Core Theories of Games I Kabaddi Kho Kho Handball
Core Theories of Games I Kabaddi Kho Kho Handball
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Table of Content
IV TRANINIG 32
V RULES OF GAME 36
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UNIT -I
HISTORY OF THE GAME (KABADDI, HANDBALL, KHO-KHO)
History of games: world, India
Kabaddi History
Kabaddi is an indigenous game which is popular in India. It is a simple and
inexpensive game and does not require a big playing area or any equipment. This game is
popular in the villages and small towns in India. It is played throughout Asia with minor
modifications. Kabaddi is quite new to the other parts of the world. It was known by various
names in different parts of India. For example, Chagdud or Gunduguru in Southern parts of
India, Ha-du-du (Men), Chu-kitkit (Women) in Eastern India, Hu-tu-tu in Maharashtra in
western India and Kabaddi in Northern India. It is a game of attack and defence. The two
teams occupy opposite halves of a field and take turn in sending a ‘Raider’ into the other half.
In order to win points, members of the opposite team are tagged, and the raider tries to return
to half, holding the breath and chanting, “Kabaddi, Kabaddi, Kabaddi”.
According to some historians Kabaddi might have developed during prehistoric times
when human beings were forced to defend themselves from sudden attacks from ferocious
beasts. There is also another school of thought, in India, which believes that this game is a
version of Chakravyuha, used in Mahabharata. The game was demonstrated for the first time
at the international level during 1936 in Berlin Olympics by Hanuman Vyayam Pracharak
Mandal, Amravati, Maharashtra. The game was introduced in the Indian Olympic Games at
Calcutta in 1938. In 1950, the All-India Kabaddi Federation came into existence and
compiled standard rules. The Amateur Kabaddi Federation of India (AKFI) was founded in
1973. After formation of the AKFI, the first men’s nationals were held in Madras (Chennai),
while the women’s were held in Calcutta (Kolkata) in 1955. The Asian Kabaddi Federation
(AKF) was founded in 1978. AKF is affiliated to Olympic Council of Asia. The parent body
designated to regulate the game at the international level is International Kabaddi Federation
(IKF). The Kabaddi World Cup was first played in 2004, then in 2007 and 2010. So far India
is the unbeaten champion in Kabaddi World Cup. Iran is the next most successful nation
being runners-up twice. Pakistan was the runners-up in 2010.
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• Kabaddi- an ancient Indian sport with its stocks on the rise in the country is also amid
a resurgence in the subcontinent. Although the game is still mostly unknown outside of
South Asia, the game has slowly been finding its feet on the world map.
• Known as the game of rural India, Kabaddi has long been considered an outdated game
in front of games like cricket and football. A mix of red rover, tag, and wrestling –
kabaddi was never seen as a sport that can bring revenues and spectacle of other
sophisticated games.
• However, this opinion quickly changed in 2014 with the launch of the Pro Kabaddi
League. Backed by the media behemoth Star Sports, the league turned the heads of the
fans worldwide by bringing glamour to the game. With celebrity owners, stylishly
marketed franchises, strategically revamped rules to make the game exciting, and a
massive inflow of cash, the league started with a bang and in no time almost 200 million
viewers tuned into the league in nearly 100 countries.
• The modern form of Kabaddi game is played all over India and many parts of South
Asia since 1930. In the year 1950, the All-India Kabaddi Federation (AIKF) was formed
to promote and regulate the game within the country. With the formation of AIKF, the
Senior National championship began in 1952. Another new body, the Amateur Kabaddi
Federation of India (AKFI), came into existence from the year 1972 with a mission to
popularize the game in India as well as beyond its borders. The AKFI is affiliated with
Indian Olympic Association (IOA) and making efforts to include the game of Kabaddi
in the Olympics.
• Indian National Kabaddi team represents India in the international Kabaddi arena. In
the Asian Games, India has won gold medals for Kabaddi in 1990, 1994, 1998, 2002,
2006, 2010, and 2014 edition. Furthermore, India has dominated the Kabaddi World
Cup by winning all 3 editions of the Kabaddi World Cup so far. In the Asian Games,
the game of Kabaddi has already brought many laurels to the nation. As the game was
a Demonstration Sport in the 1936 Berlin Olympics, and considering the popularity of
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the game at present Kabaddi fans are still waiting for it to be formally included among
the Olympic disciplines sooner than later.
• With the inception of tournaments like Pro Kabaddi League (PKL), the game of
Kabaddi is finally getting the recognition it truly deserves, and Kabaddi fever has now
gripped the country and worldwide audience as well. Kabaddi is no more is a game of
rural India as it has become an instant hit in metros and is accepted by the masses alike.
• Playing Kabaddi in the league format has given the sport a new lease of life with a
healthy competitive edge, nurturing hidden talent, providing a stadium experience for
fans to relish. With some action-packed entertainment, Kabaddi is giving its fans a
healthy dose of some nail-biting action.
• With the introduction of international tournaments such as the Kabaddi World Cup,
Asian Games, and Kabaddi Masters Dubai, Kabaddi is gradually making its place in
the hearts of the worldwide audience as well. Meanwhile, let’s take a look at the major
tournaments played in India which are heavily contributing to the development of the
game in the country.
An Initiative by Mashal Sports and Star Sports India, the Pro Kabaddi League has taken over
the domestic kabaddi spectrum in India. Since its launch in 2014, Pro Kabaddi League has re-
defined the sports league space in the country. The league does not have only proved its
doubters wrong, but it has successfully become the second-most viewed league in the country
behind IPL. Pro Kabaddi League was the first to introduce the franchise-based format to India’s
indigenous game of Kabaddi. The league has revolutionized the game with stunning
innovations, and it has made it into an exciting sport to watch for fans to get hooked on. As a
result, the league has witnessed tremendous growth in its viewership over the past six seasons.
The Pro Kabaddi League features 12 city-based franchises from all over the country named
Bengal Warriors, Dabanga Delhi K.C., Bengaluru Bulls, Gujarat Fortune grants, Jaipur Pink
Panthers, Haryana Stealers, Patna Pirates, Tamil Thalaivas, Puneri Paltan, Telugu Titans, UP
Yoddha, and U Mumba. These teams face each other in a two-zonal format to progress in the
playoffs.
Patna Pirates is the most successful team in the Pro Kabaddi League with three titles against
its name.
The oldest recognized Kabaddi tournament in India, National Kabaddi Championship was
introduced in 1952. Since its introduction, the National Championship has been the major
Kabaddi tournament in India. This tournament is an annual event in which kabaddi federations
of different states send their teams to participate and battle for the oldest and most prestigious
kabaddi tournament in the country. The competition is played among various categories,
including Sub-Junior, Junior, and Senior in both Male and Female groups. The tournament in
all three categories takes place at different times during the year. National Kabaddi
Championship follows both formats of round-robin and playoffs as well.
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Amateur Kabaddi Federation of India recently organized the 66th Senior National Kabaddi
Men’s Championship 2019 held in Raigad district, Maharashtra. The tournament was held from
28th to 30th January. The Indian Railways clinched the championship title, courtesy of an
emphatic win over Services.
