Kabaddi Scoring Rules

Complete guide to how points are scored in kabaddi — touch points, tackles, bonus points, all-outs, and PKL-specific rules

Scoring Rules

The raider must cross the baulk line, touch one or more defenders, and return to their own half — all while chanting "kabaddi kabaddi" without taking a breath. Each defender legally tagged is out and scores 1 point for the raiding team. Multiple defenders can be tagged in a single raid, each scoring separately.

PKL Example: Pardeep Narwal famously tagged 5 defenders in a single raid during PKL Season 5 — earning 5 touch points in one raid.
1
Coin Toss
Winner chooses to raid or defend first in the first half.
2
Half 1
20 minutes of play. Teams alternate raiding each minute (approx).
3
Half Time
5-minute break. Teams switch halves.
4
Half 2
Another 20 minutes. The team that defended in Half 1 now raids first.
5
Result
Team with more points wins. If tied, a 5-raid Super Over is played in PKL.

Who Scores What

  • Tagging defenders and returning safely (+1 each)
  • Crossing the baulk line and returning safely (raid point)
  • Crossing the bonus line when ≥6 defenders present (+1)
  • Causing all 7 defenders to be out (All Out +2)

Kabaddi is a contact team sport played between two teams of seven players each on a rectangular court divided by a mid-line. One of the oldest traditional games of South Asia, kabaddi was first organised competitively in India in the 1920s, entered the National Games of India in 1938, and has been part of the Asian Games since 1990. The Amateur Kabaddi Federation of India (AKFI), founded in 1972, governs the sport domestically under the framework of the Asian Kabaddi Federation (AKF) and the International Kabaddi Federation (IKF).

Scoring in kabaddi is fast and continuous — every raid is an opportunity for either side to score. The raiding team earns touch points for each defender tagged and successfully escaped past, while the defending team earns tackle points for stopping the raider. Additional points come from bonus line crossings, all-outs (eliminating all seven opponents), and PKL-specific rules like the Super Tackle. A standard match runs for 40 minutes — two halves of 20 minutes each — with a 5-minute halftime break.

The Pro Kabaddi League (PKL), launched in 2014, modernised the game significantly: raids were capped at a 30-second time limit, the Do-or-Die raid rule was introduced (after two consecutive empty raids, the raider must score on the third or be declared out), and the Super Tackle rule incentivises defending sides with fewer players. PKL is now the second most-watched sports league in India after the IPL, with over 435 million viewers in its inaugural season alone.

Match Duration
40 minutes (2 × 20 min halves)
Players Per Side
7 on court, up to 5 substitutes
Touch Point
+1 per defender tagged
Tackle Point
+1 for stopping the raider
All Out Bonus
+2 (all 7 defenders eliminated)
Raid Time Limit
30 seconds (PKL rule)
1
Touch Points: The raider earns 1 point for each defender they tag. They must cross the baulk line and return to their own half under a single breath (chanting "kabaddi") to make points count.
2
Tackle Points: If defenders stop the raider from returning to their half, the defending team earns 1 point and the raider is sent to the sitting block (declared out).
3
Bonus Points: The raider earns an additional 1 point by crossing the bonus line — but only when 6 or more defenders are on the court. The raider must cross before touching any defender.
4
All Out (Lona): When all 7 defenders are sent out, an All Out is declared. The raiding team earns 2 bonus points on top of the individual touch points, and all 7 defenders are revived.

Scoring at a Glance

  • Touch Point: +1 per defender tagged — raider must return safely to score
  • Tackle Point: +1 to defenders — raider stopped before crossing mid-line
  • Bonus Point: +1 for crossing bonus line when ≥6 defenders on court
  • All Out (Lona): +2 bonus points — all 7 opponents eliminated in sitting block
  • Super Tackle: +1 bonus — tackle with 3 or fewer defenders on mat (PKL rule)
  • Do-or-Die Raid: Raider must score on the 3rd consecutive empty raid or is declared out (PKL rule)
Source: Amateur Kabaddi Federation of India (AKFI) Rules & Regulations; Pro Kabaddi League (PKL) Official Rules; Asian Kabaddi Federation (AKF) Laws of the Game; Olympics.com Kabaddi Rules Guide (2024)

Kabaddi's scoring is unusual among team sports because a single raid can swing a match instantly — a Super Raid or an All Out can erase a five-point deficit in seconds, which is exactly why the sport plays so fast and stays tense until the final whistle. Understanding the point system is the difference between watching a scoreline change and understanding why it changed.

The Do-or-Die rule and player revival mechanic together create constant pressure: a raider can't simply stall for time, and a team down to two or three players is never really out of the contest since a single Super Raid revives their whole side. This is what makes kabaddi genuinely watchable even when one team is dominating — the revival system means the score can flip in a single 30-second raid.

For anyone new to the PKL, knowing these rules also explains team strategy: why coaches rest their best raider for a Do-or-Die situation, why defenders deliberately let a weak raider score a token point to avoid a Do-or-Die altogether, and why an All Out is treated as the biggest momentum shift in the sport.

The cant is the continuous chanting of the word "kabaddi" that the raider must maintain throughout the entire raid — starting before they enter the opponent's court and stopping only after they safely return to their own half. The cant serves as proof that the raider is operating on a single breath without inhaling. If the raider stops chanting, pauses, or is caught exhaling (losing breath), the raid ends immediately — the raider is declared out and the defending team is awarded one point. This is one of the most ancient and distinctive rules in all of sport.

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