RBSE Solutions Class 9 Physical Education Chapter 11 Historical Development, Measurement and Rules of Different Games

Get the most accurate RBSE Solutions for Class 9 Physical Education Chapter 11 Historical Development, Measurement and Rules of Different Games here. Updated for the 2026-27 academic session, these solutions are based on the latest RBSE textbooks for Class 9 Physical Education. Our expert-created answers for Class 9 Physical Education are available for free download in PDF format.

Detailed Chapter 11 Historical Development, Measurement and Rules of Different Games RBSE Solutions for Class 9 Physical Education

For Class 9 students, solving RBSE textbook questions is the most effective way to build a strong conceptual foundation. Our Class 9 Physical Education solutions follow a detailed, step-by-step approach to ensure you understand the logic behind every answer. Practicing these Chapter 11 Historical Development, Measurement and Rules of Different Games solutions will improve your exam performance.

Class 9 Physical Education Chapter 11 Historical Development, Measurement and Rules of Different Games RBSE Solutions PDF

Textbook Questions Solved

Multiple Choice Questions

 

Question 1. A standard track measures
(a) 100 mts.
(b) 200 mts.
(c) 400 mts.
(d) 800 mts.
Answer: (c) 400 mts.
In simple words: A normal running track used for races is 400 meters long. This is a common length for outdoor athletics tracks.

๐ŸŽฏ Exam Tip: Remember that most professional athletic tracks are a standard 400-meter oval, which helps in fair competition.

 

Question 2. The shot must fall within the lines formed by an angle of:
(a) 40ยฐ.
(b) 45ยฐ.
(c) 50ยฐ.
(d) 60ยฐ.
Answer: (a) 40ยฐ.
In simple words: The shot put ball must land inside a 40-degree angled area on the ground. This ensures throws are valid and measurable.

๐ŸŽฏ Exam Tip: Knowing the correct throwing sector angle is crucial for understanding the rules and valid throws in shot put.

 

Question 3. Measurement (Length and Breadth) of the Volleyball ground is
(a) 18 x 19 mts.
(b) 18 x 9 mts.

๐ŸŽฏ Exam Tip: For such questions, it's vital to memorize the standard dimensions of playing courts for different sports.

 

Question 4. Raider can give raid for the duration of
(a) 50-60 seconds.
(b) 30-35 seconds.
(c) 10-20 seconds.
(d) 40-50 seconds.
Answer: (b) 30-35 seconds.
In simple words: A Kabaddi raider can stay in the opponent's court for 30 to 35 seconds. This rule keeps the game fast-paced.

๐ŸŽฏ Exam Tip: The time limit for a raider is a core rule in Kabaddi, impacting strategy and player movement.

 

Question 5. Peri 'O'brien style is one of the techniques of
(a) Discus Throw.
(b) Javelin Throw.
(c) Shot Put.
(d) Hammer Throw.
Answer: (c) Shot Put.
In simple words: The Peri O'Brien style is a special way to throw the shot put. This technique involves a specific rotation and glide to generate more power for the throw.

๐ŸŽฏ Exam Tip: Familiarize yourself with different techniques for throwing events, as they are often named after famous athletes or coaches.

Short Answer Type Questions

 

Question 1. What is athletics? Who is called an athlete?
Answer: Athletics includes sports activities like running, jumping, and throwing. These activities are often called track and field events. The word 'Athletics' comes from the Greek word 'ATHLON', which means a competition or contest. People who take part in these competitions are known as 'Athletes'. These sports test a person's speed, strength, and agility.
In simple words: Athletics are sports like running, jumping, and throwing. An athlete is someone who competes in these sports.

๐ŸŽฏ Exam Tip: Remember that 'Athletics' covers a wide range of physical competitions, and the term 'athlete' specifically refers to those participating in them.

 

Question 2. Name the different kinds of Kho-Kho.
Answer: There are several types of Kho-Kho games, each with slight differences in rules or techniques. These include:
1. **Simple Kho:** In this style, the active chaser gives a 'Kho' (a tag) to a sitting chaser in the usual way.
2. **Late Kho:** This is when the active chaser gives the 'Kho' a bit later. They watch the runner's moves to try and slow them down. The 'Kho' is given from behind the runner.
3. **Advance Kho:** Here, the active chaser gives the 'Kho' while moving ahead of the runner, who is trying to perform a 'double chain' move.
4. **Pole-Kho:** This is a more advanced technique where the active chaser uses the central pole. It has two main ways:
    1. Standing Pole Drive.
    2. Running Pole Drive. This variety makes the game more strategic.
In simple words: Kho-Kho has different types like Simple Kho, Late Kho, Advance Kho, and Pole-Kho. Each one has a slightly different way of tagging or moving.