3. Federation Cup
The Federation Cup has become one of the most recognized Kabaddi tournaments in
India since its introduction in 2013. The top 8 teams from the National Championship go head-
to-head in both male and female categories. The competition is played on a league-cum-
knockout basis with the top two teams advancing to the semi-finals. Just like the National
Championships, Federation Cup also is an annual tournament that is played in various Junior
and senior groups
The Amateur Kabaddi Federation of India took an out-of-the-box initiative by introducing the
Beach National Kabaddi Championship. Beach Kabaddi follows the same rules of a regular
Kabaddi game except for a few. The most significant difference is the surface of the game. As
the name suggests, beach kabaddi is played on the sand court instead of the mat. Each team
consists of 6 players instead of 12, and only 4 players are allowed to take the ground at a time
instead of 7, and the remaining 2 players play as substitutes. n February, the beach Kabaddi
concluded its 10th edition, and the 11th edition already has been scheduled to be played this
year itself. The competition is played only in the senior category for both Men and Women.
Uttarakhand Kabaddi Association is set to host the 11th Beach National Kabaddi
Championship in Haridwar.
While Andhra Pradesh won the 10th Beach Senior National Federation Cup in the men’s
category, Himachal Pradesh lifted the title in the women’s category.
6. Pandit Deen Dayal Upadhyay Memorial All India National Style Kabaddi
Championship
Haryana Government conducts Pandit Deen Dayal Upadhyay Memorial All India National
Style Kabaddi Championship. The inaugural and the 2nd edition of the tournament were won
by Haryana and Services respectively. The Haryana government hosted the 3rd edition of the
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tournament from 22nd to 24th February at Hisar, Haryana. Railways emerged as the champions
by defeating services in the finals.
The tournament is organized on mats, and it is played under the rules and guidelines of AKFI.
Talent deification
Test No.1:
Equipment: Stopwatch, lime powder and a running course of 10 meters. Surface of the course
should be non-slippery. Marking: 10 meters of distance is marked by two parallel lines of 5
meters each.
Shuttle run test Procedure: The athletes (2 together) stand behind the starting line. On the
commend of starting signal “GO”, athletes run faster, go nearest to the other line and touch it
with the one hand, turn and come back to starting line, touch it with hand, turns and repeat it
for a total of 5 times and 6th time, run over the line as fast as possible. Two chances are
permitted.
Scoring: The better time taken by the athlete to complete the course of 6 X10 meters to the
nearest 1/ 10 of a second is recorded as score of the test. The better attempt out of the two is
considered or scoring
purpose.
Test No.2:
Equipment: Measuring tape or marked track, stopwatch or timing gates, cone markers, flat
and clear surface of at least 50 meters. 30 meters run
Procedure: The test involves running a single maximum sprint over 30 meters, with the time
recorded. A thorough warm up should be given, including some practice starts and
accelerations. Start from a stationary position, with one foot in front of the other. The front foot
must be on or behind the starting line. This starting position should be held for 2 seconds prior
to starting, and no rocking movements are allowed. The tester should provide hints for
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maximizing speed (such as keeping low, driving hard with the arms and legs) and encourage
them to continue running hard through the finish line.
Scoring: Two trials are allowed, and the best time is recorded to the nearest 2 decimal places.
The timing starts from the first movement (if using a stopwatch) or when the timing system is
triggered and finishes when the chest crosses the finish line and/or the finishing timing gate is
triggered.
Test No.3:
Standing Broad Jump Purpose: To measure explosive Legs strength and body coordination
Equipment: Floor/ Ground, Measuring Tape, Marker Fig 3. Standing Broad Jump
Procedure: The athlete stands behind a line marked on the ground with feet slightly apart. A
two-foot take-off and landing is used, with swinging of the arms and bending of the knees to
provide forward drive. The subject attempts to jump as far as possible, landing on both feet
without falling backwards. Three attempts are allowed.
Scoring: The measurement is taken from take-offline to the nearest point of contact on the
landing (back of the heels). Three attempts one after the other are given. All the three are
marked. The longest distance jumped, the best of three attempts, will be the score of the athlete.
The scoring is recorded in nearest meters.
Test No.4:
Forward Bend and Reach Purpose: The purpose of this test was to measure the subject's
trunk flexibility.
Equipment: Sit and reach box (or alternatively a ruler can be used, and a step or box).
1 Sit & Reach Test Procedure: This test involves sitting on the floor with legs stretched out
straight ahead. Shoes should be removed. The soles of the feet are placed flat against the box.
Both knees should be locked and pressed flat to the floor - the tester may assist by holding them
down. With the palms facing downwards and the hands on the top of each other or side by side,
the subject reaches forward along the measuring line as far as possible. Ensure that the hands
remain at the same level, not one reaching further forward than the other. After some practice
reaches, the subject reaches out and holds that position for one-two seconds while the distance
is recorded. Make sure there are no jerky movements.
Scoring: Three trials were given and best one was recorded in cm for analysis.
Test No.5:
Medicine Ball throw Purpose: To measure back and explosive strength of the upper body.
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Medici Procedure: The subject sits in the centre of the one-meter diameter’s circle with his/
her legs stretched forward comfortably. Legs should also be securely apart and spine should be
in line with the centre of the circle as shown From this positing subject throws the ball up and
forward as far as possible with both the hands over the head. Three attempts are permitted.
Scoring: The score shall be best of the three throws where a horizontal distance shall be
measured from the centre of the circle in centimetres. Test No.6: Sit Ups Purpose: To measure
explosive Abdominal Strength
Equipment: Floor/ Ground, Stopwatch Procedure: The athlete assumes back lying position
on the mat keeping her arms over the head. On the command "GO” he/she energetically lifts
the legs and upper body and touches his/her feet with the hands. This is called sit-ups in "V”
position. He/she performs maximum sit-ups in picked position in 60 seconds. The timekeeper
starts taking time on the command "GO" and stops the watch at 60 second Sit Ups
Scoring: Maximum number of Sit Ups performed in 60 seconds will be his/her score.
Purpose: The aim of this test is to complete 800 meters in the quickest possible time. This is
a test of an athlete’s ability to run quickly over a short distance.
Procedure: The aim of this test is to complete the 800 M course in the quickest possible time.
To start, all participants line up behind the starting line. On the command ‘go,’ the clock will
start, and they will begin running at their own pace. Cheering or calling out the elapsed time is
also permitted to encourage the participants to achieve their best time.
Scoring: The total time taken to run 800m is recorded. Use the table below to get a rating from
the test time for adults.
HISTRY OF KHO-KHO
In the ancient era, a version of the Kho-Kho game was played on ‘raths’ or chariots in
Maharashtra, and this was known as Rathera. The Kho-Kho rules were first framed in the early
1900’s. A committee was formed at Puna Gymkhana in 1914 for framing the Kho-Kho rules
and the first ever book of Kho Kho rules was published from Baroda Gymkhana in 1924. The
year 1936 was the year of the golden opportunity for the game of Kho-Kho when Berlin
Olympic Games featured an exhibition of Kho-Kho in the main stadium. The Hanuman
Vyayam Prasarak Mandal of Amravati was the proud demonstrators in that exhibition. The
first ever All India Kho-Kho Championships were organised at Vijaywada in 1959-60 under
the auspices of Kho-Kho Federation of India. In 1969-70 the junior age group competitions
were organised in Hyderabad. Competitions for women’s junior-group, girls under 16, were
held in 1974 at Dewas when two more sub-junior groups for boys under 14 and for Girls under
12 also commenced. In the tournament best sub-junior boys were awarded Bharat Award and
best sub-junior girls Veer Bala Award. In 1987, a demonstration was held in South Asian
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Games and Asian Kho-Kho Federation came into existence with three countries as its members.
