Kho-kho is a popular form of the Run-Chase sport from ancient India, often a major part of the games period in schools. The game involves chasing and touching runners while running in a linear path around two poles with techniques of forming a relay of chasers while passing on the chasing turn.
There are two types of kho-kho.
Kho-kho origin
Kho-kho is an ancient Indian game, possibly derived from the different strategies and tactics of the war in Kurukshetra as described in the Mahabharata. The chariot fight during the war and the zigzag pathways followed by the retreating soldiers show similarity with kho-kho.
On the 13th day of the war, the chief of the Kaurava army, Guru Dronacharya, drew a typical strategic circular formation—the chakravyuh. A deadly almost impenetrable war formation. The warrior Abhimanyu was killed in this Chakravyuh having to fight with 7 warriors alone, but he managed to to inflict heavy casualties over Kaurava. The tactics used by Abhimanyu to fight the defensive circle is similar to the game play of Kho-kho.
The play
The goal of the game is to chase and catch.
Kho is a voice signal sent to communicate to other players to indicate their turn to chase.
The ultimate objective of the game is strategically building a chain to catch the runner. The runners run zigzag, crossing between the sitting players, and change directions rapidly to make it tough to be tagged themselves.
Kho-kho is a popular form of the Run-Chase sport from ancient India, often a major part of the games period in schools. The game involves chasing and touching runners while running in a linear path around two poles with techniques of forming a relay of chasers while passing on the chasing turn.
There are two types of kho-kho.
1.Standing kho-kho: One player is selected as a chaser, the other players—the runners— will be standing in pairs, one behind the other, forming a circle. The runners can run in and around the circle within a marked boundary. The runners pass on the running turn by stopping and standing in front of any pair of their choice and instantly the player who is standing behind in the pair becomes the new runner. This type of kho-kho is a relay of runners.
2.Sitting kho-kho: This type is played by forming a relay of chasers to catch the runners. This is the format described here.
Region | Names |
Ancient India | Kho-dhvanī krīḍā |
Bangladesh | Chhoyan-chhoyin |
Maharashtra | Rathedā |
England/Europe | Game of chase |
The goal of the game is to chase and catch.
Kho is a voice signal sent to communicate to other players to indicate their turn to chase.
The ultimate objective of the game is strategically building a chain to catch the runner. The runners run zigzag, crossing between the sitting players, and change directions rapidly to make it tough to be tagged themselves.
1.Each kho-kho team consists of:
-12 players, but during a match
-only 9 players and a captain from each team can enter the field.
1.In casual games, each team’s captain is on the field but doesn’t play.
He or she keeps score and checks the fouls.
1.For official matches, the team also has two umpires, one timekeeper, one referee and one scorekeeper.
1)two poles
2)two watches
3)one whistle
4)one measuring tape
5)lime powder
6)score sheets for noting results.
1.The game is played on:
– an evenly surfaced rectangular field outdoors/indoors
-measuring 29 m in length and 16 m in width.
1.At each end of the longer side of the field, there is a free zone rectangle measuring 16 m in length and 1.50 m in width.
1.Two teams face each other in this game: runners and chasers. The game starts with a toss between the two team captains. The winning captain decides who will chase first.
2.9 players from the chaser team enter the field. From them, 8 players will sit/kneel in a row, alternating in the direction they face (adjacent members facing opposite directions) in eight boxes drawn in the central lane of the field.
3.The ninth member is the active chaser, who stands at either side of the poles, ready to start the play. The chaser in action tags out a runner by touching that player with the palm. Chasers move in the direction of the cross line to catch runners.
4.From the runner’s team, a batch of 3 players enters the kho kho ground at a time. After the third runner leaves the field, the next 3 must immediately enter the field.
1.The runners put in all their efforts to play out the 9 minutes, avoiding being touched by the chasers while not crossing the field boundaries.
2.The chaser on the move gives kho (a tap on the back and shout of ‘kho’) as an indication to take over the chasing turn to any teammate sitting crouched in one of the boxes in the central lane. Rapidly, that teammate gets up and rushes to catch the runners.
3.Hence, the chase or pursuit forms a series of khos, and the play continues as a relay of chasers.
4.The position of the sitting players is dynamic; one will never find the same sequence of players sitting in the same order as when the game had started.
gets one point.
zone) before giving a kho, the runner will be considered not out.
playfield before a kho is given by the active chaser.
Runners are declared out if
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