Rule About Matches

Official Tournament Regulations & Procedural Guidelines

Format Comparison: Traditional vs. New International

Kho Kho Format Comparison Chart

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).