The Indian Olympic Association had included Kho-Kho as a discipline in the South Asian
Games which was held at New Delhi in 2013.
The Kho Kho Federation of India is the apex body for running and managing Kho Kho in
India and affiliated to the IKKF, AKKF and the IOA. New Delhi, India kho kho federation.in
Joined February 2019.
n the year 1955, Akhil Bharatiya Kho Kho Mandal was established and the first ever All India
Kho Kho Championship was organized at Vijayawada, Andhra Pradesh in 1959-60 under the
auspices of Kho Kho Federation of India.
National Championships
The National Championships for Kho-Kho is the oldest Domestic Kho Kho tournaments in
India. The first National Kho-Kho championship for men was held at Vijayawada, Andra
Pradesh back in 1960. The Championship happens at three different categories- Senior,
Junior and Sub-Junior. The tournament follows the League cum knockout format. There are
eight zones. Furthermore, top two teams from each group will qualify for the knock-out
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stages of the tournament. The Annual tournament is in its 52nd edition sees teams from all
corners of India fight for the championship. Along with state teams, Institution teams like
Railways and Airports Authority of India also vie for the top honours.
While, Indian Railways won the 51st edition of the Senior National Kho-Kho Championships
for men held in Kolhapur, Maharashtra in October 2017. Maharashtra bags the first place in
the 31st Junior National Kho-Kho Championships for boys held in Imphal, Manipur in March
2018. Furthermore, The Maharashtrian Sub Junior team also won the 28th Sub-Junior
National Kho-Kho Championships for boys held in Nasik, Maharashtra in May 2017.
The National Championships for Kho Kho is the oldest Domestic Kho Kho tournaments in
India. The first National Kho- Kho championship for women was held at
Kolhapur, Maharashtra back in 1961. Unlike the men, this Championship happens at only one
category- Senior. The tournament also follows the League cum knockout format and there
are eight zones. Furthermore, top two teams from each group will qualify for the knock-out
stages of the tournament. The Annual tournament is in its 51st edition sees teams from all
corners of India fight for the championship. Various Institution teams like Railways, Airports
Authority of India also come to the tournament to battle various state teams
The host team, Maharashtra won the 50th edition of the Senior National Kho-Kho
Championships for women held in Kolhapur, Maharashtra in October 2017.
School Championships
With the popularity of other sports increasing day by day. The Kho-kho Federation of
India (KKFI), realised it needs to promote the sport of Kho-Kho from school levels itself. It
soon started many school level championships. School Championships, Mini School
Championship and the Primary Mini School Championship are among a few. These
Championships focus on searching and recognising hidden talents at various age ranges.
The All India Inter University tournament is one of the major sporting events for University
students in India. The Tournament happens in 2 stages. During the first stage
Universities against each other in their respective zones. There are four zones- North, South,
East and West. Top 4 teams from each Zone then Face each other in the All-India Inter-
University Champion accolade. This annual tournament oversees talents for both men and
women from different Universities all around the country.
The Hosts, University of Mysore defeated Savitribai Phule Pune University in the final and
thus winning the All-India Inter-University Kho-Kho Men’s Championship 2017-18,
conducted by the UoM at the University Grounds.
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Other Tournaments
The Federation Cup, Mayors Cup and Nehru Gold cup are among a few other domestic
tournaments in Kho-Kho. The Federation Cup is in its 29th edition. Maharashtra won the
men’s and women’s final of the 28th Federation Cup National Kho-Kho championship for
men and women, Hyderabad in December 2017.
In March 2018, the KKFI stated that it is set to launch a League format in kho kho. Most
probably, the nationwide tournament, in affiliation with KKFI, will be called
‘Kho Kho League’. However, the league is still in its budding stage and seems like, the
league will begin this year. The Federation is preparing to roll out tenders to allow various
stakeholders to become a part of empowering a low-key sport like that of Kho Kho in India.
Cover and Attack Purpose: To check covering and attacking ability of a Chaser.
Procedure:
Step 1: Subject start test from point A and go straight for 2 metres from point A to point B.
Step 2: When subject reaches at point B, Subject suddenly moves towards his right in
diagonal direction from point B to point C and subject needs to sit in the Chaser’s box at
point C.
Step 3: Again subject needs to stand at point C and go straight for 6 metres from point C to
point D. Step 4: From point D Subject moves towards his left in diagonal direction from
point D to point E and subject needs to sit in Chaser box at point E.
Step 5: Again, subject needs to stand at point E and go straight for 2 metres from point E to
point F.
Step 6: When subject reached at point F, Subject suddenly moves towards his left in diagonal
direction from point F to point G and subject needs to sit back in Chaser’s box at point G.
Step 7: Again, subject needs to stand at point G and go straight for 6 metres from point G to
point H. Step 8: From point H Subject moves towards his right in diagonal direction from
point H to point A and subject needs to sit in Chaser box at point A. The tester to start
stopwatch, when subject start on whistle from point A and should stop his stopwatch, when
subject finished his/her test after sitting back in Chaser box at point A.
Scoring: Time elapsed from the starting point to the finishing point in secs. to be considered
as the score obtained of the subject.
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HISTORY OF HANDBALL
At the end of the nineteenth century, somewhere in Northern Europe, it became necessary to
unify the rules, which was done by Karl Schepens. The new game rules came in force in
Berlin, in 1917. The sports international governing body was first formed in 1928 as the
Federation International Handball Amateur. It took its current name in Copenhagen,
Denmark in 1946 as the International Handball Federation (IHF).
The first president of IHF was Avery Brundage—an American who went on to become
president of the International Olympic Committee (IOC). The first Field Handball World
Championships were played in Germany in 1938, following its appearance at the 1936 Berlin
Olympic Games and then it made a comeback into the games in the 1972 Munich Olympic
games. The women’s version of the game was added in the 1976 Montreal Olympic games.
Indoor Handball was invented in the 1940s in Denmark. The International Handball
Federation, which was established in 1946, oversees the game, and at present it has 175
member countries associated with it. The first International Handball Federation (IHF) World
Men’s Handball Championship commenced in 1954. The IHF World Women’s Handball
Championship commenced in 1957.
The Asian Handball Federation (AHF) is the governing body of handball in Asia. The Asian
Handball Federation had begun when the Martyr Sheikh Fahad Al-Ahmad AlSabah of the
Kuwait initiated a motion to the Executive Committee of the Asian Games requesting
recognition of the handball game and formation of the Asian Handball Federation during
seventh Asian Games, Tehran, Iran in 1974. Accordingly, the Asian Games Federation during
its meeting on 26th of August 1974, had recognised Handball as an official game. The
headquarters is in Kuwait City, Kuwait. The Handball federation of India was established in
1972. The first senior National Handball Championship was held at Rohtak (Haryana) in
1972. Haryana won the gold medal and Vidharbha got the silver medal. First time in India,
Handball Team participated in Asian Games held in India in 1982.
