaser, they drift out of the rectangle, or they enter the rectangle late.
The active chaser can get any chasing-team member, sitting crouched in one of
the squares in the centre of the field, to take over and continue the chase by
tapping him on the back with the palm and saying “Kho” loudly. The chase is
built up through a series of “khos” as the chasers continue their pursuit in a
relay manner.
The first kho-kho tournaments were organized in 1914, and the first national
championship was held in 1959 at Vijayawada under the auspices of the Kho-
kho Federation of India (KKFI), which was formed in 1955. The Championship
was won by the Mumbai province under the leadership of Rajubhau Jeste who
was champion player, expert commentator and redoubtable coach made in
one. 1960-61 featured Woman’s Championship for the first time.
Ever since, the KKFI has made great efforts to popularize the game, which is
now played across India at various levels, from schools to the national team. In
the year 1982, the game was included as part of Indian Olympic Association
and few years later in 1989 saw the game as a demonstration in “Asian Games”
Festival. Some new reforms in the game have taken place that has been
incorporated by the Asian Federation. The year 1998 saw the first ever
International Championship Organised in the Indian city of Kolkata and
Sponsors, who come from different fields.
Kho-kho was included as a demonstration sport at the Berlin 1936 Olympic
Games and at the South Asian Federation (SAF) Games in Calcutta (Kolkata) in
1987.

5|Page
KHO-KHO FEDERATION
OF INDIA
The primary sports body for this game is called
the Kho-Kho Federation of India (K.K.F.I.). It has
its branches in all the states and it has been conducting Mini, Junior and Open
National Championships for both sexes, in many parts of India. KHO KHO
FEDERATION OF INDIA was established in the year 1956 with modern rules of
the game under the leadership of GREAT Lt. BHAI NERURKAR of Maharashtra,
Lt. Bhupati Mazumder, Lt. Sambhunath Mallik, and Lt. Deben Bose of West
Bengal
In 1959-60, the first national Kho-Kho championship was organised in
Vijayawada (Andhra Pradesh). The Government has initiated the following
awards for the game: Arjuna Award, Eklavya Award for men, Rani Laxmi Bai
award for women, Veer Abhimanyu award for boys under 18, and Janaki award
for girls under 16.
In the year 1960, KHO KHO FEDERATION OF INDIA shouldered responsibilities
to popularizes this game in schools, colleges & clubs etc. In the same year first
Kho Kho National was conducted only for men at Vijayawada. 3 teams
participated. In the year 1961, National in women section was introduced, four
teams were participated.
In the year 1963-64 to recognized the players to the service towards the game
Kho Kho Federation of India introduced best player AWARD EKALABYA in men
section and RANI JHANSI in women section. Kho Kho Federation of India
started to organize Junior National Championship for boys in the year 1970 &
for girls in 1972. Best AWARD in Junior National to encourage youngsters
instituted VEER ABHIMANYU for boys and JANAKI in girl’s section. In the year
1980, Sub Junior National was introduced in both section boys & girls. AWARD
for best sub junior players was instituted BHARAT in boys and ILA in girl’s
section.
The Kho-kho was introduced as an academic discipline in (SAI) Sports Authority
of India for six-week certificate course. In the year 1977 duration of course was
increased to 10 months. As Kho Kho & Kabaddi were a combined course it is
difficult to complete the course in 10 months. So, from the year (2008) Kho Kho
6|Page
was separated for training of Coaches of
10 months duration.

