Gameplay of Kho-Kho.

Gameplay of Kho-Kho.

Each of the opposite teams consists of twelve players each, but only nine players take a part in the field for a contest. A match consists of two innings. An each innings consists of chasing and running turns of a 7 minutes each. Each eight members of the chasing team sits inside their eight squares on the central lane, alternately facing on the opposite direction, while the ninth member is an active chaser, and stands at either of their posts, ready to begin the pursuit. Members of the chasing team have to get their opponent out, touching them with their palms, but without committing any foul. The defenders, who try to play out the 7 minutes time and the chasers who try to dismiss them provide all the actions in Kho-Kho. A defender can be dismissed in the following three given ways:
1) if he is touched by an active chaser with his palm without committing any foul,
2) if he goes out of the limits by his own,
3) if he enters the limit late or not in time.

Defenders enter the limit, in batch of three. After the third and last defender of the batch is out, the next batch must enter the limits, before the successful active chaser gives a ‘kho’. 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 going to. He cannot cross the central lane. An active chaser can change the position with a seated chaser, by touching him from behind by his palm, and uttering the word ‘kho’ loudly and simultaneously and clearly, chase or attack is build up through a series of ‘khos’ as the chase continues with a relay of the chasers.
At the end of the each innings there is an interval of 5 minutes and an interval of 2 minutes, in between the turns. Each side alternates between chasing and defence.
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