๐ŸŽฏ Exam Tip: When asked to explain different types of a game, remember to mention the basic principle of each type.

 

Question 3. Who is the Libro player in the game of volleyball?

๐ŸŽฏ Exam Tip: Specific roles in team sports, like the libero in volleyball, have unique rules and responsibilities that are important to know.

 

Question 4. What does sprint race mean?
Answer: A sprint race is a short-distance running event, such as 100 meters, 200 meters, or 400 meters. In these races, runners try to cover the set distance as quickly as possible. It is most important to keep maximum speed for the whole race without slowing down. Sprinting requires explosive power and quick reactions.
In simple words: Sprint races are short running events like 100m or 200m where runners run as fast as they can from start to finish.

๐ŸŽฏ Exam Tip: When defining a sport event, always include the key characteristics, like distance and primary goal (speed in this case).

 

Question 5. How much is the weight of 'Shot' in shotput for men and women?
Answer: In the past, there were no strict rules for the weight of the shot put ball. However, for modern throwing competitions, the shot put must have a specific weight. For men, the shot should weigh 7.258 kilograms, and for women, it should weigh 4 kilograms. These standardized weights ensure fair competition.
In simple words: The shot put weighs 7.258 kg for men and 4 kg for women in competitions.

๐ŸŽฏ Exam Tip: Specific weights and measurements are often tested in sports knowledge, so try to memorize them accurately.

 

Question 6. Name the different kinds of throws.
Answer: In athletics, there are several different throwing events where athletes try to throw an object as far as possible. These events include the Discus Throw, Javelin Throw, Hammer Throw, and Shot Put. Each event uses a unique object and throwing technique.
In simple words: The main throwing events are Discus Throw, Javelin Throw, Hammer Throw, and Shot Put.

๐ŸŽฏ Exam Tip: When listing different types of events, try to include at least three or four examples to show comprehensive knowledge.

 

Question 7. What are the rules for Long Jump?
Answer: Here are the key rules for the Long Jump event:
1. The track used for the long jump must be at least 40 meters long and about 1.22 to 1.25 meters wide.
2. The take-off board, from which the jumper leaps, should be 1.22 meters long, 20 centimeters wide, and 10 centimeters deep.
3. This take-off board must be painted white so it is clearly visible.
4. If there are more than eight jumpers, each person gets three chances to jump. The eight best jumpers then get another three chances, and the final winner is decided from these.
5. The landing pit must be 50 centimeters deep and filled with clean sand up to the ground level to ensure safety.
6. The entire landing area should measure 2.75 meters by 9 meters. This provides enough space for long jumps.
7. The winner is determined by the total distance the jumper covers from the take-off board to where they land.
8. If there are fewer than six jumpers, each person is allowed six chances, and the decision is made based on their best jump.
In simple words: Long Jump rules include track size, board size, pit depth, and how many chances jumpers get based on their number.

๐ŸŽฏ Exam Tip: For rules-based questions, it's effective to list them clearly and use bullet points or numbered lists if appropriate.

 

Question 9. How many players and innings are there in Kho-Kho?
Answer: In Kho-Kho, each team has 12 players. Of these, 9 players are on the ground at any given time, and 3 players are substitutes. The game is played in innings, where each team gets four running turns and four chasing turns. The two innings are for touching (chasing) and two for running (dodging). This setup allows for dynamic play.
In simple words: A Kho-Kho team has 12 players (9 playing, 3 substitutes). Each team gets four running turns and four chasing turns in two innings.

๐ŸŽฏ Exam Tip: Details like player numbers and game structure are important for describing how a sport is played.

 

Question 10. If both the teams have equal points after the second half in the Kabaddi match, how will the decision be taken?
Answer: If a Kabaddi match ends with both teams having the same score after the second half, the game does not end in a draw. Instead, two extra periods of 5 minutes each are given for teams to score more points. If the teams are still tied after these extra times, the "Sudden Death" rule is applied, meaning the first team to score wins. This ensures a clear winner.
In simple words: If Kabaddi teams tie, they play two extra 5-minute halves. If still tied, the "Sudden Death" rule applies, where the first team to score wins.