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MAJOR TOURNMANT
Handball tournaments are held every year in different countries. World Championship,
Olympic Games, Summer Olympic, Asian Olympic, Commonwealth Games are the
tournaments organised by international sports organizations.
Senior
Men’s
2 Senior Women's
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11 Senior Men's
National Games
12 Senior Women's
National Games
TALENT INDIFICATION
In sports, talent identification is the first step to find out talented children which is trained to
the higher level of performance. This talent identification is aimed to decide children's
potency in sport branches because each of sport Brach has different kinesiological structure
and anthropological feature.
Talent identification is the process of recognising current players that have the potential to
excel within football (Vaeyens, Lenoir, Williams, & Philippaerts, 2008), while talent
selection is the acceptance of individuals into representative teams and development
programmes.
Essential or important qualities of a handball player are those which allow him to score goals
and defend against an opponent making a goal. The qualities like accuracy, endurance,
agility, eye-hand coordination, speed,, flexibility, and explosiveness are therefore important.
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UNIT II
1. Offensive skills:
These offensive skills are performed by raider to touch opponents and come back safe to own
half after raid. These skills are can’t, side kick, roll kick, toe kick, front kick, cross kick,
round kick, curve kick, dogging kick.
1. Can’t: can’t is a repeated clear sound of the word ‘kabaddi-kabaddi’ in one single breath
during raid by the raider.
2. Toe touch: Toe touch is performed by the raider to touch the opponent by toe or leg during
raid.
3. Sidekick: In this, the raider tries to touch opponent by side kicking keeping in mind that
opponent should not hold the leg.
4. Front-kick: In front kick, the raider tries to kick from front, in a deceiving action keeping
in mind that opponent should not grab the leg.
2.Defensive skills:
These are the defensive skills performed to grab raider. Defensive skills are like knee catch ,
ankle catch , crocodile catch ,wrist catch ,washerman hold , chain formative ,3-2-2 formation
, front back formation , etc kabaddi skills.
1. Knee-catch: In this the catcher holds or grabs the Knee catch this the raider is unable to
escape from the grip of catcher.
2. Ankle-catch: In this the catcher visualises the movement of raider very carefully and grabs
the raider ankle firmly. Catcher pulls the raider close and make him to fall.
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3. Thigh-catch: It is holding the raider from thigh part. The skills has variation like one thigh
catch or double thigh catch.
4. Crocodile-catch: It is holding the arm of raider from a distance later pulling it closer.
Lead up games can be defined as sports activities that are designed to develop skills of major
game." A. led up game isolates one or more of the skills, rules and/or strategies used to play
the actual sports in. mimics. Lead up gam es help to learn these components in a fun way. A
game in which players must control a puck while avoiding flying pylons.
A lacrosse lead- up game in which players advance through golf holes by passing the ball to
their partner. Lacrosse golf is a lead-up game that will develop your students' passing and
catching skills.
A Kho-Kho Player must know all skills of Kho Kho. Name any two basic skills of KHO-
KHO are:
1. Chasing Skills:
A. Pole diving
C. Tapping
D. Diving
E. Grasping Direction
F. Fake KHO
G. Late KHO
H. Giving KHO
2. Running Skills:
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2. Avoiding
3. Dodging
Choosing direction:
Chaser team player must keep his foot out of box with care as his foot will decide which way,
he will run to chase the runner else a foul will be counted.
Diving:
This takes lot of training and practice to perform. This is very effective method of touching
the chaser and catching him. In this process chaser pounces on active runner to touch him out.
one special type of diving is Pole Diving. In this kind of diving the runner make sure he takes
support of wooden pole and diving to touch the runner. For developing above skills players
follow some specific Kho Kho Training techniques.
1. Interception
2. Man to man defence
3. Blocking
4. Goalkeeping
Basic team formations defence and attack. Basic team formation in defence.
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UNIT III
Tactics of the game
Tactics and Strategy
Tactics therefore elaborates the strategic intention of preparing the player or team in real
conditions of a match and solve situation in match. Tactics point to the possibilities of solving
certain sub-situations within the strategy. It focuses on the practical implementation of such
situations in the match.
Tactic: an action or strategy carefully planned to achieve a specific end. Strategy: a plan of
action designed to achieve a long-term or overall aim: In football, players usually have as a
unit, one game plan that they stick to throughout the game.
SYSTEM OF PLAY
KABADDI:
Setting Up
1.Play in a flat, rectangular arena 13 meters (42.7 ft) wide x 10 meters (32.8 ft) long.
• These are the official measurements for professional men's Kabaddi
— if you're just playing casually with friends, your play area doesn't
need to be exactly this size. However, it should be flat, open, and
roughly rectangular.
• For women's Kabaddi, the court size is slightly smaller — 12 meters
(39.4 ft) wide x 8 meters (26.2 ft) long.
2. Use lines and markings to divide the court appropriately. The following are the official
court markings as specified for professional Kabaddi; again, if you're playing casually with
friends, your markings don't need to be exact.
• Boundary lines: The lines at the edge of the 13-meter x 10-meter
court.
• Play area lines: These lines mark a 13-meter x 8-meter rectangular
area inside the court — one meter of space separates each side from
the 10-meter boundary lines above.
• Mid line: This line divides the court into two 6.5 meters (21.3 ft) x
8-meter halves. Each team's "territory" is the play area on its side of
the mid line.
• Baulk lines: These lines run parallel to the mid line and are 3.75
meters (12.3 ft) from it on either side.
• Bonus lines: These lines run parallel to the baulk lines and are 1
meter (3.3 ft) from them on the side opposite the mid line.
3.Divide into two teams of seven players each. Traditionally, four players from each team
take each side of the field, leaving each team with three players held in reserve. However,
some variations of Kabaddi call for all seven players to take the field at once.
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2.If your team goes first, send a "raider" across the midline.
• In Kabaddi, teams take turns sending players (called "raiders")
across the midline to the other team's side of the court. The raider
tries to tag members of the other team and run back to his side
within 30 seconds — each player he touches equals one point for his
team if he makes it back safely.
• However, the raider must start repeatedly yelling "Kabaddi" before
he crosses the midline and cannot stop repeating this word until he
crosses back over to his team's side. If he stops yelling or takes a
breath on the opponent's side of the court, even momentarily, he
must return to his own side of the court, scoring no points. In this
case, one point is awarded to the defending team for a successful
play.
• Each member of a team must raid in sequence — if a team member
raids out of order, the opposing team gets one point.
5. Send players out when they are tagged, captured, or break a rule. In Kabaddi, players can
be temporarily sent "out" of play for a variety of reasons. If this happens, they may not be
replaced by players in reserve — substitutions are only made for players who are not out.
Below are a list of circumstances in which a player may be sent out.
• If the raider tags any defending players and makes it back to his
side, the players he tagged are out.
• If a raider is captured and cannot pass back over the midline before
he runs out of breath, he is out.
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6."Revive" players by getting an opponent out. Whenever your team gets a member of the
opponent team out, you have a chance to bring back (or "revive") someone on your team who
has previously been ruled out. This is true for both raiding and defending teams.
• Players are revived in the order they were gotten out — bringing
back players out of order results in a point for the other team.
1.Score a "Lona" by getting the entire other team out. If you can get the entire other team out
at once for any combination of reasons and none of their players are eligible for revival, your
team scores a "Lona" (two extra points for that play.)
