Official Rulebook

Tournament Rules & Guidelines

This page summarises the official rules of the Aapli Mumbai Kabaddi Championship, including match regulations, powerplay, tie-breakers, and player eligibility. In case of any doubt, the Organising Committee's decision remains final.

Rules summary

Key rules: League matches 30 minutes, knockout 40 minutes. Points: Win 3, Draw 1, Loss 0. Powerplay: +1 point per scoring action, once per match, 3 min (league) or 4 min (knockout). Do-or-die raids carry to second half. Tie-breaker: 3 raids per team, do-or-die, 4 defenders, no bonus. Squads: 14 players + 1 coach; max weight 85 kg; squad freeze 17 March 2026. Substitutions: 5 per match (coin system). Cards: Green (warning), Yellow (2 min suspension), Red (out of match + next match).

Sections: Play field & measurements; Terminologies (field of play, game); Rules of play; Powerplay, do-or-die, tie-breakers; Match rules, bonus, timeout, substitutions, cards; Match clock & powerplay clock; Points table & league tiebreakers; Player & team guidelines; Reserve & weighing policy; Right to amend rules.

FAQ — Quick Answers

The rules, in plain language

How long is a match?

League stage matches are 30 minutes. Knockout stage matches are 40 minutes.

How are points awarded in the league table?

  • Win: 3 points
  • Draw: 1 point each
  • Loss: 0 points

What is Powerplay and how long does it last?

During Powerplay, a team gets an extra +1 for every raid/tackle point. Each team can take it once per match. Duration is 3 minutes (30-minute match) or 4 minutes (40-minute match).

When can a team activate Powerplay? Can a team skip it?

A team can activate Powerplay any time by informing the Match Official before the raid starts. Teams can also skip Powerplay — it’s not compulsory.

Can both teams be in Powerplay at the same time?

Yes — both teams’ Powerplays can overlap. Each team chooses its own activation window.

Are substitutions allowed during Powerplay?

Substitutions are not allowed during Powerplay, except for injury situations at the referee’s discretion.

Does Powerplay carry into the second half if time remains?

Yes — if Powerplay is taken late in the first half and the half ends, the remaining Powerplay time carries into the second half.

Which actions earn the +1 Powerplay point? Do technical points count?

The +1 applies to raid or tackle points during Powerplay (including multi-point raids/tackles, super tackles, all outs, and bonus points). It does not apply to technical points or empty raids.

What is a Do-or-Die raid? Does it reset after half time?

Do-or-Die happens after two consecutive empty raids. The count carries into the second half (no half-time reset).

What happens if a knockout match is tied?

A tie-breaker is played: 3 alternate raids per team, every raid is Do-or-Die, defenders are fixed at 4 players, no bonus points, and each raider must be unique.

When is the bonus line active?

Bonus line is active only when there are at least 6 defenders on court. Crossing it gives 1 bonus point (subject to the catch/return rules).

How many substitutions are allowed?

Each team has 5 substitutions per match (coin system). Teams can change players at half time without coins. Medical substitutions follow referee discretion.

What do Green / Yellow / Red cards mean?

Green: warning. Yellow: 2-minute suspension. Red: out for the rest of the match and the next match. A second Yellow to the same player in the same match becomes a Red.

What are the squad and weight rules?

Squads are 14 players + 1 coach. Maximum player weight is 85 kg (official weigh-in). Squad freeze deadline is 17 March 2026 (end of day).

Play Field & Measurements

  • The Game of Kabaddi will be played on a synthetic ground (Kabaddi mat) or soft soil surface.
  • Kabaddi mat specifications: Japanese Synthetic Rubber + Ethylene Vinyl Acetate, 25–30 Shore A, thickness 25–40 mm with proper carpeting beneath.
  • Desirable ground size: 20 m × 20 m (not less than 17 m × 18 m, with 17 m vertical).
  • Field of Play (FOP) measurements for Men: 13 m × 10 m.