๐ŸŽฏ Exam Tip: Understand tie-breaking rules for different sports, as they determine the outcome of closely contested matches.

 

Question 11. What message do yellow, green and red cards play in the games competitions?
Answer: In sports competitions, different colored cards are used by officials to give warnings or penalties to players.
* **Green Card:** This is usually a warning given for minor rule breaches.
* **Yellow Card:** This means a player is out of the match, either temporarily or for the rest of the game, due to more serious fouls.
* **Red Card:** This is the most severe penalty, where a player is out of the entire tournament for a very serious offense. These cards help maintain discipline and fair play.
In simple words: Green card is a warning, yellow card means out of the match for a time, and red card means out of the whole tournament.

๐ŸŽฏ Exam Tip: Knowing the meaning of different penalty cards is essential for understanding sportsmanship and rule enforcement in games.

Long Answer Type Questions

 

Question 1. Explain the skills of volleyball.
Answer: Volleyball involves several core skills that players must master.
1. **Service:** This is how the game starts. A player from the back right position hits the ball to put it into play. The service must be done within eight seconds of the referee's whistle. The player hits the ball with an open or closed hand, or any other part of their arm, making sure it goes over the net into the opponent's court. The player serves from a fixed spot. They continue serving until their team makes a mistake. If a fault occurs, the other team gets the serve and a point. Services can be done using techniques like Under Hand, Over Hand Floating, Side Arm, or High Spin.
2. **Passes:** These techniques are adopted to return the ball to the opponent's side of the court:
    1. **Under Hand Pass:** Players join both hands, keep their feet apart parallel to the width of the shoulders, and slightly bend their knees. The ball is then rolled over the lower part of the elbow and hit with the hands from the back in the direction of the opponent's court.
    2. **Finger Pass (Upper Hand Pass):** This pass is used in about 60% of plays to set the ball for another player to hit over the net. The ball is tossed up with the fingers and thumb.
3. **Smash:** This is a powerful attacking move where players jump and hit the ball over the net. All players on the court can hit the ball over the net with a jump. The three front-line players can hit the ball from any place in the court, but back-line players must jump from behind the 'Attack line' to perform a smash. Blocking is also a defensive move, where players try to stop the opponent's attack. This is done by first-line players, not back-line players. Blocking can be done by one, two, or three players together (Joint Blocking). When blocking, players cannot touch the net or block a service. If the ball goes out after touching a blocker's hands, the opponent team gets a point.
In simple words: Volleyball skills include serving the ball to start, passing it to teammates, and smashing it over the net for a point. Players also block shots.

๐ŸŽฏ Exam Tip: When explaining game skills, describe not just what they are, but also how they are performed and their purpose in the game.

 

Question 2. How did the game of Kho-Kho become popular gradually? Write the rules of the game.
Answer: The game of Kho-Kho slowly gained popularity over many years. The Indian Kho-Kho Association was started in 1955. The first national Kho-Kho competition for men was held in 1960, and for women in 1961, both in Kohlapur. Kho-Kho was featured in the 9th Asian Games in Delhi in 1982. It was then included in the National Games by the Indian Olympic Association in 1985. In the same year, the Indian women's Kho-Kho team showed their skills in Leningrad, Soviet Union. India has also played friendly matches against countries like Bangladesh, Pakistan, Nepal, Singapore, and Sri Lanka. This growing involvement helped the game spread.
*Rules of the Game:*
1. No part of the active chaser's body should touch the center line or center lane. A chaser cannot jump over the center line from within the posts.
2. A coin toss decides which team will be the chaser or the runner first.
3. After chasing, the active chaser switches places with the sitting chaser they just tagged (gave 'Kho' to). The tag and sitting down must happen at the same time.
4. The chaser must sit in a way that does not block the runner. If a runner is out because of such a block, they are declared out.
5. The runner's face should always point in the direction they are running.
6. If a 'Kho' is to be given, it must be given from behind a sitting chaser.
7. The chaser cannot stand up without first giving the 'Kho'.
8. A runner cannot touch a sitting chaser. If they do, they get one warning. If they do it again after the warning, they are declared out.
9. If a runner steps out of the court boundaries, they are considered out.
10. If a chaser touches a runner, the runner is considered out.
11. An out runner returns to the game by entering through the lobby area.
12. If a team's three runners are out, the other three runners are sent in to play.
In simple words: Kho-Kho became popular through national and international events. Its rules involve how chasers and runners move, tagging, fouls, and how players get in and out of the game.