• When this happens, the entire opposing team is revived.
2.Score a "super tackle" by capturing the opponent with three or fewer defenders. If your
team is defending with less than three players and you still manage to prevent the raider from
getting back to his side of the court, you score an additional "super tackle" point.
• This point is on top of the point you get for getting the raider out, so
you get two points in total for the play.
3.Score points when your opponent’s break the game's rules. Most penalties in Kabaddi result
in one point being awarded to the opposing team. Below is a list of offenses that can earn the
opposing team points.
• If a raider says anything besides the pre-approved "Kabaddi" chant
while he is raiding, the raid is over and the defending team gets a
point plus the chance to raid (but the raider is not out.)
• If the raider starts his chant late (in other words, after he crosses the
mid line), the raid is over and the defending team gets a point plus
the chance to raid (but, again, the raider is not out.)
• If a raider goes out of order, the defending team gets a point and the
raid is over.
• If more than one raider enter the opponent's court at once, the raid is
over and the defending team gets a point.
• If any defenders enter the raider's side of the court before it is their
turn to raid, each defender that does so earns a point for the other
team.
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• If, after a Lona, the wiped-out team doesn't return its revived players
back to the field within ten seconds, the opposing team earns one
point.
• If the raider's teammates attempt to help him by calling out warnings
or advice, the defending team gets a point.
• If players deliberately get out in order to force a Lona and revive
their team members, the opposing team scores an extra point for
each offending player that was on the field in addition to the two
Lona points.
Step:1 Umpire calls two captains for the toss and the winner decides to either defend or chase.
Step:2 After the toss, the chasing team enters the court and sets the field by 8 players sitting,
in an opposite direction from each other, in the middle of the court on central lane, and 9th
player known as the active chaser, stands next to the pole to start the chase.
Step:3 Now, the first set of three players from defending team enters the court. After their
entry, umpire signals to start the chase and then the chaser starts chasing them.
Step:4 During the chase, defenders are free to run in any direction and can cross central lane,
while the chaser has to maintain some restrictions. The chaser is not allowed to cross the center
line or come in contact with it. He (except Wazir) cannot change direction either.
Once he has started to run in one direction, he has to maintain it. In order for him to change
directions, he must run to a pole and around it.
Step:5 The active chaser can switch positions with his teammates. For that he has to touch the
nearest and oppositely sitting teammate on the back and shout loudly the name of the game
“Kho”. Thus, he takes the position his teammate and his teammate become the active chaser
and starts chasing the defenders.
Step:6 When all three defenders from first set get tagged, three more defenders enter the court.
The game ends when all nine defenders have been sent out after being touched. At the end of
an innings, teams’ roles are reversed. The team that scores more points at the end of the match,
wins the game.
In a handball game the main objective is to put the ball inside goal post to score goal. The
team which scores highest number of goals within the given time period is considered to be
the winning team. A handball player must be capable to make quick movement of his body to
score goals successfully. It also requires high level of stamina.
In a handball game, each team is appointed their position at one half of the court. The players
are placed according to their planning to defend, to attack, and to save or score goals.
Formation of a team may be of offensive or defensive.
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Offensive Formation
An offensive team formation basically has left and right wingman, who are typically fast
players and has excellent jumping ability required to get better shooting angle.
• Left and Right back court − These players should be tall enough so that they are able
to shoot over the defender. Goal defended by these player are basically made by
jumping.
• Centre Back Out − The player who plays in this position are also known as the
playmaker. They make chances of scoring goals by maintaining appropriate passing
of ball between the players. The player playing at this position is the most experienced
in handball than other teammates.
Defensive Formation
Defending formation is done depending upon the planning and experience of the players. They
are usually described as a: b formation where ‘a’ is the number of players defending at the
goal line and ‘b’ is number of players defending offensively. Different defending formations
are −
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Before we get into the rules of the game, there is a quick summary of the initial part of the
game that demonstrates how the ball gets passed between the players and is defended by the
opposing team. It also demonstrates various modes of scoring goal as the aim of each team is
to score more goals in order to make them the winner of the match.
• First of all, the referees decide which team will start the throw by the process of toss.
The toss winning captain decides whether they will throw on or pass it to the opponent
team.
• The players pass the ball among themselves by moving towards the defending goal
post. If ball from attacking player goes into the defending player’s hand, then they start
attacking by passing the ball among themselves.
• If the attacking team scores a goal, then the play is again resumed by throw on from
the centre of the court through the defending player. In this way, game is continued
until the allotted time for the game is exhausted.
• In case of violation of game rules by any player of any team, appropriate punishment
is given by the referee, which may be in form of penalty shooting.
Handball involves passing of ball from one player hand to another progressively with the
objective of scoring goals. Hence, there are certain rules of passing the ball among the players.
A player cannot take more than three steps while running towards the goal holding the ball,
whereas landing after catching the ball will not be counted as a step. Players are not allowed
to stray holding the ball for more than three seconds.
In case it is perceived by the referee that a player is not shooting or passing the ball, then he
will lose the ball, which results in the ball going to the opposing player’s hand.
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A player can dribble the ball but only once, after which he has to either shoot or pass the ball.
The sequence of playing the ball may be catching the ball → 3 step → dribbling → catching
→ 3 step → pass/shoot within 3 minutes.
While free throw is awarded, there must be minimum 3mts distance between a defending
player and an attacking player for which the free throw line is always marked at 9mts from
goal so that there will be a gap of 3mts between the player attempting to shoot at the goal and
defending goal-keeper.
If the goalkeeper directs the ball over the back line while saving the goal, it will remain with
the goalkeeper. However if it is directed by a defending court player, the ball will go to the
attackers’ hand. In case the attackers miss to put the shot into the goal and the ball goes over
back line, then they lose the ball.
When the ball is thrown by attackers outside the side line, it will go to the defending players’
hand and vice-versa.
Scoring Goals
The ball shot into the goal can only be considered as a goal, if it completely passes over the
back goal line. The play is restarted at the centreline by throw on by the non-scoring team.
• A player can only shoot at the goal post from outside the goal area.
• Only the goalkeeper is allowed inside the goal area which is a 6mts diameter semi-
circular area.
• A player can shoot a goal before the goal area when he is in air and must shoot before
landing.
• The goalkeeper is allowed to touch the ball with his/her feet, but only during saving
the goal, not to direct it out of the goal area or control the ball unnecessarily.
• An attacker or defender is not allowed to cross the goal area while playing in order to
get some advantage by short cut movement of his own.
• The goalkeeper cannot leave goal area with ball in his/her hand as a field player. But
he/she can go outside the goal area for saving the ball.
• The goalkeeper gets punishment, a free throw to the opposition team, if he/she comes
out of the goal area with the ball on his/her hand. Whereas, by going into the goal area
with the ball, the opposition gets a penalty from 7mts from the goal post.
• Penalty is awarded if a player passes the ball to his own keeper when they are inside
the goal area.
ASPECT OF COACHINIG
The most important attribute of any coach is that they want to help the person or people they
are coaching to learn. A good coach doesn't see themselves as an expert able to fix all problems
and having all the answers. Instead, they see themselves as supporting the process of learning.
