Defence: chains and rings
Ready when: Dodging and running the lane (b3) done.
What you are learning
The runner's patterns for staying in the game: the single and double chain (looping round the sitting chasers), the ring (circling close round a pole) and the pulti (a quick turn back). Good runners last long and score for their team by not being caught.
Words on this card Chaser, Sitting chaser, Runner, Batch, Central lane, Pole, Kho, Late kho, Chain, Ring, Pulti, 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.
- Batch
- The group of three runners on the court at one time.
- Central lane
- The strip down the middle of the court, with the squares, which the chaser may not cross.
- 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.
- 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.
- Chain
- A runner's pattern of dodging round the sitting chasers in a loop.
- Ring
- A runner circling close round a pole to escape.
- Pulti
- A quick turn back to dodge the chaser.
- Turn
- A team's time chasing or running.
Show it first for the one teaching
- Single chain: run a loop round two sitters in a figure of eight, keeping the rhythm.
- Double chain: the same loop round three sitters.
- Ring: circle tight round the pole when the chaser comes.
- Pulti: run one way, then turn back sharply past the chaser.
Your part while they practise
Be the chaser.
Step by step
- Single chain and double chain.
- Ring: front and back ring, with fakes.
- Pulti: a close and wide back dodge.
How much: 8 of each 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: Last the longest
Each runner tries to stay untouched as long as possible against the chaser.
Who plays: runners against their own best; you or a team chase.
How to play, turn by turn
- Turns
- The runner enters the lane area; you count seconds aloud
- The chaser chases by the rules (kho to change direction)
- The count stops when the runner is touched or steps out
- 2 turns each; keep the best
- Fair play
- A grown-up chaser must give kho every 5 seconds.
- Points
- 1 point for each second untouched in the best turn.
- Fouls
- The turn ends
- Stepping out of the court
- Crossing through the central lane
- Touching a sitter
- Winning
- The longest best turn.
- 15 points for 1 star
- 30 points for 2 stars
- 45 points for 3 stars
Easier or harder
A slow chaser.
A fast chaser who gives advance kho.
What you will see, and what to say
- the chain breaks
Keep the rhythm, stay together
Same loop, same speed. - the ring is too wide
Tight to the post
Close to the pole.
Self-check
A single chain run twice without being touched.
Stop and get a coach when
Ankle pain.
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 defender's running.
Intermediate is done when the coach confirms safe landings.
awiseathlete.com/sports/kho-kho/kho-kho-i3