๐ŸŽฏ Exam Tip: For historical development, mention key dates and events. For rules, list them clearly and concisely.

 

Question 3. Clarify the game of Handball regarding its rules, fouls and techniques.
Answer: Handball is a team sport where players pass and throw a ball to score goals. Initially, there must be at least five players on the field, though this number can be reduced later. The attacker passes the ball and can throw the ball in the goal. The player scoring more goals is declared the winner.
*Ground:* The court is 40 meters long and 20 meters wide, with a center line. Its length is the side line and its breadth is the goal line. On the goal line are drawn the semi-circular goal region line, circular free throw line, and a goal.
*Beginning of the Play:* Team captains decide on who starts or chooses a side by a coin toss. The first throw must happen within three seconds of the umpire's whistle. All other players must stay at least three meters away from the player taking the throw.
*Duration of the game:* For men, the game has two 30-minute halves with a 10-minute break (30-10-30). For women, it's two 25-minute halves with a 10-minute break (25-10-25). If there's a tie, two extra 5-minute periods are given. If still tied, the match is replayed.
*Rules of the Game:*
1. **Throw in:** If the ball goes out of bounds over the side line, the team that did not touch the ball last gets to throw it back in.
2. **Corner Throw:** If the defending team touches the ball and it crosses their own goal line, the attacking team gets a corner throw.
3. **Goal throw:** If the attacking team throws the ball out over the opponent's goal line, the defending team gets to throw the ball in from their goal line. If a goal is scored from this throw-in or goal throw, it counts.
4. **Free-Throw:** A free throw is given if an opponent behaves improperly or obstructs the play.
5. **Penalty Throw:** A penalty throw is given in these situations:
    1. A player commits a serious foul in their court.
    2. A defender (not the goalkeeper) enters their own goal area to defend the goal.
    3. A defender deliberately passes the ball to their goalkeeper, and the ball goes to the goalkeeper.
    4. A player acts as a goalkeeper without the umpire's permission during a corner throw.
    5. A defender commits a foul anywhere on the ground to prevent a goal.
For a penalty throw, the player taking it must keep one or both feet on the ground behind the penalty line.
*Fouls of the Game:*
6. Snatching the ball from any player.
7. Catching the opponent player with any part of the body.
8. Touching any part of the body (from knee to foot) with the goal.
9. Going to the opponent area without the ball.
10. Forcing the opponent player to go to his goal area.
11. Aggressive attack on the player holding the ball in their hands.
12. Taking more than three steps at a time with the ball.
*Techniques of Handball to be learnt are:*
1. Throwing the ball while sitting, bending, or lying on the ground.
2. Stopping, catching, throwing, dropping, hitting, or passing the ball using any part of the body above the knees.
3. Passing the ball from one hand to the other.
4. Trying not to hold the ball for more than three seconds.
5. Not walking more than three steps while holding the ball.
6. Passing the ball to fellow players.
7. Using both hands or arms while taking passes.
8. Shooting the ball with full power when trying to score a goal.
In simple words: Handball involves scoring goals by throwing a ball. Rules cover how to throw the ball in play, penalties, and what fouls are. Players also use specific techniques for throwing and passing.

๐ŸŽฏ Exam Tip: When asked to explain a game's rules, fouls, and techniques, structure your answer with clear headings for each section to make it easy to understand.

 

Question 4. Explain the salient features of the standard track.
Answer: A standard athletics track has specific features to ensure fair and consistent competition:
1. The track should be built facing the North-South direction. This helps minimize issues like sun glare.
2. It needs to be 400 meters long and have at least 8 lanes, each 1.22 to 1.25 meters wide.
3. All races must finish on a single straight line to ensure a clear winner.
4. Special starting marks, called stagger lines, must be correctly placed for 200m, 400m, and 800m races.
5. Separate areas are designated for jumping and throwing events, away from the running track.
6. There should be a specific area inside the track on the left side for judges, and an area outside at the finish line for timekeepers.
7. The areas for Javelin throw and Discus throw must be safe for athletes and spectators.
In simple words: A standard track faces North-South, is 400m long with 8 lanes, has a straight finish, and separate areas for different events and officials.

