Today, we will observe the basic rules and skills of Kabaddi lets start with a definition,
Kabaddi is a game of chasing. There are two teams of seven players in each team. It was believed that Kabaddi was played in ancient times in Nepal and INDIA. It is still played in different parts of our country with different names.
Kabaddi is known as Kabardi or Hu-tutu also.
Basic rules and skills of Kabaddi
Kabaddi is played on a court. There are seven players in each team. One team becomes the raider and the other team becomes the anti-raider. The toss of the coin decides the play of the game, whether the toss-winning team should raid or select the court. Anyone member is allowed to raid on the opponent’s court. The raider must cant to raid and come back to the safe zone within one breath of canting.
The raider is said to be out if s/he is unable to touch the bulk line and return or touch one or more anti-raiders and make a safe return to the own court or the raider is caught and stopped to break the canting before returning to the safe zone.
Cant in Kabaddi
The cant should be Kabaddi…Kabaddi … or Hu… tu…tu… etc.
If the cant is stopped or obstructed by the raider, his/her team loses one point. The turn to raiding changes after every raid. The game is played for 15 minutes each half. The team to score more points at the end of the game will be the winner. Pro Kabaddi is played in India where many international teams come to play a tournament of pro kabaddi.
Kabaddi is a game that doesn’t need special equipment, clothing, or accessories, can be played by everyone.
The size of the court is exactly 13m x 8m if you don’t include the 1m of the lobby on each side. If you include the lobby length, then it becomes 13m x 10m.
The length remains 13 meters in both cases.
Eight Cross Lines:
There are exactly eight cross lanes that lie across the central lane, whose dimensions are 16 m × 35 cm.
Chant in kabaddi:
When a player goes to half the opposition, he has got to chant ‘kabaddi’ in one breath during a continuous process. That chant is additionally referred to as cant in kabaddi.
Lona in kabaddi:
This term is defined as 2 extra points earned by a team when it’s ready to put the whole opposing team out.
Basic Skills of Kabaddi
It is the skill of entering the rival’s court skillfully. A raider should continue canting, try to touch the maximum number of rival players, and return safely to his own court. A good raider runs quickly and touches many opponents and returns successfully in no time.
Going back to a stronger opponent increases the probability of being trapped. Therefore, the raider should evaluate the strength and endurance of the rivals well.
When a raider enters the court, the anti-raiders should be sold from him. They can trap the raider easily if all the players try to trap him at a time. To trap the raider easily, the players should go back to the court and allow the raider to come near the backline.
In such a situation, the raider can be trapped easily if there is a common effort to do so. It is risky sometimes if the raider escapes while trapping because it can make many players out at a time.
It is one of the basic ski 1k of the raider. A raider can easily escape out from the opponent’s court after making them out by kicking. Kicking is quick action; therefore, it becomes very difficult for the anti-raiders to trap.
There are various types of Kicks used in kabaddi. Some of them are a front kick, sidekick, and mule kick.
i. Basic Rules of Pro kabaddi:
a. The playing field should be 11 m X 8 m. The court should be a grass court and is divided into two equal parts by a centerline.
b. All the boundary lines should not be more than 5 cm wide.
c. The toss-winning team has the option of choosing either the court or to raid.
d. If any player goes out of the court within playing time, she/he is said to be out and the opposing team scores one point so she/he goes behind the court on the sitting block.
e. The game is played for 15 minutes each half and 5 minutes intervals.
f. Generally, the lobby is not under the playing area but it becomes a part of it at the time of struggling.
g. At any time if the anti-raider goes out of the playing area and catches the raider then the raider will not be out instead the anti-raider will be out.
h. The raider must start canting before crossing the centerline.
i. If the raider stops her/his canting in the anti-raider’s court, s/he will be out.
j. Until the game ends both the teams will send their raiders to turn by turn.
k. The raider has to either cross the bulk line or touch the opponent’s and return. If not the raider will be out.
l. Other side’s raider must be sent to raid within 5 seconds.
m. The raider to stop his cant, close his mouth, hold on to the neck, hit or, kick, etc. In this case, the raider will not be out. The referee could put such players out of the game for their dangerous play/activities.
n. No anti-raider is allowed to cross the centerline at the time of raiding.
0. Once all the players are put out, then points are awarded according to the numbers put out, plus two points for lona.
p. Lona allows all the players that have been put out to come into the court to resume the game until the playing time is over.
q. If the raider succeeds to touch the bonus line and returns safely to his/her court, then one point is scored.
- Foot touch
- Toe touch
- Squat leg
- Touching of hand through upper limbs
Mechanism of Ankle Hold and Anticipation
– Before going in for an Ankle hold, the defender should observe the raider’s footwork and main attacking zones After analyzing the path of the raider, the anti should anticipate the next move in the raiding footwork.
I. Body Position
Keep the body position slightly inclined towards the raider by keeping more bodyweight on the leading leg and flex the knees for better reach.
The stance should be a little wide for maintaining more stability. Hands should be free without any formation of the chain. The neck should be held up to watch the moves of the raider.
once the raider’s attacking leg is within the reach of the anti, anti should Bend his upper body towards the raider’s leg completely by flexing his leading leg about 120 and by changing the center of gravity toward the leading leg, at the same time bringing both hands towards the Raider’s ankle.
The inner hand should be placed on the joint of the ankle to get a grip on the foot and the other. Once the grip is taken anti should not try to change the grip.
Through action There are different types of follow-through actions suggested according to the need and situation:-
(a) lifting up: situations
(1) When the raider is not heavy compared to the defender’s body weight.
(2) When the raider is short in height.
(3) When the catch is taken away from the centerline.
(4) When the defense is playing with fewer players.
Once the raider is caught, it is difficult to maintain the same position by the defender because the raider’s force is towards the midline. To maintain stability and grip anti should live the raiders up towards the inner shoulder. By lifting the raider’s leg, the anti causes the raider to lose balance and easily stop his movement.
(A) Pulling back: Situations
(1) When the raider is tall.
(2) Hold is taken nearer the centerline.
(3) Supports are late
(4) Fewer players in defense.
After taking a firm grip, the anti should pull the raider towards the end line Pulling is easier if the other supports are helping the initiator. Pull should be towards the inner shoulder and one or two steps towards the end line can also be taken.
Main Differences Between Thigh Hold and Knee Hold
|Thigh Hold||Knee Hold|
|Elbow grip is best||Both elbow and wrist grips may be used|
|Distance between raider and anti should be less.||Even when the raider is a little away, the hold is possible.|
|The grip is very firm||Comparatively less in firmness|
|The individual catch is possible with less support||Supports a must|
|Easy to change the direction of the raider.||Difficult to change the direction of the raider.|
|Used as an initiating skill.||Used more as a combined skill.|
|Anties in any position can apply this skill.||Anties in and/supporting positions can apply this skill.|
VIVO Pro Kabaddi League
There is a total of 10 Teams in the VIVO Pro Kabaddi League.
1. Patna Pirates
2. Bengaluru Bulls
3. Telugu Titans
4. U Mumba
5. Tamil Thalaivas
6. Jaipur Pink Panthers
7. Dabang Delhi
8. Puneri Paltan
9. Haryana Steelers
10. Gujarat Fortune Giants
1. In Pro kabaddi how many points are awarded for lona?
Ans: 2 points are awarded for Lona. This term Lona is defined as 2 extra points earned by a team when it’s ready to put the whole opposing team out.
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