Kabaddi: Planning the Raid by Scouting the Opponent
A no-tackle kabaddi game in which, during the first half, each team's scouts collect data on the opponent: which side defends worst, which defenders react late and how long each raider lasts. Teams use that information to build a raid plan and check whether it improves their performance.
How to play
- Review the no-tackle version: the raider goes in chanting kabaddi without taking a breath, tags defenders with the hand below shoulder level and returns home; the defense scores if two defenders holding hands block the way back and the raider stops chanting (4 min).
- Form four teams of seven: two play on each 10 x 8 m court, five on court and two scouts with a scouting sheet (2 min).
- First 8-minute half: scouts record which lane each raider uses to enter and exit, which defenders get tagged most and how long each raid lasts using a stopwatch (8 min).
- Planning timeout: each team reads the scouting sheet on the opponent and decides who raids, which side to attack and which defender to target; scouts also rotate (4 min).
- Second 8-minute half applying the plan; the new scouts record the same data (8 min).
- Quick comparison of points and successful raids before and after the plan (4 min).
Rules
- No tackling or grabbing: the defense may only form hand-holding chains and block the path.
- Tags are made with an open hand below shoulder level, never pushes.
- If the raider stops chanting in the opponent's half, the raid ends and they walk back.
- No raider goes twice in a row: rotation is required.
Variations
Easier
The raider may take one breath during the raid, and the defense needs a chain of three.
Standard
No-tackle kabaddi with scouting in the first half and a raid plan in the second.
Harder
Each team must hide its plan, and the opposing scouts try to guess it before the end.
Adaptations
- Asthma or breathing issues: raids breathing normally and counting out loud to 10 instead of chanting.
- Wheelchair user: acts as lead scout and analyst, or raids with the rule that entering a marked zone is enough.
- Hearing impairment: the start and end of each raid are signaled by the student referee's arm.
Learning goals
- Collect and interpret game data to make tactical decisions.
- Design and carry out an attack plan tailored to the opponent.
- Play a traditional sport from India while respecting no-contact safety.
Equipment for a class of 25
- cones: 16
- pinnies: 14
- worksheets: 8
- stopwatches: 2
Teacher tip
Hand out a simple scouting sheet with a drawing of the court split into three lanes. Remind students that continuous chanting replaces breath-holding: no one should hold their breath until they feel dizzy.
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