๐ŸŽฏ Exam Tip: Memorize the standard dimensions and key directional layouts for athletic facilities, as these are common knowledge points.

 

Question 6. Name the different kinds of throws and explain briefly the game of shot put.
Answer: Athletics includes several throwing events, such as Discus Throw, Javelin Throw, Hammer Throw, and Shot Put.
The game of shot put involves throwing a heavy spherical object, called a shot, as far as possible. In older competitions, the shot's weight wasn't fixed. However, in modern games, the shot for men must weigh 7.258 kilograms, and for women, it must weigh 4 kilograms.
*The techniques used in putting the shot are:*
1. Orthodox Style.
2. Peri O'Brien Style.
3. Disco-Put Style.
The shot must be thrown from a circular area with a diameter of 2.135 meters. The area where the shot must land (the throwing sector) is marked by lines that form a 40-degree angle. If the shot lands on or outside this sector line, it is considered a foul.
In simple words: Shot put is a throwing event where men use a 7.258 kg shot and women use a 4 kg shot. Techniques like Orthodox and Peri O'Brien styles are used, and the shot must land within a 40-degree marked area.

๐ŸŽฏ Exam Tip: When describing a sport, always include its objective, key equipment specifications, and main rules or techniques.

 

Question 7. Explain all the three positions of start in the sprint race.
Answer: In sprint races, athletes use different starting positions based on their height and comfort. The three main types of starts are:
1. **Standing Start:** This method involves starting from a standing position.
2. **Crouch Start:** In this start, the athlete crouches low to the ground.
3. **Elongated Start:** This position involves a longer distance between the front and rear feet than the other starts.
For a **Bunch start**, the feet are 6 to 11 inches apart. For a **Medium start**, the distance is 16 to 21 inches, and for an **Elongated start**, it is 22 to 26 inches. When starting blocks are used, they are set up according to the runner's preferred style. Before the race, athletes stand in their lanes at the assembly line. The starter then takes charge and gives the command: 'On your Marks' to begin. These different starts help athletes achieve explosive power.
In simple words: Sprint races use three main starts: Standing, Crouch, and Elongated. Athletes pick one based on their height, and blocks are adjusted accordingly when the starter calls 'On your Marks'.

๐ŸŽฏ Exam Tip: Remember that starting positions in sprints are crucial for gaining initial speed and are adapted to the individual athlete's body mechanics.

 

Question 8. Write a note on the fouls and rules of long Jump.
Answer: The Long Jump event has specific rules and conditions:
1. The track for the long jump should be at least 40 meters long and 1.22 to 1.25 meters wide.
2. The take-off board needs to be 1.22 meters long, 20 centimeters wide, and 10 centimeters deep.
3. The take-off board must be white for clear visibility.
4. If there are more than eight jumpers, each person gets three attempts. The eight best performers then receive another three attempts, and the final decision is based on these.
5. The landing pit should be 50 centimeters deep and filled with clean sand up to the ground level for safety.
6. The landing area should cover 2.75 meters by 9 meters. This ensures enough space for the landing.
7. The distance a jumper covers is measured to decide the outcome.
8. If there are fewer than six jumpers, each athlete gets six attempts, and the final decision is made based on their best jump.
In simple words: Long Jump rules cover track and board dimensions, landing pit size, and how many jumps athletes get based on their number.

๐ŸŽฏ Exam Tip: Be precise with measurements and the number of chances given to competitors, as these are common rule-based details.

 

Question 9. What are the official signals used in the game of Kabaddi?
Answer: In Kabaddi, officials use specific hand signals and cards to communicate decisions during the game. These signals help ensure everyone understands the play.
*Official Signals:*
1. **Starting the match:** The official raises both hands at the same time, blows a long but low whistle, and then lowers their hands to start the stopwatch.
2. **Losing cant:** If a raider stops chanting "Kabaddi," the official hints with one hand in front of their face.
3. **Half-Time:** The official makes a cross shape with both hands in front of their chest.
4. **Point Out:** The official points with raised fingers towards the team whose players are out. The number of raised fingers shows how many players are out.
5. **Score:** The official points with their hand towards the team that scored, keeping their hand parallel to their shoulder.
6. **Use of Scissor or any unwanted technique:** The official points with the joined fingers of both hands in front of their chest.
7. **Entry in Lobby without struggle:** The official raises the leg closest to them and points with their hand towards the lobby entry.
8. **Warning Signals:** The official points with a finger and shows a card.
*Cards used for warnings and penalties:*
* **Green Card:** This is a warning for minor rule violations.
* **Yellow Card:** This means a player is out of the match, either temporarily or for some time.
* **Red Card:** This is the most serious penalty, meaning a player is out of the entire tournament.
All these signals are used by officials in different game situations to maintain order and fairness.
In simple words: Kabaddi officials use hand signals for starting, points, and fouls. They also use green (warning), yellow (out for time), and red (out of tournament) cards.

