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KHO KHO ppt.pptx

28 de Mar de 2023
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KHO KHO ppt.pptx

  1.  History  In pre-modern times, it is believed that a version of kho-kho known as Rathera was played on chariots (rath meaning "chariot" in Hindi). The modern form of the game was invented in 1914, with its rules and formalised structure being given by Pune's Deccan Gymkhana club. Kho-kho was demonstrated at the 1936 Berlin Olympics alongside other traditional Indian games. It is now a medal sport in the South Asian Games, having been played in the 2016 edition.  Who started Kho-Kho in India?  The modern form of Kho-Kho was shaped by the Deccan Gymkhana of Pune which was founded by Lokmanya Tilak.
  2.  The field is 27 by 16 meters , with a distance of 24 meters between the two poles, and the central lane having a width of 30 centimeters (12 inch). Each pole is 120 to 125 centimeters high and 9 to 10 centimeters (3.5 to 3.9 in) in diameter. The poles are smooth and round, with no sharp edges. There are 1.5 m (4 ft 11 in)-long extensions of the court behind each of the poles known as "free zones", in which there are no restrictions on chasers' movements.  At the start of play, the active chaser starts off in one of the free zones, and can run into either half of the court to tag the three defenders. Once all three defenders have been tagged out or otherwise "dismissed", the next "batch" of three defenders comes onto the court.
  3.  The active chaser can switch roles with a sitting teammate by touching them on the back and shouting "kho"; this is known as the active chaser "giving a kho" to the sitting teammate. For the kho to be valid, it must be given before the active chaser has gone past the cross lane that the teammate is sitting within. Once a sitting chaser becomes active, they may only enter the half of the court which they were facing while they were sitting; additionally, once the newly active chaser steps to the left or right of the cross lane they were sitting in (or turns in such a way that their shoulders face towards either pole), they must continue in that direction until they have reached the free zone.
  4.  Violating any of these rules results in a "foul", in which case the active chaser can no longer attempt to tag any defenders. In order to clear the foul, the active chaser must move in the opposite direction of the one they were running in (i.e. away from the defenders they were chasing) until they have either given a kho to a teammate, or reached the appropriate free zone.  The chasing team scores points each time a defender is ruled "out" (dismissed), which happens either when a chaser tags a defender without breaking any rules, when a defender steps out of the court (with no part of the body remaining grounded within), or when a defender is late to enter the court after the dismissal of the previous batch.
  5.  Ultimate Kho Kho  Main article: Ultimate Kho Kho  Ultimate Kho Kho (UKK) is an Indian kho kho competition, and its first season took place in 2022. Many of the rules of kho kho are changed in this league:  Only seven players from the chasing team are on the field.  The playing field is only 22 meters long and 16 meters wide.  Two points are scored for a regular tag, and three points are scored if a tag is made while a chaser is either fully outstretched and diving (known as a "Sky Dive") or touching a pole ("Pole Dive").  The defending team scores two bonus points if any batch (group) of three defenders can avoid being eliminated for two and a half minutes, and two additional points for every 30 seconds afterward.  One chasing player (known as the wazir) may run in any direction when acting as the active chaser.  The chasing team can take a powerplay in each of their chasing turns during which they have two wazirs. Each powerplay lasts until all three defenders in the current group are out.  Each team's turn to score/defend lasts 7 minutes.  Tiebreaker (known as a "Minimum Chase"): Each team gets one additional turn to score, and the team that scores its first point the fastest wins.[
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