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Rules & Regulations

Jerai Gym Kabaddi Field of Play and its dimensions

Terms & Definitions used in the Game or a Match

i. Field of Play means the area which shall be covered with the AKFI approved playing mats measuring a minimum of 17 meters x 18 meters and maximum of 20 meters x 20 meters

ii. Court means the area on which the Pro Kabaddi matches shall be conducted measuring 13 meters x 10 meters. Court is within the Field of Play, represented through lines (points ABCD as indicated in the above diagram).

iii. End Line means the four boundary lines forming the court together (AB, BC, CD and DA as indicated in the above diagram). All end lines shall be of 3 to 5 cm width

iv. Lobby means the yellow strips on both sides of the court measuring 1 meter in width.

v. Mid Line means the line that divides the play field into two equal halves (IJ as indicated in the above diagram)

vi. Half-Court means each half of the court divided by the mid line (AIJD & BCJI as indicated in the above diagram)

vii. Baulk Line means each of the lines in court parallel to the mid line (MN & RQ as indicated in the above diagram). The distance of the baulk line from the mid line is 3.75 meter

viii. Bonus Line means the line between the baulk line and end line (PO & TS as indicated in the above diagram). The distance between Bonus line and Baulk line is 1 meter.

a. Note: Raider is said to have crossed the Bonus line when he comes into contact with the ground between the End line and Bonus line. At the same time any part of his body should not have contact with the ground between the mid line and Bonus line.

ix. Cant means the repeated chanting of the approved word “Kabaddi”. The chanting should be without break, at a stretch, and clear aloud sounding.

x. Raider means the player that enters into the opponents’ half court with the cant. The raider must begin his cant before he crosses the mid line to enter the opponents’ half court.

xi. Defender means any player who is in his half court when the raider from the opponents’ side is raiding.

xii. Losing the cant means stopping or a break in the cant by a raider. A cant must be continuous and loud sounding.

xiii. To put out a defender means the defender being declared out when a raider touches the defender without any breach in rules of play, or if any part of the body of the defender touches any part of the raider, and then the raider touches his court with the cant.

xiv. To hold a Raider means if the defender or defenders hold the raider without any breach in the rules of play and keep the raider in their court and do not allow him to reach his court until he loses his cant or the Referee/Umpire blows the whistle.

xv. To reach court safely means if the raider touches his court with any part of the body through the midline without any breach in rules of play with cant.

xvi. Touch means if the raider touches any one or more defender by any part of his body including the defenders clothing, shoes and any other apparel he may be wearing.

xvii. Struggle means when one of more defenders come into contact with the raider. After touch or struggle, the lobbies are activated and included as part of the court.

xviii. Raid means

a. When the raider enters the court of opponent with cant

b. Each raid is restricted to 30 seconds (in both the halves). The clocks will be set / reset as raider crosses the center line or when the raid is over.

c. The clocks will be stopped when:

i. Raider crosses center line on returning to his court

ii. Raider exits the arena after being declared 'OUT', or goes out of bounds and is declared out.

xix. Empty Raid means when the raider crosses the Baulk line of the defending team at least once during the course of a raid and returns to his court with cant without scoring any points.

a. Note - In case the Raider touches one or more defenders or a defender touches the raider before the raider crosses the baulk line during the raid, the raider need not cross the Baulk line but must return to his court with the cant.

b. Note - Baulk line is said to be crossed when any part of the body of the raider is in contact with the ground between the Baulk line and the End line of the opponent’s court and no other part of the raiders’ body is in contact with the ground between the baulk line and the mid line.

xx. Pursuit means when a defender rushes into the opponent’s court with cant, and without any breach in rules of play, chasing the returning raider with a view to touch.

xxi. Super catch means when the raider is successfully tackled by 3 defenders or less.

a. The defending team gets 1 additional bonus point which is called Super Catch point.

b. The bonus point is in addition to the normal point scored for putting the raider out (total points for defending team will be 2).

c. Note - Revival for defending team in this case will still remain at 1 person.