๐ŸŽฏ Exam Tip: When listing signals, describe both the action and its meaning, especially for official warnings and penalties.

 

Question 10. Explain the meaning of the following in the case of Kho-Kho:
1. Square,
2. Free Zone,
3. Centre Line,
4. Cross Line,
5. Cross Lane.
Answer: In Kho-Kho, specific areas of the ground have important meanings:
1. **Square:** This is a 30ยฐ x 30ยฐ area created where the center line and cross lines meet. The distance between each square is 2.30 meters for senior players and 2.10 meters for juniors.
2. **Free Zone:** This is the area on both sides of the rectangular court. In the free zone, the chaser and the runner do not have to follow all the usual rules. It measures 2.75 meters by 16 meters.
3. **Centre Line and Cross Line:** There are seven cross lines on the ground. These cross the center line at a right angle (90 degrees), making 30ยฐ x 30ยฐ squares where the chasers sit. The center line divides the court into two halves, and the cross lines further define the chasers' positions.
4. **Cross Lane:** (Explanation not provided in the source material for Cross Lane.)
In simple words: Kho-Kho terms like 'Square' and 'Free Zone' define parts of the court. 'Centre Line' and 'Cross Lines' mark the ground and help form the squares where players sit.

๐ŸŽฏ Exam Tip: For definitions related to playing areas, include dimensions and specific roles or rules associated with each area.

Additional Questions Solved

Multiple Choice Questions

 

Question 1. Pick out the odd one from the following:
(a) Raider
(b) Anti Raider
(c) Pursuit
(d) Smash
Answer: (d) Smash
In simple words: 'Smash' is the odd one because it's a volleyball term, while the others are Kabaddi terms.

๐ŸŽฏ Exam Tip: When identifying the "odd one out," clearly explain why the chosen option is different from the others.

 

Question 2. Which of the following terms are associated with Handball?
(a) Corner throw
(b) Raider
(c) Pole
(d) Pursuit
Answer: (a) Corner throw
In simple words: 'Corner throw' is a term used in Handball, unlike 'Raider', 'Pole', or 'Pursuit' which belong to other games.

๐ŸŽฏ Exam Tip: Be able to correctly associate specific terminology with the sport it belongs to.

Short Answer Type Questions

 

Question 1. Who is called Raider in the game of Kabaddi?
Answer: In the game of Kabaddi, a 'raider' is a player who enters the opposing team's court. While in the opponent's territory, the raider must continuously chant "Kabaddi, Kabaddi" (this is called the 'cant') without breaking it. This chant must start before they cross the center line into the opponent's court. The raider's goal is to tag opponents and return to their own half.
In simple words: A 'raider' in Kabaddi is the player who enters the other team's side and chants "Kabaddi" without stopping.

๐ŸŽฏ Exam Tip: For definitions, include the key action and any unique identifying characteristics (like the 'cant' in Kabaddi).

Long Answer Type Question

 

Question 1. Discuss in detail the features of the Kabaddi game.
Answer: Kabaddi is a team contact sport played between two teams. It involves a 'raider' entering the opponent's half to tag players and return to their own half, while the defenders try to stop them.
*Rules of the game of Kabaddi:*
1. The team that wins the coin toss gets to choose whether to raid first or pick their side of the court.
2. If both the raider and a defender go out of bounds during a struggle, both players are declared out.
3. Players who are out are revived (brought back into the game) in the same order they were put out.
4. Only one raider is allowed to raid at a time in the opponent's court.
5. A raider who stops chanting "Kabaddi" (loses their cant) in the opponent's court is declared out.
6. 'Lona' is a bonus of two points given to a team if they manage to get all the players of the opposing team out.
7. If an opponent team catches a raider, but the raider manages to escape and return safely to their own court, the raider's team is awarded one point.
8. If a raider returns to their court without touching the 'touch line' (a specific line in the opponent's court), they are declared out.
9. A raider must begin their "Kabaddi" chant before entering the opponent's court.
10. A raider is allowed to raid for 30-35 seconds. After this time, if they are still in the opponent's court, they will be declared out.
In simple words: Kabaddi rules cover choosing sides, what happens if players go out, how players are revived, raider actions, scoring 'lona' points, and specific time limits for raids.