LAWS OF KHO-
KHO
The game of kho-kho is based on
natural principles of physical development. It is vigorous and fosters a
healthy combative spirit among youth. It is not merely running with
speed but its Chase a natural instinct to overtake, to pursue to catch
a kill. No doubt speed is the heart and to stand to a relentless pursuit
of 9 minutes at a stretch this heart demands stoutness, stamina. In
turn a physically fit youth enjoys it and the spectators who watch
enjoy a thrilling sport to their satisfaction.
The game can be played on any surface that suits open field sports.
As on today it is played on ground prepared from or earth on turf.
Needless to say, that synthetic ground and playing indoor arena is on
card.
The game is played in two innings A team consist of 15 players.
However, 12 players are nominated for a match and only 9 take to
the actual game initially. Every team has to chase and defend for 9
minutes each twice in a match that thus consist of 2 innings or
defending once in an inning is termed as “turn” of the particular act.
There is a rest of 9 minutes in between two turns for a change over.
Controlled Sprinting, Dodging, Diving are few skills exhibited during
the game, which is owned by a team that score more point (one
point is awarded for every defender, who is out).
Defenders enter the limit, in batches of three. After the third and last
defender of batch is out, the next batch must enter the limits, before
a 'Kho' is given by the successful active chaser. Defenders have full
freedom of movement on both sides of the central lane, but the
active chaser cannot change the direction to which he is committed.
7|Page
He cannot cross the central lane. An active chaser can change
position with a seated chaser, by touching him from behind by palm,
and uttering the word 'Kho' loudly, and simultaneously, chase or
attack is built up through a series of 'khos' as the chase continues
with a relay of chasers.
Kho-Kho can be played by men, women, and children of all ages. The
game requires a very small piece of evenly surfaced ground,
rectangular in shape, and 29m by 16m.

8|Page
DIMENSION OF KHO-KHO
GROUND

The Kho Kho ground is a rectangular field that has standardized dimensions –
the overall size of the field is around 27 meters in length and 16 meters in
width.
CENTER LANE
The central lane is the most fundamental component of the Kho Kho ground.
This lane runs through the middle of the field and is 24 meters long and 30
centimetres wide. It is the main path for the chasers to pursue the defenders.
The central lane divides the field into two equal halves – this is also crucial for
the strategic gameplay that Kho Kho demands.

9|Page
CROSS LANE
The cross lanes are perpendicular to the central lane. These intersect just
perfectly to create smaller sections on the field. There are eight cross lanes in
total, each measuring 16 meters in length and 35 centimetres in width. These
cross lanes then divide the field into smaller rectangles – these are essential for
the gameplay since they define the boundaries within which players must
operate.
RECTANGLE
The intersection of the central lane and the cross lanes then leads to the
creation of different rectangles on the field. Each rectangle measures 16
meters by 2.3 meters. The rectangles near the wooden poles are slightly wider
and measure 2.55 meters. These rectangles are important as they organize the
space on the field and provide defined areas for players to move and strategize.
FREE ZONES
There are free zones at both ends of the central lane. These zones are tangent
to the post-line and are crucial for gameplay. This is here players can move
freely in these zones without the constraints of the central lane .
WOODEN POLES
Two smooth wooden poles are placed at opposite ends of the central lane.
These poles are 120 cm to 125 cm high and have a circumference ranging
from 28.25 cm to 31.4 cm. The poles are placed to assist players to change
direction and also add an additional layer of strategy to the game.

The poles must be placed appropriately so that they do not interfere with the
game while still providing the necessary markers for play.

ENTRY ZONE
The area marked in the lobby parallel to the Side line and in the both of
Scorer’s table with the outer line of the lobby measuring 1mts. In width and
from Post line to 3rd Cross Lane in length is known as ENTRY ZONE. It is meant
for the Runner to take entry to the field for defence.

10 | P a g e
SITTING BLOCK

Sitting Block for reserve Players, Coach, & Manager shall be either side of the
Field just outside of the lobby adjacent to the end lines.
CHASER
The players who chase the opponents with a view to put out of them and at
the same time score points are known as CHASSERS.
ATTACKER
The player who pursues the players of the opposite side defenders with a view
to tag and touch them is known as an ATTACKER.
RUNNER
The players of the side other than Chasers are known as RUNNERS.
DEFENDERS
The Runners who are inside the field foe their turn of defence is known as
DEFENDERS.
TO GIVE KHO

