(Last Updated on : 17/01/2019)
Kho Kho is is one of the two most popular traditional
tag games, which is often considered to be one of the ancient
games of India. The other one is Kabaddi. The word kho Kho has been derived from the Sanskrit verb root syu, which means get up and go. The origin of this game is still very uncertain; but some historians believe that Kho Kho is a modified version of Run Chase. During ancient times, Kho Kho was played in Raths or chariots and was known as Rathera. The Deccan Gymkhana Club of Pune in Maharashtra, which was baptized by the great Indian leader Lokmanya Tilak and Bhai Narorkar, first sketched the rules and regulations of Kho Kho
game. After lots of changes, finally the rules of Kho Kho game have been modified. And the Rules of Kho Kho are as follows:
Each side consists of 9 players.
An innings will consist of chasing and running turns which will be of 7 minutes duration. Each match will consist of two innings.
An interval of 5 minutes is allowed after an inning and 2 minutes between two turns.
The side of the chasers scores one point for putting out each runner.
The chaser or runner has the option to end the turn before the expiry of the allotted time.
The captain of the toss winning team will have the choice of chasing or running.
At the commencement of the game the eight chasers (players sitting in the squares) will sit in the squares facing opposite directions. No adjacent chasers should face in the same direction. The 9th chaser will stand at either of the posts.
The runners will fix their entry serially with the scorer.
With the commencement of the game three runners are to get inside the court. As soon as a runner is put out the next three runners must enter the field before "kho" is given. If a runner fails to enter the field, he is given out.
A runner goes out by the following means:
If touched by a chaser.
Fails to enter the field when a runner is given out.
If he touches the seated chasers twice or after receiving a warning for similar infringement.
Rules for the chasers:
"Kho" is to be given from behind a sitting chaser and loudly.
The seated chaser shall not get up without getting "kho".
An active chaser shall not recede to give "kho".
An active chaser shall sit down immediately after giving "kho".
After getting "kho" the sitting chaser becomes active and follows the direction he is facing.
An active chaser is not to cross the centre line.
He is to take the direction that he has initially taken to the M or N posts.
When an active chaser leaves a post, he shall go in the direction of other post remaining on the side of the centre line which he was facing before leaving the post.
Chasers are not to obstruct runners while being seated
The face (shoulder line) of an active chaser must be in a direction he has taken. He shall not turn his face. He is only allowed to turn his face parallel to the centre line.
If a foul is committed by an active chaser he will be directed to go in the opposite direction of his chaser as indicated by the umpire and if a runner is put out by this act he will not be given out.
When an active chaser lets go his hold of the post or goes beyond the rectangles he is known as leaving the post.
Scoring in Kho Kho Game
The side of the chasers scores 1 point for putting out each runner. If one team scores 9 points more than the other team, the winning team may ask the losers to chase without losing their option to chase afterwards. A substitute shall be allowed to replace an injured player at the discretion of the referee.
Officials in Kho Kho
The officials in the Kho Kho
game, who manage the entire game to proceed it according to the rule, are:
They supervise the game in their respective halves, divided by the centre line. A foul is indicated by continuous short whistles till the foul is corrected. An "out" is declared by a short whistle.
The referee helps the umpires and gives the final decision in case of any difference between them
He keeps the record of time and hands it over to the scorer at the end of an innings. He starts the turn by blowing a whistle: one long and one short. The end of the turn is indicated by a long whistle.
Keeps a record of runners who are out and makes them sit.
He helps the scorer.