๐ŸŽฏ Exam Tip: When detailing game features, organize your points clearly, covering aspects like team structure, gameplay mechanics, and scoring.

I have reviewed the specified pages (15-17) of the provided PDF. All content within this range consists of website navigation elements, SEO titles, and footer information (e.g., "Name *", "Email *", "RECENT POSTS", lists of chapters/solutions, and copyright notices). According to the content processing rules, specifically the "IGNORE AND SKIP โ€” PAGE HEADER / SEO TITLES" and "IGNORE AND SKIP โ€” FOOTER / NAVIGATION" directives, all such content must be completely ignored and not converted to HTML. Therefore, there is no extractable educational content (questions or answers) from pages 15 to 17. The output is empty.

Free study material for Physical Education

RBSE Solutions Class 9 Physical Education Chapter 11 Historical Development, Measurement and Rules of Different Games

Students can now access the RBSE Solutions for Chapter 11 Historical Development, Measurement and Rules of Different Games prepared by teachers on our website. These solutions cover all questions in exercise in your Class 9 Physical Education textbook. Each answer is updated based on the current academic session as per the latest RBSE syllabus.

Detailed Explanations for Chapter 11 Historical Development, Measurement and Rules of Different Games

Our expert teachers have provided step-by-step explanations for all the difficult questions in the Class 9 Physical Education chapter. Along with the final answers, we have also explained the concept behind it to help you build stronger understanding of each topic. This will be really helpful for Class 9 students who want to understand both theoretical and practical questions. By studying these RBSE Questions and Answers your basic concepts will improve a lot.

Benefits of using Physical Education Class 9 Solved Papers

Using our Physical Education solutions regularly students will be able to improve their logical thinking and problem-solving speed. These Class 9 solutions are a guide for self-study and homework assistance. Along with the chapter-wise solutions, you should also refer to our Revision Notes and Sample Papers for Chapter 11 Historical Development, Measurement and Rules of Different Games to get a complete preparation experience.

FAQs

Where can I find the latest RBSE Solutions Class 9 Physical Education Chapter 11 Historical Development, Measurement and Rules of Different Games for the 2026-27 session?

The complete and updated RBSE Solutions Class 9 Physical Education Chapter 11 Historical Development, Measurement and Rules of Different Games is available for free on StudiesToday.com. These solutions for Class 9 Physical Education are as per latest RBSE curriculum.

Are the Physical Education RBSE solutions for Class 9 updated for the new 50% competency-based exam pattern?

Yes, our experts have revised the RBSE Solutions Class 9 Physical Education Chapter 11 Historical Development, Measurement and Rules of Different Games as per 2026 exam pattern. All textbook exercises have been solved and have added explanation about how the Physical Education concepts are applied in case-study and assertion-reasoning questions.

How do these Class 9 RBSE solutions help in scoring 90% plus marks?

Toppers recommend using RBSE language because RBSE marking schemes are strictly based on textbook definitions. Our RBSE Solutions Class 9 Physical Education Chapter 11 Historical Development, Measurement and Rules of Different Games will help students to get full marks in the theory paper.

Do you offer RBSE Solutions Class 9 Physical Education Chapter 11 Historical Development, Measurement and Rules of Different Games in multiple languages like Hindi and English?

Yes, we provide bilingual support for Class 9 Physical Education. You can access RBSE Solutions Class 9 Physical Education Chapter 11 Historical Development, Measurement and Rules of Different Games in both English and Hindi medium.

Is it possible to download the Physical Education RBSE solutions for Class 9 as a PDF?

Yes, you can download the entire RBSE Solutions Class 9 Physical Education Chapter 11 Historical Development, Measurement and Rules of Different Games in printable PDF format for offline study on any device.