Two teams of 15
12 play, 3 wait on the bench
Each squad has 15 players. Twelve take the court during a match, in four batches of three defenders, and three are substitutes.
Two poles, a long lane, and a chase that never stops. Learn the court, the rules and the tricks, then watch real games from Uganda.
12 play, 3 wait on the bench
Each squad has 15 players. Twelve take the court during a match, in four batches of three defenders, and three are substitutes.
Two poles and a central lane
The court is a rectangle with a wooden pole at each end of a narrow central lane. Eight short cross lanes cross it, and a seated chaser sits on each side of the lane.
Eight sit, one runs
The chasing team has nine players on the court. Eight sit in the central lane, each facing one half of the court. The ninth is the active chaser. Three defenders run at a time.
Touch a defender, score
The chasing team scores a point each time a defender is put out: tagged by a legal touch, stepping fully off the court, or entering late as a new batch.
Each side chases twice and defends twice
In the standard format every turn lasts nine minutes. The team with more points at the end wins.
A flat space and two poles
Kho Kho needs no ball and no special kit. That is why schools and communities can start with a marked field and two poles.
The court is a rectangle of 27 by 16 metres. A narrow central lane joins two wooden poles, and eight short cross lanes cut across it. Behind each pole is a free zone where the active chaser starts.
Drawing simplified and not to scale. The central lane is 30 cm wide and the cross lanes 35 cm wide.
A match seen from above: three defenders run while the chasers sit along the lane. The running chaser gives Kho to a seated teammate, who stands and takes over.
Six steps cover almost everything you will see in a match. Coaching courses teach the full rulebook, including every foul.
Who sits and who runs
One team chases and the other defends. Eight chasers sit crouched along the central lane, each facing one half of the court, and the seated players alternate their facing direction. The ninth chaser, the active chaser, starts in a free zone behind a pole. The first batch of three defenders takes the court.
No turning back mid-run
The active chaser may enter either half of the court to tag defenders. Once running towards a pole she cannot suddenly turn around, and she cannot cross the central lane. She may change direction only by touching a pole.
Hand the chase to a teammate
To switch roles the active chaser touches a seated teammate on the back and calls out Kho. The call must happen before the active chaser passes that teammate's cross lane. The seated player must not move or stand until Kho is given. The new active chaser may only enter the half she faced when sitting, and the player who gave Kho sits in the empty place.
Three ways to score
A defender is out when the active chaser tags her with a legal touch, when she steps fully out of the court, or when a new batch is late to enter. Each defender put out scores one point for the chasers. A new batch of three comes on only after all three of the previous batch are out, and a Kho is required after each batch is dismissed.
No tagging until the foul is cleared
Breaking any rule is a foul. While a foul stands the chasing team cannot tag any defender. To clear it, the active chaser moves away from the defenders until she gives a Kho or reaches the appropriate free zone behind a pole.
Highest score wins
When a turn ends the teams swap. Each team chases twice and defends twice, and the team with the higher total wins. Some matches settle a tie with a minimum chase: each team gets one extra turn and stops once it scores a point, and the faster team wins.
A chaser wins ground with a fast first step and a sharp turn around the pole. Practise sprinting to a pole, touching it and exploding in the new direction without losing balance.
Giving Kho at the right moment hands a fresh pair of legs to the chase and changes the angle of attack. Seated chasers stay still and low, ready to spring up the instant they are touched.
Good chasers watch where the three defenders stand and push them towards the corners of the court where they have less room to dodge.
Defenders stay alive by changing speed and direction suddenly, using the poles and the lanes to make the chaser commit to one side, then slipping away to the other.
The three defenders in a batch work together. One draws the chaser while the others move into space, so the active chaser cannot follow all three at once.
Kho Kho builds speed, agility, stamina and quick thinking. A strong warm-up, short sprints and balance drills prepare the body for sudden stops and turns.
Press play and watch for the point in each lesson. Videos load only when you start them, so the page stays quick.
Rahma plays Kho Kho for the first time. Listen for what she enjoys most: dodging, and resting at the pole. It shows how quickly a beginner picks up the game.
A close-up practice clip of players in Khokho Uganda bibs chasing around the pole. Watch how the runner touches the pole and swings round to keep the chase going.
Players in bright bibs run, give Kho and race to the pole in a practice game. Watch the hand-over: the touch on the back and the new chaser springing up.
Players in orange kit before and during a game, with spectators around the field. See how a real match looks and sounds.
Orange against light blue, filmed from the side of the court. Watch the chasers seated along the central lane facing alternate ways, and the defenders dodging around the poles.
Classroom and field sessions from the Level 1 coaching course, where teachers and coaches learn the full rules, fouls and teaching methods.
Chemayek Shauline talks about the Level 1 coaching course, with practical sessions on the field.
The broadcaster's report on the end of the first Level 1 coaching course in Mukono, with certificate presentations.
The classic game
Nine chasers and three defenders on a 27 by 16 metre court, nine-minute turns, one point for each defender put out. This is the game taught in Uganda's Level 1 courses.
SourceSeven-a-side
The International Kho Kho Federation also recognises a faster, seven-a-side format. It is the format the federation uses for the Kho Kho World Cup. In the Ultimate Kho Kho league its turns last seven minutes.
SourceThe franchise league
Played in India since 2022 on a shorter court of 22 by 16 metres, with two points for each tag. A batch that survives at least three minutes earns a Dream Run bonus point, and a Wazir may run in any direction. In a Powerplay, two Wazirs chase together.
SourceRegister your school, club or yourself and join a coaching course near you.