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Kho Kho

Official Playing Rules & Technical Regulations

3 sections

IKF Rules

All Kho Kho matches are played under the International Kho Kho Federation (IKF) Rules as adopted by the World Kho Kho Federation, with the following tournament-specific provisions:

Teams & Roles

  • 9 players on field per team (from a squad of 12–15 registered players).
  • Teams alternate between chasing (attacking) and defending (running) each turn.
  • When chasing: 8 players sit alternately facing opposite directions on the central lane, while 1 active chaser pursues the defenders.
  • When defending: 3 runners enter the field at a time and try to avoid being touched by the chaser.

The Playing Field

Dimensions: 27 m × 16 m. The field consists of:

  • A central lane (23.5 m × 30 cm) running the length of the field between two poles
  • 8 cross-lanes (16 m × 30 cm) dividing the field into equal sections
  • Two poles (wooden, 120–125 cm height) at each end of the central lane
  • Free zones behind each pole

Key Rules

  • Touch: A chaser scores a point by touching a defender with the palm of the hand (without any force or push). The touch must be clean and not involve grasping, holding or striking.
  • "Kho" Call: The active chaser transfers the chase to a sitting teammate by touching them on the back and calling "Kho" clearly and audibly. The new chaser then becomes the active pursuer.
  • Self Out: A defender is declared out (1 point to chasers) if they step outside the field boundaries or enter the central lane illegally.
  • Direction of Running: Chasers must respect the direction they are facing when seated — they cannot change direction after receiving a Kho (they can only go to the side they face, or to a pole to change direction).
  • Pole Turns: A chaser may go around a pole to change direction. Pole dives (diving around the pole to catch a defender) are a key tactical skill.
  • No Recrossing: The active chaser cannot cross the central lane back-and-forth (must go around a pole or give a Kho to change sides).

Scoring

Each touch (dismissal) or self-out scores 1 point. The team with the higher total points at the end of all turns wins.

Match Structure

A Kho Kho match consists of 2 innings. Each inning has 2 turns (one chasing, one defending for each team).

ComponentDuration
Each turn9 minutes
Break between turns (same inning)5 minutes
Break between innings9 minutes (includes team strategy time)
Total match time~63 minutes (4 × 9 min + breaks)

Shortened Format (Optional)

For group-stage matches when time is limited, the OC may authorise a shortened format:

  • Turns of 7 minutes each (instead of 9)
  • Reduced breaks of 3 minutes between turns
  • This must be announced before the start of the group stage

Extra Innings (Knockout Only)

If a knockout match is tied after 2 innings:

  1. An extra inning of 2 turns × 9 minutes is played.
  2. If still tied, additional innings continue until a winner emerges.
  3. In extreme cases (after 2 extra innings), the DC may determine the result by other means.

Follow-On Rule

If a team leads by 6 or more points at the end of the first inning, the trailing team defends again in the second inning (similar to cricket's follow-on). This prevents extended one-sided matches.

Batch Entry of Defenders

Defenders enter the field in batches of 3. When all 3 runners in a batch are dismissed, the next batch of 3 enters immediately. A total of 9 defenders take their turn in 3 batches per turn.

Forfeit Score

A Kho Kho match declared a forfeit is recorded as 10–0 in favour of the non-offending team.

Minimum Players

A match cannot start or continue if a team has fewer than 7 players. While 9 is the standard playing number, a team may start with 7 if other players are expected to arrive. A team dropping below 7 during play causes the match to be abandoned and declared a forfeit.

Walkover Conditions

  • Team fails to appear within 15 minutes of the scheduled start
  • Team cannot present at least 7 eligible players
  • Team refuses to continue playing for any reason

Substitutions

Substitutions may only be made between innings (not between turns within the same inning). A maximum of 3 substitutions per match is allowed.