RULES OF PLAY
- The team that wins the toss will have the choice to elect court cant.
- As per choice both teams have to play three rounds with twelve minutes duration for Men and 19 Boys and ten minutes for 19 Girls/17 boys & girls. They three rounds are:
⮚ Amar form Ist Round
⮚ Gemini form IInd Round
⮚ Sanjivini form IIIrd Round
Amar form: In this form each team has five specialist raiders (3 main and 2 substitute players) and five specialist defenders(3 main and 2 substitute players) in different jersey colours with unique numbers 1 to 5. Similarly, the defenders have 6 to 10 jersey numbers. No player is out when they get point (s) either raiding side or defending side in Amar form of Modern Kabaddi. All six players i.e. from both sides remain in the court and scores are recorded. Raiding shall be used and decided by the specialist raider alternatively. No defender is eligible for using raid in this format. If a raider crosses the reward line it also becomes a deciding raid.
Gemini form: In this form when a player (raider, defender or defenders) gets a point except reward line rule the raider or defender of the opposition team is out from the court and no revival will be made. But after court clearance, all players will be eligible to re-enter into the court again and the game will continue as earlier. In this format, initially specialist raiders will use raiding alternatively. In case of three regular raiders out then the team has to use substitute raiders in place of any defender. The team can use defender as raider when all raiders out including regular 3 and substitute 2 only. As long as specialist raiders are in the game no defender is allowed to use raiding.
Sanjivini form: in this form the player or players out from the court and revive when they get point(s) except reward line rule. Like Gemini format the specialist raiders will use raiding alternatively first. In case of three regular raiders out then the team has to use substitute raiders in place of any defender. As long as specialist raiders are in the game no defender is allowed to use raiding. Alternative raid rules will not be applicable when only one raider is in the game.
- After each round the team sides of the play field will be changed.
- The team, which did not start the game with a raid in the first round, will start the game with a raid in the second round and similarly in the third round of the game.
- The game in the second round and third round will resume with the full number of players, as they were at the start of the first round.
- A player will be out if any part of his body touches the end lines and struggle lines. The struggle area rule comes into play when a struggle starts. But during struggle any player crosses the outside struggle line he will be declared out in ALL FORMATS. The end line officials will take out such players at once. The Umpire or Referee will declare such players get out by calling out the numbers. No whistle will be blown as the raid may continue.
If such player resists going out of the ground or challenges the decision of the end line officials or misbehaves or forcefully involves himself in the game, will be shown an appropriate warning card as deemed to be fit by the referee, but a technical point in addition to all other points of the raid will be awarded to the team whose raider is raiding.
- If a defender or defenders who has/have crossed the ground outside the boundaries while holding a raider, those defender/defenders will be declared OUT. In the same way the raider who has gone out of boundaries while struggling will be declared out, if he reaches the centre line successfully before going out of boundaries the raider is safe.
- During the struggle a player (raider or defender) will not be out if any part of his body enters or touches the struggle area line.
- a struggle area can be used to reach your own halves by the players (raider) after the struggle starts.
- A raider must start his cant before he touches the opponent’s half. If he starts the cant after crossing the centre line, he will be called back by the Umpire or Referee and the opponent team will be awarded one technical point. So he will lose the chance to raid and subsequently the opponent team will have the chance of raiding.
- If any raider uses a raid continuously, the opponent team will get one point. The symbol for this point in the score sheet is (X).
- If a raider raids out of his turn, the Umpire or Referee will order him to return to his half and a technical point will be awarded to the opponent team.
- Not more than one raider will enter the opponent’s half at a time: if More than one raider enters the opponent’s half at a time, the Umpire or Referee will call back to their court and provide a raiding chance to opponents.
- After a raider has reached his half the opponents will start their raid within 5 Seconds. In case the raider fails to start his raid within 5 seconds, a technical point is awarded to the opponent team. Chance of a raid remains intact.
- If a raider, who is caught by the defender(s), escapes from their attempt and reaches his half safely he will not be pursued, but if a raider touches the defender(s) and reaches back to his half safely may be pursued.
- If a raider, while in the opponent’s half loses his cant, will be declared out.
- When a raider is held, the defender(s) should not deliberately:
⮚ Stifle his cant by shutting his mouth.
⮚ Tackle violently which may lead to injury.
⮚ Do any type of scissoring
⮚ Use any unfair means to keep the hold If done.
If Done
Will attract a warning card as deemed fit by the referee & or Umpire, and the raider will be NOT OUT.
- If a raider does not score or lose any point or takes more than 35 seconds during the DECIDE RAID in sanjivini form, the raider of the second empty raid i.e DECIDE RAID will be declared out and the opponent team will be awarded a point along with one of their player being revived.
- During the course of the raid none of the defender(s) will touch the raider’s half. In case any defender(s) touches the raider’s half before completion of the raid they will be declared out and the opponent team will be given that point.
- If a defender(s) who is/are out, having violated Rule No.19, holds a raider or helping to hold the raider, the raider will be declared NOT OUT and the defender(s) who touched the raider’s half will be declared OUT.
- In Gemini and sanjivini formats when a team manages to put the entire opponent team out and none of the opponents are entitled to be revived, then that team scores COURT CLEAR. One extra point for COURT CLEAR will be awarded in addition to the points scored in the raid. The play continues and all the players who were out will enter in their half within fifteen seconds, failing which the referee or umpire will award one technical point every fifteen seconds of absence from the ground to the opponent team. If the team fails to enter within one minute, the team will be scratched from the match and the match will be awarded to the opponent.
- If a raider is coached, guided or in any way instructed by one of his own side during the raid, the Umpire or Referee may award one technical point to the opponent.
- A raider or defender is not to be held by any part of his body above shoulders deliberately. The one who violates the rule will be declared OUT. If the raider is held by any part of his body above shoulders deliberately, the Umpire or Referee will declare such raider NOT OUT.
- When one or two players of a team are left during the game and the Captain of that team declares them out in order to bring in the full team, the opponent will score as many points as the players that existed from their half at the time of declaration as well as one Extra Points for COURT CLEAR.
- In sanjivini form a player or players who are out will be revived in the same order as they were put out.