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Tie the rope or net across the playing area about 5' above the ground.
Divide into two teams, one at each end. The frisbee is thrown over the net/rope. The opposing team must attempt to catch it.
If a team member attempts to catch the frisbee and fails, that member is out.If a team member fails to attempt to catch a frisbee that is obviously coming towards them they are out.
If a frisbee is caught then that player may throw back over the net or to another player on the same side. However, the same catching rules apply for either choice.
The frisbee may bounce on any or all side walls, but should not be thrown intentionally into a ceiling, although this is not a foul.
The winning team is that with the most team members at the end of the game.
Tie the rope or net across the playing area about 5' above the ground.
This may not be the official set of rules, but is the set we use as it seems to be the one most enjoyed and easiest to referee.
Divide into two teams, one at each end. The ball is hit over the net/rope from the back of court by forming a fist and hitting with the inside of the wrist. The opposing team must attempt to bounce it using fists and arms.
If the ball touches the ground, passes from a team under the net or out of the playing area, the opposing team gains a point if they served, or serve if they did not.
Players may pass to others on the same team an unlimited number of times.
Play is to 21 points, with the teams changing ends once the leading team has reached 11 points.
Have two teams equally diatant from the rope.
Number the team members.
The leader should call numbers who should race to the rope, grab it and return. The scout should then return to their team. Once the rope has been grabbed, the other scout must try to touch the rope carrier before they reach their team.
One point to each team for each occasion they get the rope home.
Set the keeper at one end of the hall blindfolded with the keys about a metre in front. The other scouts should form into patrols at the other end of the hall.
Each patrol should send a scout towards the keeper in an effort to retreive the keys.If the keeper hears a noise then they should point in the direction of that noise.If the keeper points at a patrol member (either before or after picking up the keys) then that scout must return to their patrol who can let the next in turn have a go.Played well, there should be absolute silence for the entire game.
Return the keys to your patrol.
The playing area for Kabaddi is an area of 12.50m x 10m with a line dividing it into two halves.
Two teams play against each other by touching or capturing players of the opponent team. The two teams fight for higher scores using defense & attack alternately.
Each team consists of 12 players - seven of which are on court and five are reserve.
The game is played in two halves of 20 minutes each with a five minutes break for change of sides.
The side winning the toss sends a "raider" to the opponents half who chants the words "kabaddi - kabaddi". The raider has to touch the players on the opposite side who are declared out and return in one breath.
The opposite team tries to hold the raider and prevents him from entering his own court. In case the raider fails to hold his breath he is declared out.
Both the teams alternately send players into the opponents court. Any player going out of the boundary line is declared out, except during struggle.
Three forms of Kabaddi are recognized in India:
Sanjeevani
Gaminee
Amar
"Sanjeevani" is played under Kabaddi Federation of India and is governed by its rules & regulations. In Sanjeevani, one player is pitted against one player of the opposite team i.e one-out, one-in basis. The duration of players, dimension of court etc. have been fixed by KFI.
In "Gaminee" form of Kabaddi, there is no revival. The game ends once the players are out. However, there is no time limit in this.
In "Amar" version, when a player is touched, he stays back in the game, but a point is awarded to the team that touches him and vice versa. However, this game is played with a time limit.
This content was originally fetched from googlix.com which no longer seems to be available
A team will score two bonus points (called Lona), if the entire opposition is declared out and the game continues. The matches are officiated by seven people - One referee, two umpires, two linesmen, a time-keeper & a scorer. Matches are staged on the basis of age, group & weight.

See the picture
Number off each team. You need to distinguish one team from the other, say scarves and no scarves.Call three numbers out.They should try to form a row on the chairs while blocking the others.The scouts are allowed to move from chair to chair, at any point after their number has been called.A scout cannot sit in the the row shaded the same as their team area for their first chair. Once they have sat elsewhere, however, these rows come back into play.
One point to the winning team each round.
Place a bench at each end of the hall as goal. Place puck in the centre and bats at each end.
Divide into two teams. Each team stands along one side of the playing area, at least 5 yards from their team goal.Number off team members (it works better if opposing team members with the same numbers are about the same age/build).Each round is started by one, two or three numbers being called. The team members with those numbers should race to their own goal and pick up a bat each.The aim is to score by hitting the puck so that it slides along the floor into the opponents goal. Only the bats may hit the puck.A limit of about 5 minutes should be set per round.Once a goal is scored, the team members should return their bats to their goal end and the puck to the centre spot.
One point per goal.