Official Kabaddi Rules & Regulation Guide
The complete, sanctioned rulebook for modern competitive Kabaddi. Master standard mat blueprints (13m × 10m), 30-second raid clocks, the Cant, Super Tackles, Do-or-Die raids, All-Out Lona bonuses, and referee foul protocols.
Court Dimensions, Baulk Line, Bonus Line & Lobbies
Under International Kabaddi Federation (IKF) and Asian Games guidelines, modern competitive Kabaddi is played indoors on high-density interlocking EVA foam synthetic mats. The court is divided into two symmetrical halves separated by a center midline.
Official IKF & PKL Kabaddi Mat Specifications
Toggle between Senior Men (13m × 10m) and Senior Women / Junior (12m × 8m) standards. Click any zone on the mat below to inspect exact dimensions, line rules, and IKF citations.
Baulk Line (Mandatory Crossing Threshold)
The mandatory line located 3.75m (Men) or 3.0m (Women) from the midline. A raider must cross the baulk line with one foot past the line and the other in the air for an empty raid to be deemed valid.
40mm high-density EVA interlocking foam tiles.
Mandatory crossing line for valid active raids.
1.0m past baulk line with 6+ defenders active.
Struggle territory active upon physical contact.
Official Kabaddi Raid & Tackle Scoring Calculator
Simulate raid scenarios to calculate touch points, bonus points, Super Tackles (+2), and All-Out Lona (+2) bonuses with player revivals and dismissals.
1. Court State & Defense
2. Raider Outcome
Raiding Protocols vs. Defensive Formations
Explore step-by-step turn execution, 30-second clock management, and defense chain dynamics.
Cant & Midline Entry
The raider initiates the continuous audible chant "Kabaddi" in a single breath before crossing the midline. The 30-second raid clock starts.
Crossing the Baulk Line
The raider must cross the 3.75m baulk line with one grounded foot and one trailing foot in the air to validate the raid and avoid a forfeit out.
Tagging & Bonus Attempts
The raider executes signature attacks (Toe Touch, Dubki, Running Hand Touch, Frog Jump) while attempting to cross the bonus line if 6+ defenders are active.
Midline Crossing (Escape)
Upon making contact, the raider must cross any body part past the midline into their home half before the 30-second buzzer sounds.
Frequently Asked Questions & IKF Rulebook Clarifications
Resolve tournament disputes, Super Tackle criteria, Do-or-Die rules, and lobby struggle edge cases with official citations.
Mat Foam Specifications, Roster Limits & Protective Gear
Synthetic Mat System
IKF Official SpecsSquad & Protective Gear
PKL & Tournament RulesRaiding Protocols, The "Cant", and the 30-Second Raid Clock
30-Second Raid Clock
Every raid must be completed within 30 seconds. If a raider does not cross back over the midline within 30 seconds, they are declared OUT and 1 point is awarded to the defense.
The "Cant" (Continuous Chant)
The raider must audibly and continuously chant "Kabaddi" in a single breath before crossing the midline. Taking a breath in opponent court results in an immediate "Loss of Cant" dismissal.
Do-or-Die Raid (3rd Raid)
If a team registers two consecutive empty raids (0 points scored), their 3rd raid is a mandatory Do-or-Die raid: the raider MUST score a point or be eliminated automatically.
Defensive Chains, Super Tackles, and Lobby Struggle Rules
The Super Tackle (+2 Points)
When a team is reduced to 3, 2, or 1 active defenders on the mat and successfully tackles the raider, it is designated as a Super Tackle. The defending team earns 2 points (instead of 1) and revives 1 teammate.
The Lobby Struggle Rule
The yellow side lobbies are out of bounds before contact. However, the exact millisecond physical touch occurs between the raider and any defender, the lobbies activate as valid court territory for both sides during the struggle.
Touch Points, Tackle Points, Lona (All-Out), and Player Revivals
Each defender tagged by a successful raider.
Crossing bonus line with 6+ defenders active.
Stopping a raider with 4 to 7 defenders.
Tackling raider with 3 or fewer defenders.
Eliminating all 7 players + full team revival.
Fouls, Prohibited Tackles & Card Penalties
Green Card (Official Warning)
Issued for minor technical infractions, delay of game, or mild verbal dissent. Serves as a formal warning to the player and team bench.
Yellow Card (2-Min Suspension)
Issued for jersey pulling, aggressive holding, or dangerous tackles. The offending player sits out for 2 minutes and the team plays with one fewer defender.
Red Card (Match Ejection)
Issued for violent conduct, dangerous neck holds, or receiving two yellow cards. The player is ejected for the remainder of the match with no replacement.
Standard Mat Kabaddi vs. Circle Style vs. Beach Kabaddi
Standard Mat Kabaddi
Played 7v7 on a 13m × 10m rectangular EVA mat. Features Baulk line, Bonus line, 30-sec raid clock, Do-or-Die raids, and Super Tackles.
Circle Style Kabaddi
Played on a circular dirt/grass ring (22m diameter). Contested as a strict 1-on-1 duel between the raider and a single designated "stopper" with no chain assistance.
Beach Kabaddi
Played 4v4 on soft sand (11m × 8m court). Fast-paced 15-minute halves with no shoes permitted, creating intense aerobic scrambles.
Ready to Run a Kabaddi Tournament?
Generate custom Single Elimination, Page-Playoff (PKL style), or Multi-Stage round-robin group brackets for 4 to 32 kabaddi squads with live raid point tracking and 1-click printable PDF draw sheets.