Time-out (sport)

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New York Giants quarterback Eli Manning calls for a time-out during a 2011 National Football League game. Eli Manning timeout.jpg
New York Giants quarterback Eli Manning calls for a time-out during a 2011 National Football League game.

In sports, a time-out or timeout is a halt in the play. This allows the coaches of either team to communicate with the team, e.g., to determine strategy or inspire morale, as well as to stop the game clock. Time-outs are usually called by coaches or players, although for some sports, TV timeouts are called to allow media to air commercial breaks. Teams usually call timeouts at strategically important points in the match, or to avoid the team being called for a delay of game-type violation, such as the five-second rule in basketball.

Contents

List of time-out rules by sport

Association football

With very few exceptions (such as the defunct North American Soccer League's experimentation with TV timeouts) timeouts have never been permitted in association football. Moreover, the game clock runs continuously in each half, even if extenuating circumstances compel the referee to halt play for an extended period of time, unless and until the match is abandoned. However, the referee adds stoppage time at the end of each half to ensure roughly 45 minutes of actual play is completed in each half after accounting for the amount of time play is interrupted.

Baseball

Having lost his batting helmet, Anthony Alford requests time after reaching base safely during a 2022 Minor League Baseball game. Anthony Alford (20220508) (cropped).jpg
Having lost his batting helmet, Anthony Alford requests time after reaching base safely during a 2022 Minor League Baseball game.

Baseball players and managers of both the offense and defense can request time out for a number of purposes, such as for a batter to step out of the batter's box to better prepare for a pitch, a foreign object entering a batter's eye such as dust or a bug, for a manager to speak with a player or umpire, or to replace one player with another (for which a time-out is required by the rules), etc. The requested time out is not effective unless an umpire grants it verbally or by hand signal (both hands raised). The umpire also has the ability to call time out for his/her own purposes, or for purposes of the game, such as replacing a worn ball. Since there is no clock in baseball, the main effect of a time out is to temporarily prevent the defensive team from tagging base runners out or delivering a pitch as well as to prevent base runners from advancing. However, the catcher may also request timeout once the pitcher has stepped on the rubber, usually with the intention of either "resetting" the play, or to deliver some information to the pitcher via either signals or a visit to the mound. Under certain (uncommon) circumstances specified by the rules, umpires are required to call time out, even while a play is in progress, such as certain cases of interference. Unlike many other sports, the rules of baseball do not limit time outs, either by number or duration. The end of the time out is indicated by an umpire verbally declaring "Play!" and/or by pointing at the pitcher while he is holding the ball (these umpire signals are identical to those used to start a game or resume play after the ball has become "dead", for example due to a half-inning ending). Since baseball provides natural breaks in the action when teams exchange offensive and defensive roles between half-innings (two minutes, five seconds normally; two minutes and twenty-five seconds for nationally televised games [1] ), TV timeouts are not necessary.

Other than coaching visits, which the umpires ensure stay brief, timeouts theoretically have no time limits. However, when no runners occupy a base, a pitcher must deliver the pitch within twelve seconds of receiving the ball from the catcher or else a "delay of game" is called, resulting in a ball. [2] Also, any relief pitcher is limited to eight warm-up throws before play resumes, except in special circumstances (such as a pitcher substitution due to injury).

Though not officially recognized as a "timeout", a stoppage in play can also be requested by the defense. This can be accomplished in several ways. First, once in his "set" position, the pitcher may stop play by stepping off the rubber prior to his windup. Secondly, the catcher may visit the pitcher at any point before he steps on the rubber. Finally, the manager or pitching coach may also visit the pitcher before he steps on the rubber (called a "coaching visit"). Under Major League Baseball (MLB) rules, a team is limited to one visit per inning and a maximum of three per game. Under NFHS (high school) rules, a team receives three mound visits for the game and can use more than one an inning. If a team exceeds the limit in either MLB or high school ball, the pitcher must be removed immediately.