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1. Empathy
2. Curiosity
3. Positivity
4. Persistence
5. Innovation
6. Communication
7. Sincerity
8. Guidance
1. Empathy
Strong leaders have the ability to connect with others in a way that's free of judgment. When
you have an innate ability to see the perspective of another and understand them, you make
good decisions even on difficult subjects because your focus is on helping the greater good
rather than identifying what caused the difficulty. The ability to empathize with others shows
you are a trustworthy individual and earns respect from others.
2. Curiosity
Curiosity is a trait that seeks to understand and improve when able. By remaining curious,
you model the desire to learn and develop professionally, which helps you guide your team
by example. A curious nature teaches others that learning and developing is a journey rather
than an end goal, and it enables you to facilitate others' learning as well.
3. Positivity
4. Persistence
A strong coach is focused on staying the course, and helps guide others toward their goals
without getting discouraged. They can foresee issues and use obstacles and challenges as a
means of improvement. As a good leader, your persistence will motivate others to keep
pressing on despite any difficulties that arise.
5. Innovation
An essential coaching skill is to lead in developing ideas. Asking probing and open-ended
questions of others is a way to help filter these ideas and solve problems creatively. Your
ability to formulate questions and focus on solutions rather than problems will support others
and assist in maintaining focus on a common goal.
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6. Communication
7. Sincerity
Good leadership and coaching skills entail a sincere focus on the individual and a genuine
desire to help. People will follow those who do not have ulterior motives and take a sincere
interest in others. Being passionate about your work, humble in your abilities and patient with
others demonstrates reliability and goodwill.
8. Guidance
Guiding a team with direction is another good coaching skill that effective leaders have. They
can tactfully confront excuses or resistance by reflecting, clarifying and reforming problems
as solutions to gain insight and overcome obstacles.
1. Define your strengths. Consider the qualities you have already developed and use
those as a basis for improvement and as tools to help guide you.
2. Identify your goals. Set some goals for improving your skills by asking for
professional feedback from those you work with. Be open to their ideas and ask
clarifying questions to be certain the message is clear. Try to make your goals
specific, measurable, achievable, relevant and time-based so that you have a clear
target.
3. Seek a mentor. Observe those around you and identify someone you have confidence
in and ask for help or guidance. This can help you develop lasting bonds and adopt
their most effective traits as your own.
4. Build confidence. Keep your focus on your improvements and maintain some
flexibility when learning. Staying positive about how you've helped coach others will
build your own confidence.
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Implementing coaching skills in the workplace, regardless of your industry or level, can make
you more effective at work and lead to promotions or other professional opportunities. Some
skills in the workplace to consider are:
• Providing feedback: Individuals like to and need to hear how well they are
performing. It helps to give positive reinforcement and promotes a positive work
environment.
• Accepting feedback: Asking for others to give constructive responses will help you
see any room for improvement you might need and will serve as an example for
others who also want to improve professionally.
• Being flexible: Understanding that things can sometimes change without expectation
and being able to adjust to those changes is great support for those you work with. It
helps to build trust among team members and shows that obstacles can be overcome
easily when working together.
• Improving morale: Team building is an essential part of leadership. Helping
individuals build a relationship with one another motivates them to work effectively
and makes the process of reaching goals and objectives enjoyable.
LEADUP GAME:
Many students enjoy the game aspect of sports, but don’t enjoy practicing isolated skills.
Typically, students become more interested in learning if they play in game-like scenarios.
Therefore, lead-up games provide an opportunity for students to practice skills in a simulated
game situation. The combination of games and drills provides optimal learning experiences
for the students.
EVALUATION IN SPOTS
Spot Evaluation System is the evaluation of requisite number of answer books in the various
subjects by the appointed Team Leaders/Evaluators at a fixed Centre, under the overall
supervision of the Regional Director of NIOS in a centralized way
• Hydrate well prior to exercise by drinking a pint of water at least four hours before
the match. It is vital that you are not thirsty before you start as this is a sign of
dehydration and will impair performance.
• Before a match –eat well – cereal bar, raisins, sultanas or bananas are recommended
sources of carbohydrates. Of all the factors that determine performance, diet is the one
that can most easily be altered!
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• Warm up and stretch well before the match as more blood will be pumping around
your body to the working muscles to prepare them for exercise, thus reducing the
likelihood of injury.
• A gradual increase in heart rate for ten to fifteen minutes before playing is
recommended
• Do not wear new football boots for the first time as you may be at risk of blistering
• If you are carrying any injuries please seek the advice of your Physiotherapist
(Chartered, Sports Therapist or Physical Therapist) in helping you achieve full match
fitness.
• Hydrate and eat well immediately after a match. An isotonic drink is ideal so carry
the same in your gear bag. Loss of fluid and reduction in the body’s carbohydrates
stores are the two major causes of fatigue in sport.
• Try to cool down for ten minutes, with the aim to reduce your heart rate. Statically
stretch all muscle groups after a match as you will recover faster and not feel as stiff
and sore if you do.
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UNIT IV
TRANINIG
Warm up:
Some other examples of warm-up exercises are leg bends, leg swings, shoulder/ arm circles,
jumping jacks, jumping rope, lunges, squats, walking or a slow jog, yoga, torso twists,
standing side bends, lateral shuffle, butt kickers, knee bends, and ankle circles.
COOL DOWN
The act or an instance of allowing physiological activity to return to normal gradually after
strenuous exercise by engaging in less strenuous exercise. Here are some examples of cool-
down activities: To cool down after a brisk walk, walk slowly for five to 10 minutes. To cool
down after a run, walk briskly for five to 10 minutes. To cool down after swimming, swim
laps leisurely for five to 10 minutes.
• 1: Immediate Phase. The immediate phase occurs right after the run, when the heart
rate is still elevated and muscles are fatigued.
• 2: Intermediate Phase.
• 3: Late Phase.
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• Feedback.
• Mental Models.
• Motivation.
• Environment.
FITNESS COMPONENTS
The 5 components of physical fitness are often used in our school systems, health clubs and
fitness centres to gauge how good a shape we are truly in. The 5 components that make up
total fitness are:
• Cardiovascular Endurance
• Muscular Strength
• Muscular endurance
• Flexibility
• Body Composition
Total fitness can be defined by how well the body performs in each one of the components of
physical fitness as a whole. It is not enough to be able to bench press your body weight. You
also need to determine how well you can handle running a mile etc
.
Cardiovascular endurance is the ability of the heart and lungs to work together to provide
the needed oxygen and fuel to the body during sustained workloads. Examples would be
jogging, cycling and swimming. The Cooper Run is used most often to test cardiovascular
endurance.
Muscular strength is the amount of force a muscle can produce. Examples would be the
bench press, leg press or bicep curl. The push up test is most often used to test muscular
strength.
Muscular endurance is the ability of the muscles to perform continuous without fatiguing.
Examples would be cycling, step machines and elliptical machines. The sit up test is most
often used to test muscular endurance.
Flexibility is the ability of each joint to move through the available range of motion for a
specific joint. Examples would be stretching individual muscles or the ability to perform
certain functional movements such as the lunge. The sit and reach test is most often used to
test flexibility.
Body composition is the amount of fat mass compared to lean muscle mass, bone and
organs. This can be measured using underwater weighing, Skinfold readings, and
bioelectrical impedance. Underwater weighing is considered the “gold standard” for body fat
measurement, however because of the size and expense of the equipment needed very few
places are set up to do this kind of measurement.
