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" to opposition players.
  2. 20.2. 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.
  3. 20.3. After the pull only a thrower with possession of the disc 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:
  4. 20.3.1. Substitutions are not allowed, except for injury.
  5. 20.3.2. Play is restarted at the pivot location.
  6. 20.3.3. The thrower must remain the same.
  7. 20.3.4. All other offensive players must establish a stationary position, at any location.
  8. 20.3.5. Once the offensive players have selected positions, defensive players must then establish a stationary position, at any location
  9. 20.3.6. The stall count restarts at maximum nine (9). However if the marker has been switched, the stall count restarts at “Stalling one (1)”.
  10. 20.4. If the thrower attempts to call a time-out while play i live and 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.