Basketball

NCAA

In the National Collegiate Athletic Association (NCAA), there are two systems of timeouts used. In games that are not broadcast, each team is allowed four 75-second and two 30-second timeouts per regulation game. In games which are being broadcast, as of the 2015-16 season, each team is granted one 60-second timeout and three 30-second timeouts per game in addition to the media timeouts (at the first dead ball under 16, 12, 8 and 4 minutes remaining in each half). A maximum of two 30-second timeouts may carry over into the second half. Any called timeout that occurs within the 30 seconds prior to a scheduled media timeout break automatically takes the place of the upcoming media timeout, with the only exception to this rule being the first called timeout of the second half. A timeout cannot be called by a coach when the ball is live. Previously, under NCAA rules in prior seasons, teams had a total of five timeouts, and timeouts superseding media timeouts were only used in the women's rules. [3]

NFHS

High school basketball allots five timeouts per game, with three 60-second and two 30-second timeouts. [4] In overtime games, each team is given one additional 60-second timeout in each overtime period, and is allowed to carry over any unused timeouts from regulation or – if the case may be – previous overtimes. Media timeouts are typically reserved for televised state tournament games only.

Coaches and players can call timeouts. While the ball is live, only the team in control of the ball can request a timeout.

NBA

In the National Basketball Association (NBA), teams are allowed seven timeouts, each of 1 minute, 15 seconds. There is no limit on substitutions. In overtime periods, each team is allowed two timeouts. A timeout can only be requested by a player in the game or the head coach, and only when the ball is dead or in control of the team making the request. If a request for a timeout is made with none remaining, the offending team is assessed a technical foul and loses possession.

In each quarter, there are two mandatory timeouts. If no team has taken a timeout prior to 6:59 of the period, then the next time the ball is dead, the official scorer calls a timeout and charges it to the home team. If no subsequent timeouts have been taken prior to 2:59 of the period, the official scorer declares it and charges it to the team not previously charged. The first and second timeouts in a quarter are extended to 2:45 for locally televised games and 3:15 for nationally televised games, to accommodate advertising.

A team is limited to a maximum of four timeouts in the fourth quarter, losing any timeouts not yet taken. With three minutes remaining in the fourth quarter, a team is limited to two timeouts. However, if one team has yet to be charged its mandatory timeout, then the limit applies after the mandatory timeout is taken.

With less than two minutes to go in the game or overtime period, if the offensive team takes a timeout prior to inbounding the ball or if it secures the ball from a rebound or turnover but prior to advancing it, the team may choose to inbound the ball at midcourt. [5]

The rules were changed before the 2017-18 NBA season to eliminate the distinction between "full" and "20-second" timeouts (which were actually 60 seconds by rule) and eliminate a third mandatory timeout in the second and fourth quarters. [6] The changes sped up the pace of play and addressed a common fan complaint that the last few minutes of a game dragged due to excessive timeouts. [7] However, some coaches call several timeouts before the three-minute mark to avoid losing them. [8]

FIBA

The Serbia men's national basketball team huddles to discuss strategy during a time-out at EuroBasket 2013 Serbian team timeout Eurobasket 2013.jpg
The Serbia men's national basketball team huddles to discuss strategy during a time-out at EuroBasket 2013

Under FIBA rules, each team is allowed two time-outs in the first half, three time-outs in the second half, and one time-out in each overtime period. [9] Only two time-outs may be granted to each team during the last two minutes of the fourth quarter.

Unlike in most other rule sets, only coaches are allowed to call time-outs. A time-out request may be made to the scorer's table at any time, but it may only be granted by a referee when the ball is dead and the game clock is not running. A time-out may also be granted after a scored goal, but only to the team that was scored upon. If a time-out is granted to the team in possession of the ball during the last two minutes of the fourth quarter or any overtime, the head coach of the team calling the time-out may choose to have the game resumed with a throw-in either from a designated line in the team's frontcourt or from the place in the backcourt nearest to where the game was stopped.

In televised games, media time-outs may be used at the discretion of the game's organizing body. They may be up to 100 seconds long. One of these time-outs will occur in each quarter, but no media time-outs are allowed during overtime. If a time-out is requested by either team during the first five minutes of a quarter, this time-out will be considered a media time-out and will also be charged to the appropriate team. If neither team has requested a time-out by the first dead ball after the five-minute mark in a quarter, a media time-out shall be taken. This time-out is not charged to either team.