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1. Cardiovascular endurance
2. Muscular strength
3. Flexibility
4. Muscular endurance
5. Body composition
Cardiovascular endurance
Muscular strength
• Engage in weight training (exercises using your body weight and/or lifting
heavier weights )
• Use strength bands in your workout
• Try some heavy garden work such as digging and shovelling
• Try climbing hills and mountain (this boosts both strength and cardiovascular
strength)
• Engage in aerobics
• Climb a couple of stairs every day
• Bike cycling
Flexibility
This is more concerned with the joints. It refers to the range of motion around any given
joint. It is an essential part of total fitness as it means movement without hindrance, good
balance, and agility as well as coordination. Flexibility depends on some factors such as:
• Age: The youth is typically more flexible than their older counterparts.
• Gender: To their body compositions (regarding fat tissue and lean muscles),
men are generally more flexible than women.
• Body composition: People with more fat tissue tend to be less flexible than
those with more non-fat tissue.
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• Behavioural habits: People who often engage in physical exercise are usually
more flexible than those who do not.
Muscular endurance
•Push-ups: They improve strength and endurance in both arms and the chest.
•V-ups: These are essential tips for improving endurance in the lower and upper
abdomen.
• Planks: These are perhaps the best exercises to condition the core. They also
increase endurance in the glutes, abs, back, and the hamstrings.
• Calf raises: They help build the gastrocnemius and soleus muscle mass
Body Composition
Body composition is the body’s ratio of fat to that of non-fat. High levels of body fat
generally point toward being unfit. Maintaining a healthy and balanced body composition
should be a priority to everyone, usually because of the life-threatening problems and
sicknesses associated with an unbalanced body and lifestyle. Such problems include heart
disease problems, low energy levels, problems with metabolism, and poor emotional health.
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UNIT V
RULES OF GAME
▪ In Kabaddi Rules and Regulations, the team winning the toss gets the choice of
the court or the raid. The court shall be changed in the second half, and the team,
which did not opt for raid shall send their Raider first. The game in the second
half shall continue from the same point it was left at the end of the first half with
the same number of players, as it was at the end of the first half.
▪ If any part of a player’s body touches the ground outside the boundary, then the
player shall be out. However, during the struggle, if any part of his body touches
the ground outside the boundary by keeping the contact of the playfield, the
player shall not be out. The portion of contact must be inside the boundaries.
▪ The player shall be out if any part of his body goes out of the boundary during
play. The Umpire or Referee shall try to take out such players at once, and they
shall declare such players out by calling out the numbers. No whistle shall be
blown by the Referee as the raid may continue. If any player/players, who have
gone out of bounds, hold a raider, the raider shall be declared NOT OUT. The
player/players who have gone out of boundaries only will be declared out.
▪ When the struggle begins, the lobbying rule activates automatically, which means
the play-field includes the lobbies. The players involved in the struggle can use
the lobbies during the struggle and after the struggle in the same raid to enter
their respective courts. This lobby rule will only be applicable in the anti’s court.
▪ A raider shall continue to chant “KABADDI” in the opponent’s court as the
approved chant during the raid. If he does not use it, then he shall be ordered
back, and the opponent will be awarded one technical point and the chance to
raid.
▪ A raider must start the “KABADDI” chant before he enters/touches the
opponent’s court. If he starts the chant late, he shall be ordered back by the
Umpire or Referee. The opponent team will be awarded one technical point and
the chance to raid.
▪ If a raider goes out of turn, the Umpire or Referee shall order him to go back to
his court. One technical point will be awarded to the opponent team for the
Raider’s mistake.
▪ Not more than one raider shall raid or enter the opponent’s court at a time. If
more than one raider enters the opposition’s court at a time, the Umpire or
Referee shall order all to go back to their court. One technical point and the
chance to raid will be awarded to the opponent.
▪ After a raider has reached back to his court or is put out in the opponent’s court,
the opponents shall send their Raider within the five seconds of the last raid.
Thus, each side shall send their raiders alternatively until the end of the game. If
the Raider fails to start his raid within five seconds, then the team loses its chance
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to raid. The opponent team will get the chance to raid and awarded a technical
point.
▪ If a raider, who is caught by the anti or antis, escapes from their attempt to hold
and reaches his court safely he shall not be pursued, but if a raider touches the
anti or antis and reaches back to his court safely, then he may be pursued. If a
raider loses his chant in the opponent’s court, then he shall be out.
▪ When a raider is held, the antis shall not try to stifle his chant deliberately. Using
unfair means such as shutting his mouth, using violent means to tackle the player,
leading to injuries, or any type of scissoring is against the law of the game. If any
such incident occurs, then the Umpire or Referee shall declare the Raider NOT
OUT.
▪ No anti shall push the Raider out of the boundary willingly by any part of his
(Anti’s) body, nor shall any raider willingly push or pull an anti or antis out of
the boundary. If the Raider is pushed outside the boundary or the anti is pushed
or pulled outside the boundary, the Umpire or Referee shall declare the Raider or
the anti, as the case may be, as NOT OUT. The Raider or the anti who pushes or
pulls the opponents outside the boundary shall be declared out.
▪ None of the antis shall touch the Raider’s court during the course of the raid or
before completion of the raid. In case of any anti/antis touch the Raider’s court
before completion of the raid, they will be declared out. The opponent team will
be given as many points as antis who have touched the court.
▪ If an anti or antis who are out by touching the Raider’s court during or before
completion of the raid, holds a raider or have violated the said rule while holding
or helping to hold the Raider then the Raider shall be declared NOT OUT. In
such case, the anti or antis who touch the Raider’s court shall be declared OUT.
▪ A team scores LONA when it manages to put out the entire opponent team, and
none of the opponents is entitled to be revived. Two extra points for LONA shall
be awarded in addition to the points scored by the team, and the play shall
continue. All the players who are out shall enter in their court within 10 Seconds;
otherwise, the Referee or umpire shall award one technical point to the opponent.
If the team fails to enter within one minute, the team shall be scratched from the
match, and the match shall be awarded to the opponent.
▪ If a raider is warned or instructed in any way by one of his own sides, the Umpire
or Referee shall award one technical point to the opponent team.
▪ A raider or an anti is not to be deliberately held by any part of his body other than
his limb or trunk. The one who violates this rule shall be declared OUT, and one
point will be awarded to the opponent team. If the Raider is held deliberately
other than his limb or trunk, then the Umpire or Referee shall declare the Raider
NOT OUT.
▪ Kabaddi Rules and Regulations
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Scoring Rules
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LONA Points
▪ A LONA is scored when a team manages to get all the players of the opposing
team out with, and no player from the opposing team is entitled to revival.
▪ The two LONA points shall be awarded in addition to the player/s put out.
▪ The match continues after enforcing a LONA with all the out players from the
side entering their court once again.
▪ If the players fail to enter their court within 10 seconds after the LONA, then the
Referee shall award a technical point to the opposing team.
▪ If the team still failed to re-enter the court, then the team will get a warning from
the Referee.
▪ The match shall be awarded to the opponents if the team fails to re-enter the court
within the one minute of the warning.
▪ The team Captain or Coach can declare the team out if there are only one or two
players remaining in court during a match in order to bring in the full set of seven
players. The opposing team will get one point for each player declared out by the
Captain or coach in addition to the LONA scored.