General rules of play

i. The team that wins the toss shall have the choice of the court, or the raid, and the team that loses the toss shall have the remaining choice. In the second half, the court shall be changed and the team, which did not opt for raid shall send their raider first. The game in the second half shall continue with the same number of players as it was at the end of the first half.

ii. A player shall be declared out if any part of his body touches outside the court (outside any end line). During struggle, a player shall be declared out only if his entire body is out of the court, and no part of his body is in contact with the court, including the lobby area.

a. If any player goes out of the end line during the course of play, he shall be declared out. The Umpire or Referee will ensure that the out player is no longer active during the raid. The Umpire or Referee shall declare such players out by calling out the numbers. No whistle shall be blown and raid will continue.

b. If one or more defenders who have gone out of bounds hold the raider, the raider shall be declared NOT OUT. Only the defenders who have gone out of bounds will be declared out.

iii. When the struggle begins, the court shall include the lobbies during the struggle and after the struggle in the same raid. The players involved in the struggle can use the lobbies to enter their respective side of the court. This rule will only be applicable in the defending teams’ side of half court.

iv. A raider shall continue to chant “KABADDI” as the approved cant. If he is not keeping the proper approved cant in the opponent’s court, he shall be declared out and the opponent will be awarded one point and the chance to raid. Under such circumstances, he shall not be pursued.

v. A raider must start his cant before he touches the opponent’s side of the half court. If he starts the cant late, he shall be declared out by the Umpire or Referee and the opponent will be awarded one point and the chance to raid.

vi. If a raider goes out of turn, the Umpire or Referee shall order him to go back and a technical point will be given to opponent team and the chance to raid.

vii. Not more than one raider shall enter the opponent’s court at a time, if more than one raider enters the opponent’s court at a time, the Umpire or Referee shall order all to go back to their court and a technical point will be awarded to the opponent and the chance to raid.

viii. After a raider has reached his court, the opponents shall send their raider within 5 seconds. Each side shall continue to send their raider until the end of the game in this fashion. In case the raider fails to start his raid within 5 seconds the team loses its chance to raid and the opponent team is awarded a technical point.

ix. When a struggle takes place in a raid, on completion of such raid, Rule viii (above) will not be applicable. The next raid will start on the whistle of the referee after the out players have been seated in the out box.

x. If a raider, who is caught by one or more defenders, escapes from their attempt to hold and reaches his court safely, he shall not be pursued.

a. Note: But if a raider touches one of more defenders and reaches his court safely, he may be pursued.

xi. If a raider, while in the opponent’s court loses his cant, he shall be declared out and the opponent team will be awarded one point and the chance to raid.

xii. When a raider is held, the defenders shall not try deliberately to stifle his cant by shutting his mouth, using violent tackling leading to injuries, any type of scissoring or use of any unfair means. If such an incident happens, the Umpire or Referee shall declare the raider NOT OUT.

xiii. No defender shall willfully push the raider out of the boundary by any part of his body, nor shall any raider willfully push or pull a defender out of the boundary. If the raider is pushed outside the boundary or the defender is pushed or pulled outside the boundary, the Umpire or Referee shall declare the raider or the defender, as the case may be, NOT OUT, and the defender or the raider who pushes or pulls the opponents outside the boundary will be declared OUT.

xiv. During the course of raid none of the defenders shall touch the raider’s court until completion of the raid. In case one or more defender touches the raiders’ court before completion of the raid they will be declared out and the opponent team will be given that many points.

xv. If one or more defenders’ who are out, having violated Rule xiv, holds a raider or violates the said rule while holding or helping to hold the raider, the raider shall be declared NOT OUT and defenders who touch the raiders’ court shall be declared OUT.

xvi. When a team manages to put out the entire opponent team and none of the opponents are entitled to be revived, then that team scores an ALL-OUT and two extra points for ALL-OUT are awarded in addition to the points scored by the team putting out all the players of the opponent. The play continues and all the players who are out shall enter in their court within 10 Seconds. Otherwise the referee or umpire shall award one technical point to the opponent. If a team fails to enter the court within one minute of the ALL-OUT, then the Referee or Umpire shall award the match to the opponent team.

xvii. If a raider is warned or in any way instructed by one of his own side during a raid, the Umpire or Referee shall award one technical point to the opponent.

xviii. A raider or an anti is not to be held by any part of his body deliberately other than his limb or trunk. The one who violates the rule shall be declared OUT. If the raider is held deliberately other than his limb or trunk, the Umpire or Referee shall declare such raider NOT OUT.