Terminologies — Field of Play

  • Boundaries: Lines on the four sides of the play field (AB, BC, CD, DA); 3–5 cm wide and part of the FOP.
  • Lobbies: 1 m wide strips along both vertical sides of the FOP; become part of the play field once touch/struggle starts.
  • Sitting Block: Area for players and extra players at a minimum of 2 m from the end lines; home and away blocks are separated as predefined by the Competition / Tournament Director or Technical Delegate.
  • Mid Line: Horizontal line dividing the FOP into two halves.
  • Half: Each half of the FOP divided by the mid line.
  • Baulk Line: First parallel line from the mid line towards the end line in each half, 3.75 m from the mid line.
  • Crossing Baulk Line: A raider is deemed to have crossed the baulk line when part of the body touches the ground between baulk line and end line, while no part is in contact between mid line and baulk line.
  • Bonus Line: Line parallel to the baulk line towards the end line in each half, 1 m away from the baulk line.
  • Crossing Bonus Line: A raider is deemed to have crossed the bonus line when part of the body touches the ground between end line and bonus line while no part is in contact between mid line and bonus line.

Terminologies — Game

  • Chant: Repeated, clear chanting of the word “Kabaddi” while raiding.
  • Raid: When the raider enters the opponent's half with chant to attack.
  • Raider: Player who enters the opponent's half with chant; must begin chant before crossing the mid line.
  • Defender: Every player in whose half the raid is being made.
  • To put out a defender: If raider touches defender legally and returns to own court with chant through mid line, or if defender's body touches raider and raider returns safely.
  • Catch: When defender(s) hold the raider without breach of rules and keep raider in their half until chant stops, whistle blows, or 30 seconds elapse.
  • To reach safely: Raider touches own court while returning, with chant, within 30 seconds without rule breach.
  • Tag (Touch): When raider touches defender(s) or their clothing/shoes/outfit; after touch the lobbies become part of same half FOP.
  • Struggle Raid: When defender(s) come into contact with raider; lobbies become part of same half FOP.
  • Empty Raid: Raider crosses baulk line at least once, returns safely with chant without scoring or losing a point.
  • Productive / Successful Raid: Raid in which a point is scored.
  • Pursuit: Defender rushes into opponent's half chasing returning raider with chant and without rule breach; not allowed after touch or struggle.
  • Super Tackle: Raider is caught / self-out / declared out when there are three or fewer defenders on court; suspended players are not considered on court.
  • Do-or-Die Raid: Raid after two consecutive empty raids by a team. Raid count does not reset after half time.
  • All Out: When all players of a team are put out and none are eligible to be revived; opposing team scores two extra points in addition to raid points. Suspended players are deemed present on ground for bonus and super tackle situations.

Rules of Play

  • Toss winner chooses either to raid or select court/half at the start.
  • Teams change sides for the second half; the team that defended first starts raiding in the second half.
  • Game resumes in the second half with the same number of players as at end of first half. The last raid of each half is allowed to finish even after scheduled time.
  • A player is out if any part of the body touches ground outside boundary. Such players are taken out by line umpires; if they resist or misbehave they may receive warning cards.
  • If defender(s) who have gone out of bounds hold a raider, the raider is declared NOT OUT and only those defenders are declared out.
  • During struggle/touch, a player is not out if any part of the body touches outside but still maintains contact with FOP.
  • Raider must cross the baulk line during an empty raid; failing to do so results in the raider being declared out.
  • Lobbies may be used to reach own half after successful raid / struggle / touch is over.
  • If a raider raids out of turn, a technical point is awarded to the opponent and re-raid occurs by the same side.
  • Only one raider may enter opponent's half at a time; if more than one enters, a technical point is awarded to opponents and re-raid is given.
  • After a raid ends, the opponent must start their raid within five seconds or concede a technical point (raid chance remains).
  • If raider loses chant while in opponent's half, raider is out.
  • Defenders must not violently stifle chant, tackle dangerously, or use unfair means; such actions can lead to cards and raider being declared safe while defender is out.
  • In a Do-or-Die raid, if raider takes more than 30 seconds or does not score/lose a point, raider is declared out.
  • Defenders must not touch raider's half during raid; if they do, they are declared out and that many points awarded to opponents.
  • Out defender(s) or those involved from the side are not allowed to hold or help hold a raider; if they do, raider is NOT OUT and those defenders are OUT.
  • If raider touches lobby without touching any defender, raider is out; any defender going into lobby afterwards remains safe.
  • Coaching, guidance or instructions from own side to the raider during raid can attract a warning card.
  • Out players are revived in the same order in which they were put out.