11 | P a g e
To give Kho an attacker touches the chaser by hand from behind him and then
utters the word “KHO” loudly and distinctly.
NOTE:
If the action of uttering the word “KHO” precedes the action of touching by
hand, then it shall be deemed as a Foul. Simultaneous action of touching and
uttering “KHO” is not a Foul. Single action of touching will not be deemed as
foul. However, uttering “KHO” will be considered as Foul. If an attacker
touching a chaser sitting in the Square nearest the Posts, “KHO” , shall be
given. If an attacker utters any word other than “KHO” it will be deemed as a
foul. Also uttering the word “KHO” or any word resembling the word “KHO” by
chasers will be treated as foul. The other action beings perfect, the following
three actions of the Attacker where a “KHO” is given will be allowed. However,
the feet of an attacker shall not go beyond that Cross Lane.
A. An attacker’s front need not necessarily be in touch with the Cross
Lane
B. An attacker may be in the Cross Lane.
C. An attacker’s foot should have in touch with the Cross Lane. With the
other portion of His body going beyond that Cross Lane.
After touching a chaser except nearest to the Post (1st & 8th Chaser) if
attackers move away beyond the Cross Lane, he will be deemed to have
continued his attack and hence shall not be allowed to utter “KHO” from the
distance. However, on Cross Lane he may come back and give “KHO”.
1. An attacker cans not rest or support on the chaser to put out a
Defender. It will be deemed as a foul.
FOUL
If an attacker or a chaser violet any rules, it is known as FOUL
TO TAKE A DIRECTION
When an attacker goes from one post line to another post line and / or after
getting a “KHO”, he goes towards a particular Post line is said to have taken
a direction.
SHOULDER LINES

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An imaginary line running through the centre of the shoulders of an attacker
is known as Shoulder Line.
TO LEAVE THE FREE ZONE
When an attacker loses contact of his feet with the free zone and comes in
contact with the court by his feet, he is said to have let the FREE ZONE.
TO REACH THE FREE ZONE
When an Attacker loses contact of his feet, with the Court and comes in
contact with the ground of the Free Zone by his feet he is said to have
reached the Free Zone.
OUT OF THE FIELD
If a defender loses contact of his feet with the field and comes outside, he is
said to have gone
ENTRY
A runner is said to have entered the field as soon as he loses the contact
with the ground outside the field with his feet and comes in contact with
the ground inside the field with his foot.

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RULES OF THE
KHO-KHO MATCH
1. Each team shall consist of a Coach, a Manager, a
Physiologist / Doctor, and 15 Players. 12 Players
shall be named for a match; only 9 Players shall
take the Field in the beginning.
2. A. An inning shall consist of a chasing and a defending turn, which shall be of 9
minutes each for MEN, WOMEN, BOYS and GIRLS (JUNIOR). It shall be of 7
minutes for BOYS and GIRLS (SUB-JUNIOR/MINI). Each match shall consist of
two innings. There shall be an interval of 9 minutes after an inning and 5
minutes break between two turns for MEN, WOMEN, BOYS and GIRLS
(JUNIOR). 9minute-(5minute break)-9minute

B. For BOYS and GIRLS (SUB-JUNIOR/MINI), the same shall be of 6 minutes and
3 minutes respectively. The runners shall enter the Field in batches of three at a
time. At the beginning of a turn, first batch of runners shall be inside the Field
for defence. Immediately on these three Defenders being declared out, the
next batch shall be inside the Field before two Khos are given. Those who fail to
enter within the period shall be declared out. The runners who may enter early
shall not be declared out but called back. Thus, the Runners shall continue to
enter the Field in the same batch till the end of turn. The Attacker shall not
chase the new batch after the last Defenders of a batch is out in whichever
manner. He shall give Kho. If he chases any of the Defenders, it shall be a Foul.
Each side shall enter its Runners to the Field through the Entry Zone.
C. Time to enter the Field (TWO CORRECT KHOS) is given to the Runners. Hence
Defenders who are inside the Field can be chased after one correct Kho is
given. To chase a new batch, TWO KHOS should not be insisted upon.