Beach volleyball

In beach volleyball, the Fédération Internationale de Volleyball (FIVB) stipulates one 30-second time-out allowed per team, per set. In FIVB World Competitions, there is an additional 30-second technical time-out in sets 1–2 when the sum of both scores is equal to 21. [10]

Cricket

During the 2009 season of the Indian Premier League of T20 cricket, the halfway point of each innings contained a seven-and-a-half minute television timeout, two-thirds of which were devoted to additional advertising time. After complaints by viewers and players (criticizing its commercial purpose and for breaking the flow of the game), the following season replaced them with two sponsored and compulsory two-and-a-half minute "strategic timeouts" that must be taken by each side at certain points during the innings; one must be taken by the bowling team between the 6th to 10th overs, and the batting team between the 13th to 16th overs. [11] [12] [13]

Floorball

In floorball, each team is allowed one thirty-second time-out per game, which may only be taken during a normal stoppage of play. The time-out is measured from when all the players are gathered around the team benches.

Gridiron football

Coach Paul Johnson (center) discusses strategy with Navy Midshipmen football players during a time out at the 2004 Emerald Bowl. Midshipmen in huddle at 2004 Emerald Bowl 041230-N-9693M-335.jpg
Coach Paul Johnson (center) discusses strategy with Navy Midshipmen football players during a time out at the 2004 Emerald Bowl.

In gridiron football, either team may call for a timeout while the ball is dead. They can be called by players (typically the quarterback or a linebacker) or by the head coach. Importantly, the clock stops if it is running when the timeout is called. Both teams may call one timeout during the same dead ball period. In American football (National Football League (NFL), college, and high school), each team is given three timeouts per half. In Canadian football, each team is given two timeouts per half in amateur leagues and one per half in the Canadian Football League (CFL). In all codes unused timeouts do not carry over between the first and second halves. In the NFL, timeouts are two minutes in length unless the requisite number of commercial breaks in the quarter have been used, or it is the second timeout in the same dead ball period, in which cases the timeout is 30 seconds long. [14]

Common reasons for calling a timeout include:

In the NFL, college football, and CFL, a timeout is assessed against a team if a head coach unsuccessfully challenges a play.

Because timeouts are such important parts of a team's clock management strategy, calling timeouts for other reasons is often seen as unfavorable. An analysis of timeout usage by NFL head coaches conducted during the 2021 season showed that more than half of the head coaches on average used more "unnecessary" timeouts (i.e., those used to prevent a penalty or an unfavorable play, or lost coach's challenges) per game than "time-saving" timeouts (i.e., those used to manage the game clock). [15]

As clock management strategy

The use and rationing of time-outs is a major part of clock management strategy; calling time-out stops the clock (which normally is running between plays except in the case of a penalty, an incomplete pass, officials requiring time to re-spot the ball and/or down markers, or when the ball is run out of bounds), extending the time a team has to score. Timeouts can be called by both players (typically the quarterback or a linebacker) and the head coach. If overtime is required in the NFL, each team is given two timeouts during a ten-minute regular season sudden-death period (overtime periods are fifteen minutes in the playoffs), while in college football each team gets one timeout per possession. In the CFL, overtime is untimed and teams receive no additional timeouts. If a timeout above these limits is called, it is usually ignored and no penalty is assessed (however, in many leagues, a coach attempting to call a timeout when he has no timeouts left can be assessed a 5-yard Delay of Game penalty).

Teams use several methods to stop the clock without exhausting a timeout. These include:

  • Running out of bounds with the ball. In the NFL, this only stops the clock in the final two minutes of the first half and final five minutes of the second half; the rest of the time, the clock stops only temporarily, restarting when the ball is set for the next play. In arena football, the clock stops only for out-of-bounds plays in the final minute of the half.
  • Throwing the ball out of bounds. This is an incomplete pass, and depending on the circumstances risks incurring an intentional grounding penalty, but sometimes, the team may choose to sacrifice a down to stop the clock.
  • Spiking the ball. This act, likewise, is an incomplete pass and sacrifices a down, but when performed immediately after the snap is explicitly permitted without the risk of incurring an intentional grounding penalty.
  • Waiting for the two-minute warning in the NFL, three-minute warning in Canadian football, one-minute warning in Arena football if it is approaching. College and high school football do not have any of these stoppages.
  • Committing an offense for which a minor penalty may be called. In some leagues, late in the game, a 10-second runoff is assessed to discourage such tactics.
  • Feigning the injury of a player. If this occurs more than once in a game, a timeout may be charged, and/or a penalty may be assessed. In some leagues, if time is called because of an injury, the injured player may be ordered to sit out at least the next play as a way of discouraging the feigning of injury.