▪ If any team gives a walk over to the opponents or concedes the match before
starting or is debarred from a match, then the team shall be scratched from the
tournament. In such a case, all the results of matches involving the said team shall
be considered null and void.
▪ The team which out-scores the opposing team at the end of the game shall be
declared the winner.
▪ If the points scored by both sides are equal at the full-time in a League match,
then the tie is considered drawn.
If there is a tie in the knock-out matches then the match will be decided on the following
basis:
▪ Both the teams should field seven players in the court, and the game shall be
played on the baulk line. In such case, the baulk line shall be treated as baulk
line cum bonus line, and the Raider will get one point if he succeeds in crossing
the baulk line cum bonus line as all the bonus point rules shall be followed.
▪ If after crossing the baulk line cum bonus line, the Raider touches out one or
more antis then he shall be rewarded with the number of points scored in
addition to the one bonus point scored by crossing the baulk line cum bonus
line.
▪ Only points scored will be counted, and the out or revival rule shall not be
applicable.
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▪ Both the teams should give the names of the five different Raiders to the
Referee. The teams should also give the chest numbers as per their order of raid
to the Referee. There is no substitution of the players allowed from the fielded
seven Players.
▪ Five different raiders shall raid five times alternately from each team.
▪ If any raider from the given list of five raiders gets injured before his chance of
raid, then one of the remaining two players out of the seven in the field can do
the raid.
▪ The team which raids first at the beginning of the match shall be allowed to raid
first.
▪ If there is a tie even after the five raids, then the game will be decided as per the
Golden Raid Rule.
▪ If any player/players are suspended temporarily or get disqualified during the
Tiebreaker, then the team will play with less number of players.
Golden Raid
▪ If there is a tie even after 5 raids from both the teams, then a fresh toss will take
place, and the team which wins the toss shall have the chance to raid i.e.
GOLDEN RAID.
▪ If the score remains tied even after the Golden Raid, then a chance shall be
given to the opponent team for the Golden Raid.
▪ The team which scores the first point in the Golden Raid shall be declared the
winner.
League System
▪ In the League System, the winning team will score two league points, and the
losing team will score zero points. If there is a tie then both the sides will score
one league point each.
Tie in League Points
▪ In case of a tie in the league, points scored in the league system, the Winner and
runner of the pool shall be decided on the basis of “for and against points”
scored.
▪ To decide the tie, the difference calculated “for and against’ points of the
concerned teams only against the teams, which scored 25% or more of the
league points. Also, if a team has scored less than 25% of the league points,
then it shall not be considered for the “for and against points” formula.
▪ The team with a greater score difference of “for and against’ will be declared as
the pool winner.
▪ If there is a tie even after considering “for and against points,” then the total
points “scored for” only will be counted.
▪ If there is a tie even after considering only ‘scored for points,” then the result of
the match played between the teams shall be considered.
▪ If there is a tie even after this, then the highest number of points scored without
applying 25% rule shall be considered.
▪ Even after this, if there is a tie, then the Winner of the pool shall be decided
through toss.
▪ The Referee is entitled to give a walkover to the opponent team due to late
reporting, non-reporting or due to any other technical issues of the defaulting
team. Such a team will be disqualified from the competition, and the score of
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such teams shall not be considered to decide the tie. The same rule shall also be
applicable to teams which conceded the match.
▪ If a match could not be completed in the same session owing to the failure of
light, heavy rains, or any other unforeseen circumstances, then such a match
shall be replayed in the next session. In case of replay, the teams can change
their players, and they need not be the same for fielding a team.
▪ The match shall be continued with the same score and remaining time in the
same session in any case of temporary suspension of the match, and change of
court/ground/play-field. The players shall not leave their respective courts
without the permission of the Referee during the temporary suspension. If a
team violates this rule, then a technical point will be awarded to the opponent
team.
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KHO-KHO
2. A team consists of 12 players in which two teams of 9 playing members play against each
other alternately in four turns or quarters of 9 minute each.
3. ‘Chaser ‘team takes a sitting position in the cross lanes with opposite back in 8 squares and
one player stands near the pole.
4. Runner tram sends players for running. While other runners will wait for their turn in entry
zone area
5. Chaser team attempts to catch the running players while passing on Kho from one player to
another.
6. Chaser player can only move in one direction without crossing the central lane
7. The points are awarded by the legal touch of chaser player to the running players
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8. An additional inning shall be played in case of equal points where time is compared to
make 1 player out.
Terminology
Chaser: The sitting team who tries to touch the opponent team members who are running
chaser sit-in square over cross lines with an alternative back.
Runner: The players of opposing team who save themselves from being touched by the
chaser
Cross lane: The parallel lanes cutting centre lane at the middle of the playfield.
Late-Kho: when active chaser delays in the touch for giving Kho to another.
Line-cut: When chaser cuts the square line cross lanes or centre lane during chasing
opponent.
Changing the direction: When active chaser goes in the wrong direction against rules.
Early getup: When the sitting chased gets up before proper getting Kho.
Square: square shaped area by the cutting of centre lane and cross lane used for sitting of
chase.
Minus-Kho: A violation of directional fault in which the chased cannot make the running
player out unless Kho is passed back to two teammates or touch to a pole.
Free zone: The area by the sides of pole lines in which the direction rule is not followed and
a runner can move in any direction.
Pole: A specially made wooden cylindrical structure, firmly erected up at the sides of
playfield equipment of kho kho.
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a) He shall check the score sheet, ground etc. and take the “Toss” before starting the match.
He shall help the umpires to perform their duties and shall give his final decision in case of
any difference between them.
b) If a player intentionally obstructs the conduct of the play or behaves in an ungentle manly
or mischievous manner or intentionally violates any of the rules, the Referee shall at his
discretion penalize the defaulting player. The penalty shall range according to the default
from warning a player or the entire team to participate further.
c) He shall announce the warning by calling the chest number of runner or chaser and
showing a “Yellow” Card. It shall be recorded by the Scorer-1 by marking the chest number
in warning column. He shall announce the forbiddance from the participation in future play in
similar way as warning but showing a “Red” Card. This will also be recorded by the Scorer-1
by marking the “F” against the chest number in defence column. Such a player shall be
immediately replaced and asked to leave the arena.
Umpire
There are two umpires to conduct the match, declare a touch as well as fouls, and to
implement game rules between both the teams.
Timekeeper
The timekeeper has the responsibility of checking the duration of each quarter play, declaring
the end of each quarter, checking the break-time duration and noting the time taken to touch-
out a runner by both teams in case of a tie match.
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Scorer
The scorer as its title says, records the score of teams, checks the order of the running team,
sends next group in the entry zone area.
HANDBALL
Scoring
In handball, a goal is scored when the whole of the ball passes between the goalposts and
travels fully over the goal line. However, a goal is not awarded until the referee has signalled
this and they are confident that no rules have been broken.
At the end of the match, the team with the most goals will be awarded the winners. However,
in the event that both teams have the same score, a draw is recorded.
Rules
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• All minor fouls or violations are penalised with the awarding of a free-throw which is
taken at the place of infringement.
Officials
Officials have a whistle and 18 hand signals to communicate the decision that has been made
and use a yellow and red system to warn or remove players.
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