Kho Kho
Official Playing Rules & Technical Regulations
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).
| Component | Duration |
|---|---|
| Each turn | 9 minutes |
| Break between turns (same inning) | 5 minutes |
| Break between innings | 9 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:
- An extra inning of 2 turns × 9 minutes is played.
- If still tied, additional innings continue until a winner emerges.
- 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.