a. Note: If a raider is caught by his clothes or hair the raider shall be declared NOT OUT and the defenders who have violated the Rule shall be declared OUT.

xix. When one or two players of a team are left during the game and the Captain of the team declares them out in order to bring in the full team, the opponent shall score as many points as the players that existed in the court at the time of declaration as well as Two Extra Points for ALL-OUT.

xx. Player or players who are out shall be revived in the same order as they were out.

xxi. If a raider does not score any point or lose any point during the raid, the raid will be treated as an empty raid for his team. In case a team makes three such consecutive empty raids, the raider of the third empty raid shall be declared out and the opponent team shall be awarded a point along with one of their player being revived.

xxii. TV Referral System: Will be dependent on logistics of Broadcaster. Each team will be given 1 unsuccessful referral per game during the Semi-Final, 3rd /4th place playoff & Final matches. Referrals can be called to challenge line decisions as well as touches / tags. Based on replays available for the incident, the TV umpire’s decision in this case will be final.

a. Note: Referrals must be called for within 10 seconds from the decision of the referee / umpire.

Match Rules

i. Team

Each playing team shall consist of minimum 10 and maximum 12 Players. 7 Players shall take the ground at a time and the remaining 5 players are substitutes.

ii. Duration of the match

The duration of the match shall be a minimum of 20 minutes divided equally in two halves of 10 minutes each along with 5 minutes interval between halves. The teams will change sides after the interval. The number of players for each team at the start of second half shall remain the same as it was at the end of first half.

a. Note: The last raid of each half of the match shall be allowed to be completed even after completion of the scheduled time as mentioned above.

iii. System of scoring

a. Each team shall score one point for every opponent out or put out. The side, which scores an ALL-OUT, shall score two extra points. The out and revival rule will be applicable.

b. Each team shall score one point for every bonus point awarded.

c. If the raider is caught when there are only 3 defenders or less, the defending team gets an additional bonus point. The total points awarded in such an instance are 2.

iv. Time Out

a. Each Team shall be allowed to take One “Time Out” of 90 Seconds each per match. Such time out shall be called for by the Captain, Coach or any playing member of the team with the permission of referee. During the time out, the Match clock will be paused and will restart on the commencement of the next raid which has to start on the blow of the whistle by the referee / umpire.

b. During time out the teams shall not leave the ground. In case of any violation a technical point shall be awarded to the opponent team.

c. Official Time out can be called for by the Referee / Umpire in the event of any injury to a player, interruption by outsiders, re-lining of the ground, or any such unforeseen circumstances. Match clock will be paused and will restart on the commencement of the next raid which has to start on the blow of the whistle by the referee / Umpire.

v. Coach Consultation

Each team will be allowed 1 In-Play Coach Consultation per half per match; wherein coaches can guide their teams without stoppage of play. The match clock will continue during such consultations. The operating procedure for In-Play Coach Consultations will be as follows:

a. In-Play Coach Consultations may be availed by Teams only when their team is engaged in a Raid on the opponent team. This consultation would be allowed a time-limit of 20 seconds, or till when the raid is completed; whichever ends first.

b. The coach desiring to provide In-Play Consultation to his team will request the Match Assistant Scorer deployed on his side of the playing area for the same.

c. The Assistant Scorer will identify the immediately available opportunity that can be availed to satisfy the request for In-Play Consultation from the said Coach. This will consist of 2 stages:

i. The Assistant Coach/Coach will identify a Raid by the opponent team during which the Coach desirous to provide the In-Play Consultation would be moved to a designated ‘Ready-to-Go’ spot near the ‘End-Line’ of his team’s playing half.

ii. The Coach will be allowed to step to a designated ‘Coach Hot-Spot’ closer to his ‘End-Line’, as soon as the opponent’s Raid is over (and his own team’s Raid starts). Now the Coach will have 20 seconds to instruct his team or till the end of his team’s Raid; whichever ends first. He must step back to the designated Ready-to-Go’ spot latest by the time the ongoing Raid by his own side gets over.

d. The consulting Coach will have to keep his body entirely within the ‘Coach Hot-Spot’ during his consultation. He will also have to finish his consultation within 20 seconds or by the time his team’s ongoing Raid into the opponent’s half gets over; whichever gets over first.

e. Failure to keep the consultation within these stipulations will make the Coach liable to a YELLOW Card.

