Rules Analysis
WFDF 2017 Rules
This rule was changed from the previous rulebook version
This rule was added from the previous rulebook version
This rule has updates in the next rulebook version
20. Time-Outs
20. Time-Outs
Children
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:

The delay of game rules from section 10.4.1 also apply to the restart of play after a time-out. If the thrower must/can move to establish a pivot at a different spot to where they established possession, they can call a time-out before they establish the pivot at that spot. This means that if the thrower picks up the disc after a turnover, and the turnover location is not in the central zone, they can call a timeout straight away. If they do so, they must place the disc at the spot where they will establish a pivot after the time-out.

5
.
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.

If a team calls 'time-out" between points but their team has none remaining, then the time-out call has no affect.

20. Time-Outs
Associates
WFDF 2021-24 Rules
20. Time-Outs