• As soon as the 1st Defender of a batch is out, the next three Runners shall
enter the Entry Zone.
• The Referee shall have the option to declare out Runners of the next batch,
who have not entered the Field after TWO CORRECT KHOS are given.

14 | P a g e
• Runner/Runners who enter early shall be called back by the Referee/Scorer
3. The captain of the chasing team shall have the option to end the turn before the
allotted time. He shall inform the Referee about the same by raising his arm and
request him to stop the turn. Until the Referee has signalled to stop the turn,
the turn is not closed. The chasing side shall not leave the Squares until the
Referee has declared the turn as closed.
4. The chasing side shall score 1 point for each Defender out. If all the nine
Runners are out before the completion of the turn, they shall maintain the same
order of defence. Order of the Runners shall not be changed during a turn.
5. In the knockout matches, the side that scores more points at the end of the
match shall be declared as the winner. If the points are equal, one more inning
(one turn for each side as chasers and runners) shall be played. If again the
points are equal, an additional inning shall be played on MINIMUM CHASE basis
as follows: the referee shall start the additional inning. As soon as the first point
is scored, the Referee shall close the turn. He shall stop the stopwatch with him
simultaneously. The time for scoring of this first point shall thus be noted. The
side that takes less time to score this first point (MINIMUM CHASE) shall be
declared as winner of the match. The Referee shall stop the match in the second
turn, if the time exceeds by 30 seconds than the recorded time of the
opponents, when there is no score. If needed, this process shall continue till the
winner is decided.
6. If a match is not completed for any reason, it shall be continued further at
another time with the same players and the same officials as recorded in the
score sheet provided it is played in the same session. The scores of the
completed turn/turns of each side shall be counted and the match is continued
from the beginning of the incomplete turn. If the incomplete match is not
played in the same session, the entire match shall be replayed from the
beginning. In this case the players and officials need not be the same.
7. After completion of first inning, if the points of a side (who chased first at the
starting of the match) exceeds the score of the other side by nine or more, the
former side shall have the option of requiring the latter side to follow on its turn
as chaser without forfeiting its right to take its turn as chaser afterwards, in case
the other side exceeds its score.

15 | P a g e
RULES FOR
PLAYERS AND
COACH
1. PLAYERS UNIFORM
Uniform of Kho–Kho players shall include
sports shoes (free from any mental part anywhere that may cause injury) short
and vest (half sleeves) or “t-Shirt” for men and Boys. Shirt or “T-shirt” for woman
and Girls
Each player shall be numbered in front and back of hits’’ shirt / shirt with
number of solid colours contrasting with the colour of ‘t’ shirt. The number shall
be printed / stitched of six 10cms. high and 2cms width. In the front and 20cms
high and 2cms.wide on the back on the lesser size will be treated as
misbehaviour. The numbers shall be printed to 1 to 15. Players of the same side
shall neither wear duplicate numbers no change during a tournament /
championship. Manager shall furnish score -1 the list of players and chest
number.
2. RIGHT AND DUTIES OF PLAYERS
A. All players must know the rules of the game and abide by the rules
B. During the game, a player may address the referee only through the team
captain; the team captain may address the referee and shall be the spokesman
for his players. He may also approach the other officials but only on matters
concerning their duties
3. CONDUCT OF PLAYERS, SUSTITUTES, COACH AND
MANAGERS
The managers, Coaches and Substitution shall sit in the place
provided for them. The following act, are punishable
A. Persistent questioning to officials concerning their decision
B. Making derogatory remarks to officials
C. Committing action tending to influence decision of the officials

16 | P a g e
D. Deliberate coaching during the game.

E. Making derogatory acts or personal remarks to the opponents


F. Leaving the without the permission of the referee during the match and
before declaration of the result.
4. PENALITIES

A. For a minor offence, such as talking to opponents, spectator or officials,


shouting, etc. A verbal warning will be given by the referee. In case of repetition
of the offence warning will be given by showing a yellow card.