vi. Substitution

a. Each team is allowed a maximum number of 5 substitutions per match with the permission of referee.

b. Substituted Players can be re-substituted by utilizing one of the remaining substitute chances out of the total 5 number of substitutions allowed in a match.

c. If any player is suspended or disqualified from the match, no substitution is allowed for that particular player. The team will play with less number of players.

d. Substitution is not allowed for players who are out.

e. Match clock will be officially stopped for this duration, which should not exceed 10 seconds. The exchange must take place just after a raider returns to his court, or during any other stoppage in play. All substitutions to be recorded by the official scorers and informed to the commentators.

f. In case a team has utilized all its 5 substitutes, and in the immediate raid after the final substitution, one of its players suffers an injury, in such an instance referee may choose to allow a substitute. However, the injured player will not be allowed to return and play in the remainder of the match.

vii. Bonus Point

a. One point shall be awarded to the raider when he crosses the bonus line. If the raider after crossing the bonus line is caught, the opponent team will also be awarded one point.

b. The Bonus line will be applicable when there are minimum 6 defenders on the court; the Referee/Umpire shall award the bonus point after completion of such raid by showing thumb upwards towards the side which scores.

c. If the raider while crossing the bonus line is caught then a point will be awarded to the defending team & No Bonus point shall be given.

d. If the raider after crossing the bonus line puts out one or more defenders, he will get the number of points scored in addition to the bonus point for crossing the bonus line.

e. The raider has to cross the bonus line to score the bonus point before touching the defenders or before he is caught by the defenders. The raider will not be awarded bonus point if he crosses the bonus line after a touch or struggle.

f. There shall be no revival of player for bonus point.

g. If player/players are suspended temporarily or disqualified from the match, then the team will play with less number of players. Such players will be counted to award Bonus point.

viii. Result

The team, which scores the highest number of points at the end of the match, shall be declared the winner.

ix. Arm/Forearm Sleeves:

a. GREEN: Top raider based on points earned per match

b. SAFFRON: Top defender based on points earned per match

c. NOTE: based on official scorer statistics

x. Tie in Knock Out / Playoff Matches

a. Extra time of 7 minutes will be awarded to decide the result of the match

b. The extra time of 7 minutes will be divided into 2 halves of 3 minutes each and a break of 1 minute in between the halves

c. The court and raid positions shall be the same as they were at the beginning of the match

d. Regular rules of play shall be followed

e. If at the end of extra 7 minutes, the game is still tied, Golden Raid rule will apply

xi. Golden Raid

    1. The referee / umpire will conduct a fresh toss. The team that wins the toss shall have the chance to raid i.e. “GOLDEN RAID”

b. Both the teams should field 7 Players in the Half

c. The baulk line shall be treated as Baulk Line Cum Bonus Line and all the Bonus point rules shall be followed

d. If the raider succeeds in crossing the baulk line cum bonus line he will get one point

e. After crossing the Baulk line cum Bonus line, if the raider puts out one or more defenders, he will get the number of points scored in addition to the one point scored by crossing the baulk line cum bonus line. No Bonus will be awarded if raider crosses the Bonus cum Baulk line after touch or struggle

f. The out or revival rule will not be applicable, only points scored will be counted

g. If player/players are suspended temporarily or disqualified during the Tiebreaker, the team will play with less number of players. Such players shall be counted to award Bonus point

h. If there is tie after the first Golden Raid, then the opponent team will get a chance for the Golden Raid

    1. The team which scores the leading point in the Golden Raid shall be declared the winner of the match

j. If the game is still tied after both teams have been given a chance of Golden Raid, the winner will then be decided by a toss

xii. League System

a. In the League System the team that wins the match will score 5 league points and the loser will score zero point, if the margin of victory is more than 7 points.

b. In the League System the team that wins the match will score 5 league points and the loser will score 1 point, if the margin of victory is 7 or less than 7 points.

c. In case of Tie both the sides will score 3 league points each.

d. Teams will be ranked based on points accumulated during the league.

e. Tie in league points:

i. Team to qualify for play-offs will be decided by the differential score calculated as the difference between total points won and total points conceded. Team with a higher differential score will qualify for play-offs.

ii. In case of a tie after differential:

