Judgment, late and advance kho
Ready when: Rise, run and give kho (b2) done.
What you are learning
Timing the kho to trick the runner: a feint toward the pole and then a kho to the nearer sitter; a kho given a moment late to break the runner's rhythm; and a kho given early when the runner has committed to one way.
Words on this card Chaser, Sitting chaser, Runner, Pole, Kho, Fake kho, Late kho, Turn
- Chaser
- A player on the chasing team; the active chaser is the one up and running.
- Sitting chaser
- A chaser crouching in a square, waiting for a kho.
- Runner
- A player on the other team who tries not to be touched.
- Pole
- The wooden pole at each end of the central lane; the chaser may turn only there.
- Kho
- The touch from behind plus the word "kho" that passes the chase to a sitting chaser.
- Fake kho
- Pretending to give kho to fool the runner, then giving it to someone else.
- Late kho
- A kho given a moment late to break the runner's rhythm; one given early when the runner commits; one timed by reading the runner's speed.
- Turn
- A team's time chasing or running.
Show it first for the one teaching
- Chase toward the pole, then suddenly give kho to the sitter nearest the runner.
- Run past one sitter as if you will kho, then kho the next one late.
- When the runner turns one way, kho early to a sitter facing that way.
Your part while they practise
Call which kind of kho to practise.
Step by step
- A feint toward the pole, then kho to the nearer sitter.
- A kho given a moment late to break the runner's rhythm.
- A kho given early when the runner commits.
How much: 10 rounds of each kho 12 min a session 2 days a week
Say one thing Pick one line from "What you will see" for today and say only that.
The game: Ace of the fake
Teams try to out-fake each other; a tag straight after a fake scores double.
Who plays: a chasing team against 2 runners; teams swap after 3 minutes.
How to play, turn by turn
- Turns
- Play a short-lane game (Standing kho-kho (b4))
- The chaser calls nothing; you watch for fakes
- A tag made straight after a fake kho or a late kho scores double
- Fair play
- A team with a grown-up may score only single points.
- Points
- 1 point for each tag; 2 points for a tag straight after a fake or late kho.
- Fouls
- The tag does not count
- Running past the sitter without giving kho or stepping aside
- A push
- The sitter rising on a fake
- Winning
- More points after each team has chased twice.
- 2 points for 1 star
- 5 points for 2 stars
- 8 points for 3 stars
Easier or harder
No runner.
A runner who reads.
What you will see, and what to say
- the chaser runs past the sitter
Give kho, then step aside
Clear the way. - the feint is slow
Sell it with your shoulders
Turn the shoulders as if to kho.
Self-check
6 of 10 khos given with no runner touch lost.
Stop and get a coach when
Collisions.
Fitness for this
Warm up first: how to warm up, at workonfitness.com. For strength and stretching, its exercise library shows each exercise step by step, with an easier version.
This card trains deception, timing.
awiseathlete.com/sports/kho-kho/kho-kho-i1