B. For a serious offence, Referee may disqualify the concern players and other
from rest of the match by showing a red card.
NOTE: - If a player is shown yellow card twice in a match, he / she shall be not
allowed from the participation in that match of the particular tournament and
also in the next match if he / she is shown yellow card in two different matched
in a particular tournament, he will be not allowed from participation for next
match of the particular tournament.
If a player is shown red card in a match he shall be forbidden from the
participation for the rest of the match and for next match also of that particular
tournament. As mentioned in the rule 1, 2, 3, of Part 5 shall be taken by an
Umpire and/or Referee. The concerned shall report the matter in writing to the
proper Authority in charge of officials, Observer, Organizing Secretary, Convener,
Referees Board of respective Federation/Association, Secretary General.

17 | P a g e
EQUIPMENTS
The following should be used:

A. Posts.

B. Strings.

C. Measuring tape (steel)

D. Stop watches (two on each ground).

E. 2 Rings having inner diameter of 9 CMS & 10 CMS. respectively.

F. Score-sheet, Performance Count.

G. Time placard 1 to 8

H. Red & Yellow card.

I. WHISTEL

18 | P a g e
KHO-KHO SKILL
1 OFFENSIVE SKILL
Giving Kho to Side: To chase a defender
1. Two Steps (Proximity Step)
2. Two Steps (Distal Step)

3. Advance Kho: Running ahead of defender and dropping Kho.


4. Deceptive Kho: Kho to deceive defender by different body movement.

2. POLE TURNING
To turn the pole in continuation of attack
Pole turning from 8th Square (from sitting position)
1. 4 up turns: Turning pole by taking step.
2. 5 up turns: Turning pole by taking five steps.
3. Running Pole turning: Pole turning without giving Kho
3. COVER ON CROSS LANE: To cover the defender on cross lane.

19 | P a g e
1. Quadruped
2. Biped
3. Rush Through
4.Combination

1. Defence skills

Preliminary preparation of Defence

A Route Defence

Single Chain Defence

Double Chain Defence

The game of defence is mainly designed to take advantage of these bindings of


the rules to chasers. A simple logic of defenders is 'be always in the opposite
court to the one that the attacker occupies'. Since the attacker cannot cross
the central lane, he is forced to go round the pole to catch a defender or give a
Kho to a sitting chaser facing opposite court to the one attacker belongs.

The second rule of thumb is that 'stay away from an attacker'. If the game
happens to be in the central part of the ground, the second option of giving
Kho is suitable for an attacker. On execution of such a Kho, the attacker and
the defender come in the same court for a brief period of time. As per the
guidelines stated above, a defender changes the court and runs towards a pole
in chosen direction. The attacker reacts by giving a Kho to a suitable sitting
chaser and so on. Thus, the game continues. A few convenient ways and
locations of changing the court and forming routes towards the pole have
emerged from the experience, observations and thinking of kh0-kho players
over a period of several decades which have now acquired a status of a
tradition. The thinking behind these acts and its suitability is explained below.

When an attacker and defender happen to be in the same court, the defender
changes the court. A tip for changing the court is that the defender should

20 | P a g e
cross the central lane from behind the sitting chaser so that if the concerned
sitting chaser gets a Kho, the defender will find himself away from a new
attacker by a distance between the two consecutive cross lanes. On the other
hand, if a defender crosses the central lane from the front side of sitting
chaser; he will find himself in front of or near the subsequent sitting chaser
who is suitably positioned to get the next Kho. Such proximity may make the
defender to surrender a point to the chasing team. The following picture
makes the idea clear.

In summary, the basic guide-lines for a beginner of defence in kho-kho are

1. Defender tries to be in the opposite court to the one wherefrom the


attacker chases.

2. For changing the court, defender crosses the central lane from behind the
sitting chaser.

3. Immediately after crossing the central lane, a defender takes a pause at the
back of the next sitting chaser and watches the actions of an attacker.

4. A defender decides his course of action depending on the action taken by an


attacker.