1. Team to qualify for play-offs will be decided based on total number of ‘AWAY’ matches won. The team with a higher number of ‘AWAY wins’ will qualify for playoffs.

iii. In case of a tie in ‘AWAY wins’:

1. Team to qualify for play-offs will be decided by the differential between total points won in ‘away’ games and total points conceded in ‘away’ games calculated for both the teams that are tied. Team with a higher differential will qualify for playoffs.

iv. If still tied, a ‘Toss’ will decide the team to qualify for play-offs. The toss will be conducted by a technical official in the presence of the captains and coaches of the concerned teams

xiii. If owing to failure of light, heavy rains or any other unforeseen circumstances, a match cannot be completed; it shall be replayed in the next day. In case of replay, the players need not be the same for fielding a team.

xiv. In case of temporary suspension of the match, due to any reason, such match shall be continued with the same score and remaining time in the same session.

a. During the temporary suspension the players shall not leave their respective side of the court without the permission of the referee. If a team violates this rule a technical point will be awarded to the opponent team.

xv. All players playing shall ensure that they are not wearing any ornament or any item on their body which can lead to a potential injury to themselves or any of the opponents. This includes nails of which shall be closely clipped.

xvi. All players must have distinct jersey numbers which cannot be changed through the season. The font style and size shall be as specified in the commercial guidelines or circulated by the Pro Kabaddi Management. It is mandatory for all teams and players to adhere to the Team Kit guidelines.

xvii. Application of oil or any other substance to grease the body shall not be allowed.

xviii. Shoes are compulsory when the match is played on mat surface.

xix. Protest: All protests will be lodged in writing to the Technical committee along with a protest fee of Rs. 25000/- in cash within 30 minutes from the finish of the match. The Technical committee will take a decision in maximum 3 hours which will be final. In case the final decision does not change the original decision on which protest was lodged, the protest fee will be forfeited.

xx. Any unforeseen situation, dispute or any new situation not covered in the rules will be referred to the technical committee whose decision will be final and binding.

Kabaddi Signals and their meaning

START OF THE MATCH

a) Raise one hand vertically upward

b) Bring the other hand parallel to the mid line while simultaneously bringing the vertical hand slightly down and start the 'stop & go' watch.

Long and short whistle

OUT OF BOUNDS

Raise both hands with palms towards the body and show the action of 'away'.

Long whistle

BREAKING OF THE CANT

Place the palm in front of the throat.

Sharp short whistle

CALLING THE RAIDER BACK

Raise one hand sideward to shoulder level while pointing thumb towards the direction raiders should move.

Two short whistles

BOTH OUT

Raise both the hands sidewards to shoulder level while pointing thumb upwards.

Long whistle

TO DECLARE POINTS & OUTS

Raise one hand to indicate the number of outs or points. With the other hand, indicate the team that scored by pointing horizontally towards that side.

Long whistle

PUSH OR PULL

Raise both hands to about shoulder level with palms facing away from the body showing the action of a 'push'.

Long whistle

OPERATING SCISSORS OR DANGEROUS PLAY

Interlock the fingers of both hands.

Short continuous whistle till the struggle is stopped

WARNING

Point the index finger towards the player/team which/who is to be warned.

TIME OUT/ TEMPORARY SUSPENSION

Form 'T' shape with both palms.

A long and short whistle

STOP OR WAIT

At the time of struggle or fouls, show a wobbling action with the palm.

Blow sharp short continuous whistle till the struggle or foul is stopped

BONUS POINT

Raise one hand horizontally and point thumb upward.

HALF TIME AND SIDE CHANGE

Cross the hands in front of the chest to indicate side change / half time.

Long whistle

MATCH IS OVER

Raise both hands from the side and simultaneously bring them closer while whistling.

Long whistle

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Team Jerai once again brings to you a brand new concept for all the Gym goers. Jerai Gym Kabaddi. A unique opportunity to participate with your Gym Team on 8th-10th Jan 2016 at Bodypower Expo. The first 16 teams who register will get a chance to play the finals at BODYPOWER EXPO 2016.

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Team Jerai once again brings to you a brand new concept for all the Gym goers. Jerai Gym Kabaddi. A unique opportunity to participate with your Gym Team on 8th-10th Jan 2016 at Bodypower Expo. The first 16 teams who register will get a chance to play the finals at BODYPOWER EXPO 2016.