Format Comparison: Traditional vs. New International
Reference comparison chart from source image
Player Attire & Identification
- All players must wear a uniform with numbers printed from 01 to 99 on both sides.
- T-shirt changes are strictly prohibited from the beginning until the end of the tournament.
- Captains or coaches must submit a record of T-shirt numbers for all substitutes.
Defense & Batch Formation
Batch Composition
- Each batch consists of 03 defenders entering from the respective entry zone.
- The defending team may determine the order of the three batches at the start of the match.
- The entry order of batches cannot change during a particular turn.
Batch Transition
- The next batch of 03 defenders must enter the field before two perfect KHOs are given after the last defender is out.
- Failure to enter within this time results in a "LATE ENTRY" out.
Entry Violations (Rule 11 & 12)
Wrong Batch Entry: If a defender enters out of turn, they are called back immediately, and 02 points are awarded to the attacking team as a late entry.
- If a "wrong batch" defender plays for more than 1 minute before notice, the attacker receives 02 points as a touch out.
- In such cases, an additional 02 points are awarded as a penalty and recorded in the remarks.
- The violating defender will not get another chance to defend during the rest of the play.
Scoring System
| Action | Points Awarded |
|---|---|
| Each defender declared "Out" | 02 Points (Attacker) |
| Batch survives 03:00 minutes (Dream Run) | 01 Point (Defender) |
| Every additional 01:00 minute of survival | 01 Point (Defender) |
| Wrong Entry Penalty | 02 Additional Points (Attacker) |
*Note: Surviving defenders from the first inning do not have their time counted toward Dream Runs in the second inning.
League & Knockout Systems
League Points
- Win: 03 Points
- Tie: 02 Points
- Loss: 00 Points
Minimum Chase (Rule 23)
- The turn closes as soon as the 1st point is scored.
- The side taking the least time to score the 1st point is declared the winner.
- The defending team sends any 03 defenders.
- No Dream Run points are awarded during Minimum Chase.
Substitutions & Field Conditions
- Attacking Team: Allowed any number of substitutions during their attack.
- Defending Team: Allowed only before their defense turn, except for injury or Red Cards.
- Follow On: Optional if the lead is 12-16 points; Compulsory if the lead is 18 points.
- Floodlights: Must have a density of at least 250 lux or zero shadow.
- Soil: Natural soil fields require marking and watering twice (before start and between innings).