5. A defender should learn to run with a controlled speed and directional


movements.

6. The defenders in a batch, other than the one being chased by opponents,
also take positions behind the sitting chaser, preferably forth defender from
each pole and at a distance of two third width of the court from central lane.

a. LISTEN to the 'Kho' before tracing the route further.

b. AVOID single chain defence near the Post (Adjustment Two chasers).

c. Do not PLAY chain defence from the face of the seated chaser.

d. REDUCE speed after crossing the Central Lane and pause at the back of the
next seated chaser to listen the Kho and ensure it.

e. AVOID standing close to the Post.

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f. WATCH closely the Attacker on the first cross lane, from post, when at post.
FEINTING or duping is useful only when an attacker is almost on your heels or
very nearer.

g. Do not INCREASE the speed of the chase by your running. Keep the constant
& safe distance between you and attacker (safe means at least a cross lane
distance.)

h. It is DANGEROUS to go to Post from the back of the adjacent chaser PREVAIL


over the Judgement Kho by watching the attacker calmly and coolly.
Concentrate on the rear leg of an attacker.

i. POST is the dangerous point for all chain games. Reach to the post quickly
and take a stance at post quickly.

j. AVOID too much LIFT of the legs and USE steps to AVOID tapping.

k. START playing 'game in four' or ring game defence, if trapped in 'two on


Post' position or clubbing, OR the one on the Post must run away before the
second defender is pushed to0wards the Post and as soon as the second
seated chaser from the Post gets a 'Kho'

l. Inactive defender should move to the opposite direction of the chase within
2nd to 5th Cross Lanes with side ward stepping and cautiously. AVOID action
by Officials. Refrain from showing resentment in any manner over the
decisions of Officials.

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TERMINOLOGY
Terms used in the game
1 CHASER
The players sitting in the squares are known as chasers. An attacker (active
chaser) is a player who pursues the players of the opposite side (runners) with a
view to tag and touch them.
2 RUNNER
The players of the side other than the chaser’s side are known as runners. The
runners who are inside the limits for their turn of running are known as
defenders
3 TO GIVE KHO
To give Kho perfectly, an active chaser should touch the sitting chaser by hand
from behind and utter only the word 'KHO' loudly and distinctly. The feet of an
active chaser shall not go beyond the cross lane.
4. FOUL
If a sitting or an active chaser violates or commits the breach of any rule, it is
known as a foul. A foul is to be declared by a continuous 'short' whistle until the
foul is corrected.
5. TO TAKE A DIRECTION
If an active chaser goes from one post line to the other post line and after
getting a Kho, he goes towards a particular post line, he is said to have taken a
direction
6. SHOULDER LINE

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An imaginary line running through the centres of the shoulders of a player is
known as shoulder line.
7. TO RECEDE
While going in a particular direction, when an active chaser touches the ground
which he/she had already covered, he/she is said to have receded.
8. TO LEAVE THE RECTANGLE
When an active chaser lets go his contact of his feet with the rectangle and
comes in contact with the ground between the post lines, he is said to have left
the rectangle (Free zone).
9. TO REACH THE RECTANGLE
When an active chaser lets go his contact of his feet with the ground between
the post lines and comes in contact with the ground of the rectangle, he is said
to have reached the rectangle.
10. OUT OF THE LIMITS
If a defender loses his contact of the ground within the limits and comes in
contact with the ground outside the limits, he is said to have gone out of limits.
11. ENTRY
A runner is said to have entered the limits as soon as he loses the contact with
the ground outside the limits with his feet and comes in contact with the ground
inside the field with his feet.
12 CHASING
* Single chain
* Double chain
* Diving
* Foul
* Pole Dive
* Tapping
* Turning The Post