New Rules: Powerplay, Do-or-Die & Tie-Breakers

Powerplay Points Rule

  • During Powerplay, a team scores an additional +1 point for every raid or tackle point.
  • Each team can take Powerplay only once per match.
  • Powerplay duration: 3 minutes in a 30-minute match and 4 minutes in a 40-minute match.
  • Powerplay periods of both teams can overlap; each team chooses when to activate.
  • Teams are free to skip Powerplay; they are not forced to take it.
  • Teams may take Powerplay any time in the match (e.g., last 2 minutes of second half; in that case, it only runs for remaining time).
  • If Powerplay is taken late in first half and half ends, remaining Powerplay time carries into second half.
  • Teams must inform Match Official before the raid starts to activate Powerplay; official signals when it is ON.
  • No substitutions are allowed during Powerplay period, except for injury situations at referee's discretion.
  • Powerplay points do not revive additional players; they are bonus scoring only.
  • If a raid starts when Powerplay is active and finishes after the Powerplay timer has technically elapsed, Powerplay points still apply.
  • Powerplay timer is paused during team timeouts or official timeouts.
  • Example scenarios (all award +1 Powerplay point unless specified): successful raids with 2 points, bonus points, normal tackles, super tackles, all outs. No Powerplay point is given for technical points or empty raids.

Do-or-Die Raid & Tie-Breakers

  • Do-or-Die (DOD) raids carry over into the second half; there is no reset at half time.
  • If a team has already made two empty raids by end of first half, their first raid in the second half will be a Do-or-Die raid.

Tie-breaker Rules (Knockouts):

  • 3 raids per team, with alternate raids by both teams.
  • Each raid is a Do-or-Die raid.
  • Each raider must be unique for their team (no repeats).
  • The defending team will have 4 players on the mat.
  • The same 4 defenders stay on the mat for all tie-breaker raids.
  • Raiders and defenders can be anyone from the team (including bench); they need not be on the mat at the end of regular time.
  • Both teams submit the list of 4 defenders and 3 raiders to officials at the end of the second half.
  • A player may be both a raider and defender for their team in the tie-breaker.
  • Baulk line is not considered a bonus line; no bonus points are awarded in tie-breaker raids.

Match Rules, Bonus, Timeout, Substitutions & Cards

Match Duration & Reporting

  • Teams must report at match time with a minimum of 2 players; failing which the Organising Committee may take necessary action.
  • Final team list must be submitted to OC at least 90 minutes before scheduled match time.
  • League stage matches are of 30 minutes duration.
  • Knockout stage matches are of 40 minutes duration.
  • If both teams fail to report, the match is cancelled and 0 points are awarded to both sides.
  • If a team cannot field a minimum of 10 players, the match is abandoned and the opposition is awarded a win (3 points), with 0 points to the defaulting team.
  • If a league match ends in a tie in regular time, both teams receive 1 point each.

Bonus Point

  • Bonus line is active only when there are minimum 6 defenders on court.
  • Raider crossing bonus line scores 1 bonus point. If then caught, defending team also scores 1 point.
  • If raider crosses bonus line but is caught before return, only the defending team gets 1 point; no bonus is awarded.
  • If raider crosses bonus line and also puts out defender(s), raiding team gets bonus point plus points for defenders put out.
  • Bonus line must be crossed before touching defender(s) or being caught; otherwise no bonus point is awarded.
  • There is no revival for bonus points alone.
  • Suspended or disqualified players are still counted as on court for the purpose of bonus eligibility.

Timeouts & Substitutions

  • Each team gets 1 timeout of 30 seconds per half.
  • Clock is paused during timeouts. Players may not leave their half; violation leads to a technical point to opponents.
  • Officials may call timeouts for injuries, interruptions, re-lining, or unforeseen circumstances; match timer is paused.
  • Each team has 5 substitutions per match using a coin system.
  • Once substitution coins are exhausted, only medical substitutions are allowed at referee's discretion.
  • If substitution coins are still available, medical substitutions also consume coins.
  • Substituted players from a coin substitution may be re-substituted; those from a medical (no-coin) substitution cannot re-enter that match.
  • Substitutions are not allowed for out or suspended players.
  • Referee/Umpire permits substitutions only after completion of a raid, at their discretion.
  • Teams can substitute players at half time without using coins.

