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A running game

Contents

Equipment 

A stick or a piece of chalk.

Team composition and roles 

  • There are two teams of nine players each.
  • One team is the running team (Team A) and the other is the chasing team (Team B).
  • At the start of play, one player from the running team will be named the ‘runner’ (X) and one will be the ‘chaser’ (Y).

Game description 

The players toss a coin to determine which will be the running team and which will be the chasing team in the first half.

All the members from Team A (the running team) take up their positions in the eight small 30 x 30cm squares (0) in the middle of the field. Every alternate player faces in the same direction. For example, all oddnumbered players will face north, and all even-numbered players will face south.

Three players from Team B will be in the playing area. One of these players will be nominated to start the chase. He or she will start the game by chasing the runner from Team A. The runner will run away from the chaser alongside his or her team members positioned in the squares.

At any time, the ‘runner’ may shout ‘Kho!’ to one of his own team members who is facing in the same direction as he or she is running in. The runner (X) will change places with the player he or she called out to, and that player will take up the running (being chased by Y). The ‘runner’ (X) may move in any direction but must stay inside the playing area.

When the chaser wants to pursue a runner on the other side of the median line, then he or she must first run up to the pole at the end of the field in order to change direction.

The runner (X) is ‘out’ when:

  • He or she is touched by the ‘chaser’.
  • He or she steps outside the playing area.
  • He or she enters the playing area late.

Rules 

  • Spiked shoes are not allowed on the field, but soccer boots with plastic studs will be considered.
  • No substitutes are allowed during play (unless a player has been injured).
  • Rough tackling is not allowed.
  • Any player who makes a deliberate tackle will be sent off.
  • Catchers are allowed to turn three times in seven minutes.
  • The chaser may not cross the centre line.
  • The chaser can change direction only when he or she reaches the pole at the end of the field.

Scoring 

The score-keeper counts the number of catches and the number of fouls committed by the chasers. The fouls are subtracted from the catches to give the score. For example:
fouls = 7
catches = 21
score = 14

If there are more fouls than catches, then the chasing team will have scored minus points, for example:
fouls = 21
catches = 7
score = 14
A win
The team with the most points at the end of the game is the winner.

Duration 

There are two halves of seven minutes each. After the first seven minutes of play, there is an interval of two minutes for the players to change over. Three players from Team A now become ‘chasers’ and the players from Team B take up their positions in the squares as ‘runners’.