How do you play kho-kho?
B · Beginner · The game · 1 of 6Kho-kho is a tag game between two teams. The chasing team sits in a line down the middle of the court, facing alternate sides, with one player on their feet as the attacker. The attacker tries to touch the defenders, who run among the seated players. The attacker passes the chase on by touching a seated teammate and saying "kho".
How it works
- Chasers: the team trying to put the other side out and score.
- Attacker: the one chaser who is up and running at any moment.
- Runners: the other team. Those inside the field are the defenders.
- Giving kho: the attacker touches a seated chaser from behind by hand and calls "kho". That chaser becomes the attacker, and the first sits down in their place.
- One side only: an attacker must not cross the central lane to the other half of the court.
- One way only: an attacker who has taken a direction keeps to it until the free zone at the end.
- Out: a defender touched by hand by the attacker, without a foul, is out. So is one who goes out of the field.
- Turns: the teams take turns to chase and to defend.
- Points: one to the chasing side for each defender out.
The glossary has kho kho, the chaser, the attacker, the defender, the kho and the turn.
Tricky cases
Can the attacker turn round and run back after a defender who doubles back?
No. Once an attacker has taken a direction, they go that way until they reach the free zone, unless they give kho first.
Can a defender run between the seated chasers to the other side?
Yes. Defenders may cross the central lane freely. The limit is on the attacker.
Does the attacker have to say "kho", or is the touch enough?
Both are needed. The touch comes first, then the word, loudly and distinctly. Saying it before touching is a foul.
Is it out if the attacker touches a defender with a foot?
No. A defender is out when "touched by hand" by an attacker.
Why the rule exists
The limits on the attacker are what make the game. A chaser who could turn round or cross the line would catch anyone in seconds. Because the attacker cannot, a quick defender can beat them by doubling back, and the chasing side has to answer with a well-timed kho to a teammate facing the right way.
Where it differs
| Where | What changes | Source |
|---|---|---|
| National Club Games book | Five seated chasers and one attacker; two defenders at a time; five-minute turns | KKFI Club Rules Part 2.2; Part 3.2 |
| Senior national and international play | A larger format, with rules that are not saved | Not checked |
| The modern televised format | Extra roles and bonus points (wazir, dream run and others) | Not checked; see the README |
From the rule book
Kho Kho Federation of India, National Club Games Rule Book: Kho-Kho (undated), Parts 1 to 3. Checked 14 October 2026. Official document: the federation's rule book of kho-kho (current edition not published; the National Club Games rule book was used).