Rules of Ultimate governed by the World Flying Disc Federation

20. Time-Outs

  1. 20.1. The player calling a time-out must form a "T" with their hands, or with one hand and the disc, and should call "time-out" audibly to opposition players.
  2. 20.2. Each team may take two (2) time-outs per half.
  3. 20.3. After the start of a point and before both teams have signalled readiness, a player from either team may call a time-out. The time-out extends the time between the start of the point and subsequent pull by seventy-five (75) seconds.
  4. 20.4. After the pull only a thrower with possession of the disc that has survived ground contact, may call a time-out. The time-out starts when the “T” is formed, and lasts seventy-five (75) seconds. After such a time-out:
  5. 20.4.1. Substitutions are not allowed, except for injury.
  6. 20.4.2. Play is restarted at the pivot point.
  7. 20.4.3. The thrower remains the same.
  8. 20.4.4. All other offensive players may then set up at any point on the playing field.
  9. 20.4.5. Once the offensive players have selected positions, defensive players may set up at any point on the playing field.
  10. 20.4.6. The stall count remains the same, unless the marker has been switched.
  11. 20.5. If the thrower attempts to call a time-out when their team has no remaining time-outs, play is stopped. The marker must add two (2) seconds to the stall count they would have restarted play on before restarting play with a check. If this results in a stall count of ten (10) or above, this is a "stall-out" turnover.