No.280
Kho Kho: An Adapted Introduction
Japanese name: コーコー(体験版)
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Diagram key
- A
- The 3 dark figures sit facing alternating directions.
- B
- Orange: active chaser
- C
- Do not cross the center line.
- D
- Reverse direction outside an end cone.
Materials
- Court-marking equipment
- 2 soft cones
- A timer
How to play
- Form two teams of four and mark a court about 10 × 6 m. Put a cone at each end of the centre line. Three players from the chasing team sit on that line, facing alternate sides.
- The fourth chaser starts beside an end cone. Two runners from the other team enter to begin. Runners may cross the centre line; the active chaser may not.
- The active chaser keeps moving in the lengthwise direction chosen at the start and must not reverse mid-run. To reverse or change sides of the centre line, go around the outside of an end cone.
- To transfer the chase, gently touch a seated teammate’s back and say “Kho”. The previous chaser sits in that place; the new chaser begins on the side they were facing.
- A tagged runner or a runner who leaves the court steps out, scoring one point for the chasing team. They join the back of the waiting queue and its first player enters. Swap sides after 3 minutes. Each team chases twice; compare total points.
Ways to adapt
Older primary: begin by walking. Secondary students and adults: run only after checking the movement restrictions.