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be always in the opposite court to the one that the attacker occupies'. Since the
attacker cannot cross the central lane, he is forced to go round the pole to catch
a defender or give a Kho to a sitting chaser facing opposite court to the one
attacker belongs. Stay away from an attacker'. If the game happens to be in the
central part of the ground, the second option of giving Kho is suitable for an
attacker. On execution of such a Kho, the attacker and the defender come in the
same court for a brief period of time. As per the guidelines stated above, a
defender changes the court and runs towards a pole in chosen direction. The
attacker reacts by giving a Kho to a suitable sitting chaser and so on. When an
attacker and defender happen to be in the same court, the defender changes
the court. A tip for changing the court is that the defender should cross the
central lane from behind the sitting chaser so that if the concerned sitting
chaser gets a Kho, the defender will find himself away from a new attacker by a
distance between the two consecutive cross lanes. On the other hand, if a
defender crosses the central lane from the front side of sitting chaser; he will
find himself in front of or near the subsequent sitting chaser who is suitably
positioned to get the next Kho. Another tip to a defender is that when he
crosses the central lane, he needs to watch the attacker's actions. The best
location to watch an attacker is near the back of the very next sitting chaser
after crossing the central lane. This would enable a defender to know whether
an attacker is giving a behind Kho or a forward Kho. The defender needs to know
it in order to decide his further course of action. While watching a Kho, a
defender needs to take care that the attacker does not touch him from the
opposite court.
In summary, the basic guide-lines for a beginner of defence in kho-kho are
1. Defender tries to be in the opposite court to the one wherefrom the attacker
chases.
2. For changing the court, defender crosses the central lane from behind the
sitting chaser.
3. Immediately after crossing the central lane, a defender takes a pause at the
back of the next sitting chaser and watches the actions of an attacker.
4. A defender decides his course of action depending on the action taken by an
attacker.
5. A defender should learn to run with a controlled speed and directional
movements.

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6. The defenders in a batch, other than the one being chased by opponents, also
take positions behind the sitting chaser, preferably forth defender from each
pole and at a distance of two third width of the court from central lane.

As the title of the skill suggests, a defender decides his route between the poles
and defends himself by running on the same route repeatedly. It is mentioned
above that if a defender crosses a central lane by going past the back of a sitting
defender, he maintains a safe distance between him and chasers. Based on this
guide line, a traditional route is developed for safe defence, called 'A route
defence' or 'A double chain defence' or 'a 3-6-9 route defence'. (See picture) The
middle name has its origin in the observation that defender going from one pole
to another and his returning to the starting pole forms a chain of three loops for
which the defender crosses the central lane twice between the poles. The third
name is self-explanatory as the defender crosses the central lane by going past
the chasers' backs sitting at squares number 3,6 and pole as if it was the 9th
square.

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GUIDELINES FOR COACHING
Assembly of Players
Attendance
Ask about health, training
Brief introduction about the task
Warming up
Demonstration of Skill
Explanation and part by part demonstration
Practice Observation, Supervision, Correction and Encouragement
Assembly
Discussion
Warm down
Dispersal
Warming up: 15-20 minutes
1. Perform light stretching
2. Jog around the Kho-Kho court for 6-7 rounds
3. Start free hand exercises from neck to toe or from toe to neck
4. Exercise should be done
5. Neck rotation, Neck up-down, sideward bend, half rotation
6. Hands alternate raising, arm rotation, sideward, upward
7. Wrist up-down, rotation.
8. Trunk Twisting by swinging arms- left/ right.

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9. Trunk bending forward-backward, sideward bending.
10. Hip rotation
11. Alternate toe touching by arm by keeping wider stance.
12. Bending forward-backward, sideward by keeping wider stance.
13. Bending forward and touching the toe by hand.
14. Cross step and touching toe by hand.
15. Side lunging
16. Forward lunging
17. Ankle rotation, up-down, half rotation.
18. Two count jumping jacks, four count jumping jacks.
Conditioning Exercises:
1. Push ups, Dips, Chin ups.
2. Half Squats
3. High knee spot running
4. Jumping on single leg
5. Hopping on both legs
6. Hopping on single leg
7. Frog jumps
8. Leg Thrusts backward, sideward
9. Burpee
10. Sit-ups, V Sit-ups
11. Sit and Reach
12. Hurdle Stretch

