Kho-kho is one of the oldest fixtures on an Indian school or club sports day, but it has its own chasing-and-dodging scoring mechanics that are nothing like kabaddi’s raid-and-tackle points or a bracket sport’s point rallies. A kho-kho match is decided by pole/lane dismissals and a published tie-break order, entered as a result the same way every other Sports-type item is. This guide covers how to run a kho-kho competition inside a school sports day, kalolsavam sports wing or club fest, and how to set it up as a competition item in eTalenter.
Kho-kho scoring: dismissals and turns, not judge marks
Kho-kho is played in innings, each with a chasing turn and a running (defending) turn, and the organiser’s job is to publish the exact scoring and turn structure before the draw:
- Dismissal (out) — a chaser scores one point for every defending player put out: touched by a chaser who is in active play, or a defender who steps outside the limiting lines.
- Lona — if the chasing side dismisses the entire defending batch before the defending side’s time or turn allowance runs out, the chasing team is awarded extra bonus points for finishing early, similar in spirit to kabaddi’s all-out but scored as a time/turn bonus rather than extra raid points.
- Innings total — each side gets a fixed number of chasing turns and a fixed number of defending turns; the team with the higher total points (or more dismissals within the time limit) across all innings wins.
- Time-based turns — unlike kabaddi’s raid-by-raid points, a kho-kho turn runs for a fixed clock period (shortened for younger age groups), and the defending side’s survivors at time-up are simply not out — no bonus line or breath count is involved.
Whichever variant of these thresholds a fest adopts, the organiser’s job is to publish the exact numbers before the draw, not decide them mid-match. This is an objective, scored result — not a rubric — so the match record decides the winner, the same approach this site uses for kabaddi and carrom, even though kho-kho’s own scoring mechanics (chasing turns, dismissals, lona bonus) are entirely its own.
Match format: innings, turn length and team strength
| Setting | Typical school/club value |
|---|---|
| Innings structure | Two innings per side (one chasing turn + one defending turn each), with a short break between innings |
| Turn length | Each turn runs a fixed clock period — commonly 7 or 9 minutes for HS/HSS, shortened to 5 minutes for LP/UP age groups |
| Team strength | 9 players on the field per side, with a fixed reserve bench for substitutions between innings |
| Ground/lane layout | Scaled down for younger age groups so the central lane and poles are realistically reachable within a shorter turn |
| Gender grouping | Boys’ and Girls’ kho-kho run as separate competition items, same as every other Sports-type event |
Choosing a format: knockout, round-robin or league-plus-knockout
The format depends on entries, ground space and time on the sports-day schedule:
| Format | Best for | How it works |
|---|---|---|
| Knockout | A single sports-day afternoon with one ground and a full day’s programme to fit around it | Single loss eliminates; fastest format, but a weaker team gets only one match |
| Round-robin (group) | A small number of houses/units (under 6–8 teams) with a dedicated kho-kho slot and enough time | Every team plays every other team in its group; fairest result, needs more match time |
| League-plus-knockout | Larger entries (inter-school, zonal or club-circuit level) over more than one day | Group-stage league matches decide seeding, then the top teams from each group go into a knockout bracket for the final placings |
Most single-day school sports days run a straight knockout because kho-kho needs real match time and only one ground is usually marked out. Reserve round-robin or league-plus-knockout for a dedicated kho-kho tournament, an inter-school meet, or a multi-day club-circuit event.
Tie-break order — decide this before the draw
A match level on points at full time, or two teams level in the standings after a round-robin group, needs a published order so no result is disputed afterward:
- Head-to-head result — if the tied teams met directly in the group stage, that result decides it first.
- Total points scored across the group — the cumulative dismissal and lona-bonus points across every group match.
- Points conceded — the lower total points allowed to opponents ranks higher when total points scored is also level.
- Sudden-death extra turn — a single short extra chasing turn (rules decided in advance) as the final resort for a knockout match that cannot be left level.
This follows the same discipline as this site’s general tie-break guide: decide the order in advance, publish it with the rules, and never improvise a tie-break after the result is already in dispute.