Card Rules

  • Green Card: Warning; next card to same player will be a Yellow Card.
  • Yellow Card: Temporary suspension for 2 minutes, but no technical point is awarded to opponents. Second Yellow in the same match to the same player is deemed a Red Card.
  • Red Card: Player is ineligible for the remainder of that match and the next match.
  • Any Yellow Card to player or coach leads to 2-minute suspension of that individual; if the player is out when carded, suspension starts upon revival.
  • During suspension, the team cannot revive another out player in the place of the suspended player.
  • On a second Red Card in the same tournament, the player/coach becomes ineligible for the rest of the tournament and cannot sit in the dugout.
  • During suspension period, the player is considered active on mat for counting purposes (e.g., bonus eligibility).

Match Clock, Powerplay Clock & Pursuit

Match Clock

  • Match clock is paused in the last 30 seconds of first half and last 2 minutes of second half whenever there is a stoppage in play.
  • Clock is also paused at the end of each result-oriented raid (both successful and unsuccessful) during these periods.
  • Substitutions done in these time windows also pause the clock.

Powerplay Clock

  • Powerplay clock is paused in exactly the same situations as the match clock (stoppages and result-oriented raids in the critical end periods).
  • Otherwise, Powerplay clock follows the match clock throughout the game.

Pursuit & Raider Crossing Midline in Air

  • Pursuit is allowed only in the case of an empty raid or when a bonus point has been scored; it is not permitted after a touch point.
  • If, after scoring a touch point, the raider crosses the mid line from the lobby while their body is airborne, the raider is declared safe.

Points Table & League Tiebreakers

League Stage Points Distribution

Match ResultTeam A PointsTeam B Points
Team A Wins30
Team B Wins03
Match Tied11
Match Abandoned & Walkover to Team A30
Match Cancelled (both teams did not show up)00

League Table & Tiebreakers

  • Standings are primarily based on total points earned.
  • In case of walkover: the team that reports receives 3 points and the match is counted; the non-reporting team gets 0 points and the match is counted.
  • First tiebreaker: Win percentage of the tied teams.
  • Second tiebreaker: Score difference across the league (points scored minus points conceded).
  • Third tiebreaker: Highest number of Powerplay points scored.
  • Fourth tiebreaker: Highest number of All Outs inflicted.
  • Fifth tiebreaker: Lowest number of All Outs conceded.

Player & Team Guidelines

  • Teams must report to the venue as per reporting time with 14 players and 1 coach.
  • No changes are allowed outside of the registered 14-member squad for Aapli Mumbai Kabaddi Championship Season 1.
  • There is no limit on the number of replacements within the 14-member squad, as long as they are from registered players.
  • These guidelines apply only to players who have completed their entire registration process at the venue.
  • Teams must freeze their squad by 17th March 2026 (end of day). Once the 14-player squad list is submitted, no changes are allowed.

Reserve Player Policy & Weighing

Reserve Player Policy

  • Only registered tournament squad players may be used as replacements within the squad.
  • Any replacement player must complete official registration with the team before the start of the tournament.
  • All replacement players must undergo mandatory weighing with the designated tournament official before playing any match.
  • In case of serious injury, a valid medical certificate must be submitted; the OC will review and may grant an exception for player replacement.
  • No replacement player can participate without completing both registration and weighing.

Weighing Policy

  • Mandatory pre-tournament weighing of all players (including reserves), with maximum weight limit of 85 kg.
  • No player may participate if weight exceeds 85 kg.
  • Weighing is conducted by a designated tournament official; their decision is final.
  • Weighing takes place on the designated pre-tournament date; entire squad plus coach/manager must be present.
  • Only one official weigh-in session is conducted. Each player may attempt weighing a maximum of three times.
  • Any player above 85 kg after permitted attempts is disqualified from the tournament. No protests are accepted.

Right to Amend Rules

The Organising Committee reserves the right to modify or amend these rules at any point during the tournament if deemed necessary. Any such changes will be communicated to teams and officials, and the updated version will be treated as the official reference.