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AWARD
1 Dronacharya Award
Dronacharya Award was instituted in 1985
to honour eminent coaches who have done
outstanding and meritorious work on consistent basis, to motivate them to
dedicate themselves with a singularity of purpose for raising the standards of
sportspersons to highest performance in international events and bring glory to
the country. The award is given to those who have produced outstanding
achievements consistently during three years preceding the Award. Those who
have contributed their life time to sports and sports promotion are also
considered for this award. Every awardee is given a cash prize of Rs.500,000
lakhs along with a bronze statue of Dronacharya, a scroll, a suit, a blazer and a
tie. Shri B.I. Fernandez is the First foreign Coach who was awarded by
Dronacharya Award in 2012.

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1. Arjuna Award
The Arjuna Awards were instituted in 1961 by
the government of India to recognize
outstanding achievement in National sports.
The award carries a cash prize of 500,000, a
bronze statuette of Arjuna and a scroll.
Over the years the scope of the award has been
expanded and a large number of sports persons
who belonged to the pre-Arjun Award era were
also included in the list. Further, the number of
disciplines for which the award is given was
increased to include indigenous games and the
physically handicapped category.
The Government has recently revised the scheme for the Arjun Award.[1] As
per the revised guidelines, to be eligible for the Award, a sportsperson should
not only have had good performance consistently for the previous three years
at the international level with excellence for the year for which the Award is
recommended, but should also have shown qualities of leadership,
sportsmanship and a sense of discipline.

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3 RAJIV GANDHI KHEL RATNA
The Rajiv Gandhi Khel Ratna (RGKR) is
India’s highest honour given for
achievement in sports. The words "Khel
Ratna" literally mean "sports gem" in
Hindi. The award is named after the late
Rajiv Gandhi, former Prime Minister of India. It carries a medal, a scroll of
honour and a substantial cash component. Up to 2004–05, the cash
component was Rs. 500,000/- (c.11,500 USD). The money has been increased
from Rs. 500,000 to Rs. 750,000
The award was instituted in the year 1991–92 to supply the lack of a supreme
national accolade in the field of sports. Predating the RGKR are the Arjuna
awards that have always been given to outstanding sportspersons in each of
many sporting disciplines every year. The Khel Ratna was devised to be an
overarching honour, conferred for outstanding sporting performance,
whether by an individual or a team, across all sporting disciplines in a given
year
4. Chhatrapati award
Shiv Chhatrapati award includes trophy, 25000 rupees cash, a citation and a
blazer. It is given on 19 Feb, birth anniversary of Shivaji Maharaj
5 RANI LAKSHMI AWARD
The award will carry a cash prize of Rs.1 lakh and a citation. The awards will be
given to women who have triumphed over difficult circumstances and have
fought for and established the rights of women in various fields. It is envisaged
that women who have worked for the support and rehabilitation of women
and children in especially difficult circumstances such as destitute women,
widows, old aged and disabled women and victims of atrocities and conflicts
would be awarded. Also, achievements of women who have worked in the
areas of education, health, agriculture and rural industry, protection of forests
and environment and those who have created awareness and consciousness on
women's issues through arts and media would be recognized and awarded by

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the Government. The awards are proposed to be
presented in New Delhi on the occasion of International
Women's Day i.e. 8th March
6. EKALAVYA AWARD
The Ekalavya Award comprises a purse of Rs. 2 lakhs.
Besides that, sportsmen will be presented a coat, a neck
tie, a pair of trousers and a blazer while sportswomen will
be presented a silk sari worth Rs. 10,000.

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RECORD OF THE ARJUNA AWARD

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NATIONAL RECORD
Senior National Kho Kho Championships (Men & Women)

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BIBLIOGRAPHY
1 https://en.wikipedia.org
2 https://khokhoskills.com
3 https://bharatiyakhel.in
4 https://timesofindia.indiatimes.com

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