Rules to settle and publish before the event
| Decision | Typical school/club setting |
|---|---|
| Limiting lines and lanes | A defender stepping outside the limiting line during a run is out; the central-lane crossing rule for a chaser changing direction is explained to younger age groups before the match starts |
| Early/technical dismissal | A team fielding more than the allowed players, or a chaser committing a technical foul (e.g. a wrong-direction follow), concedes a technical point or dismissal to the opponent |
| Injury time-out | A fixed stoppage allowance per team per innings so a genuine injury doesn’t force a forfeit, without letting the clock be used to waste time |
| Footwear and ground safety check | Bare feet or soft footwear and a ground free of stones/debris checked before the team takes the field — a basic safety step for a running-contact sport |
| Late arrival / no-show | A fixed grace period after which a team forfeits the match by walkover |
| Mobile phones / outside coaching from the sideline | Zero-tolerance forfeit or technical-point penalty, same standard as every other competition item |
Age-group variants
Kho-kho runs inside eTalenter’s normal age-group structure — LP/UP/HS/HSS at a school sports day, or the numbered group bands a club fest uses — with a few event-specific notes:
- LP/UP — shorter turns, a smaller ground, relaxed lona thresholds, with a staff referee explaining calls as play goes so younger players understand why a dismissal was given.
- HS/HSS — standard turn length and ground size, full lona rules enforced, a neutral referee and a scorer recording dismissal-by-dismissal points on the sheet.
- Boys’ and Girls’ kho-kho — set up as separate competition items under the same age groups, not a shared item, since team composition and typical pace differ.
Running a kho-kho competition, step by step
- Confirm entries and ground space available, and pick knockout, round-robin or league-plus-knockout accordingly.
- Publish the turn length, lona thresholds and tie-break order in the rules sheet before registration closes.
- Draw round 1 — random seeding for knockout; group assignment for round-robin or league play.
- Record dismissal-by-dismissal points on the match sheet as play happens, not from memory after the match ends.
- Confirm the final score and any lona result with both team captains before the next match begins.
- Advance winners or re-pair based on the format in use, applying the published tie-break order only when a result is genuinely level.
- Publish the final standings — match-by-match scores, not just the final rank, so results are verifiable.
Printable kho-kho match result sheet
| Match | Team A | Team B | Score (A–B) | Lona | Referee / Recorded by |
|---|---|---|---|---|---|
| 1 | |||||
| 2 | |||||
| 3 |
Keep one sheet per round; the cumulative scores across every round’s sheet are what the tie-break calculations run against.
How eTalenter handles kho-kho as a competition item
Kho-kho is set up as a Team competition item under Competition Categories/Items Setup, assigned to age groups and gender the same way as any other Sports-type event. Because it’s Sports rather than Arts, there’s no judge-scoring panel at all — organisers record each match on paper at the ground, then use eTalenter’s Assign Results Manually screen to enter the final score for each match. Those results feed straight into results and tabulation, so kho-kho’s standings roll into the overall house or school points table alongside every judged stage item, and the winning team gets published, certificated and awarded exactly the same way.
FAQ
Is kho-kho judged or scored?
Scored, not judged. There is no criteria panel — dismissals and lona bonus points across the innings decide the match, with a published tie-break order resolving a level result. In eTalenter this is a Sports-type item with results entered manually, not a judge-scoring panel.
How is kho-kho different from kabaddi for scoring purposes?
Kabaddi scores raid-by-raid points within a breath-held attempt and an all-out/lona bonus based on remaining defenders; kho-kho scores fixed-length chasing turns across innings, with dismissals counted per turn and a lona bonus for finishing a turn early. Both are objective, scored Sports-type items with no subjective rubric, but the turn structure and point triggers are entirely different.
How are ties broken in a kho-kho competition?
Publish the order in advance: head-to-head result first, then total points scored across the group, then points conceded, and a single short sudden-death extra turn only as the final resort for a knockout match.
Running kho-kho, kabaddi and every other sports-day item alongside your stage items at the same fest? Open a live demo and log in as a demo coordinator or judge — no sign-up, nothing you click can change the event — to see Sports-type results, Arts-type judging and the points table working together across every item type. Running your own event on eTalenter? Message us on WhatsApp or email support@etalenter.com for help with the software. We can’t help with individual entries or submissions to an official sports meet — for that, please contact your school or the event’s organisers.