Icing the kicker

A common practice in gridiron football is to call a timeout right before a potential game-winning or game-tying field goal, a strategy known as "icing the kicker". In theory, this strategy is based on the presumption that the kicker has prepared himself mentally to make the kick only to have the timeout break his concentration. While this strategy has seemingly worked on occasion, statistics suggest that not only is this an ineffective strategy, but is actually counterproductive because kickers are more likely to make a field goal after a timeout is called—possibly because they have come to expect a timeout to be called, if the opposing team still has one. [16] There have also been times when the tactic has directly backfired; for example, in an NFL game played on November 19, 2007, between the Denver Broncos and Tennessee Titans, Broncos head coach Mike Shanahan called a timeout to ice the kicker. It was difficult to hear the whistle and the play continued, with Titans kicker Rob Bironas badly shanking a 56-yard field goal. The play was restarted, this time without a timeout, and the kick was good. Since a team is not allowed to call multiple timeouts between plays, they are prohibited from trying to ice a kicker more than once on the same kick; attempting to do so results in an unsportsmanlike conduct penalty, giving the kicking team 15 yards and an automatic first down. It has only happened once in the NFL, in a 2007 game between the Buffalo Bills and the Washington Redskins, when Redskins head coach Joe Gibbs called a timeout just before Bills kicker Rian Lindell attempted a 51-yard field goal. The kick was good, but Gibbs was awarded the timeout. Gibbs then called a second timeout when Lindell was preparing to kick the ball again, because Gibbs was unaware of the rule. Gibbs was issued an unsportsmanlike conduct penalty, which narrowed the attempt from 51 yards to 36 yards out. Lindell made the 36-yard field goal to win the game for the Bills, 18–17.

Official timeouts

Game officials also have the authority to call their own time-outs, which unlike the team time-outs are unlimited. Such official time-outs can be used for instant replay reviews, to tend to an injury, to measure the spot of the ball with the chain crew or (in televised contests) to insert television commercials into the telecast.

Ice hockey

In ice hockey, each team is allowed one thirty-second time-out per game, which may only be taken during a normal stoppage of play. In the National Hockey League (NHL), only one team is permitted a time out during stoppage. However, in the International Ice Hockey Federation rules, both teams are permitted a time out during the same stoppage, but the second team must notify the referee before the opponent's time-out expires.

Since each team has only one time-out, they will often reserve it for special situations, such as sudden changes in momentum of the game, resting players who have been on the ice for an extended period of time, and needing to score a goal near the end of regulation time, allowing time to strategize and rest the team's best players.

In the NHL, teams lose their time-out if they unsuccessfully challenge a goaltender interference call, and cannot challenge if they are already without their time-out.

Since the 2017–18 season, teams cannot utilize their time-out after an icing, except for the team who was not charged with the icing. In addition, they retain their timeout after every successful goaltender interference challenge; unsuccessful offside challenges result in a minor penalty for delay of game.

Team handball

In team handball, one sixty-second time-out per half per team is allowed. Time-outs are called by the head coach by handing a green time-out card to the match official, and can only be called when the team is in possession of the ball.

Volleyball

In volleyball, the Fédération Internationale de Volleyball (FIVB) stipulates two 30-second time-outs allowed per team, per set. In FIVB World and Official Competitions, there are two additional 60-second technical time-outs in each set when the leading team reaches the 8th and 16th points, however there is no technical time-out in a tie-breaking set (5th set) (though there is a change of ends at 8 points). [17]

Water polo

In water polo, each team is entitled two sixty-second time-outs in regular time, and one extra time-out in extra time. The time-out can only be called if the team is in possession of the ball.

Criticism

Time-outs have been criticized for slowing games down and thus diminishing their entertainment value. [18]

See also

Related Research Articles

<span class="mw-page-title-main">Canadian football</span> Canadian team sport

Canadian football, or simply football, is a sport in Canada in which two teams of 12 players each compete on a field 110 yards (101 m) long and 65 yards (59 m) wide, attempting to advance a pointed oval-shaped ball into the opposing team's end zone.

Overtime or extra time is an additional period of play specified under the rules of a sport to bring a game to a decision and avoid declaring the match a tie or draw where the scores are the same. In some sports, this extra period is played only if the game is required to have a clear winner, as in single-elimination tournaments where only one team or players can advance to the next round or win the tournament and replays are not allowed.

<span class="mw-page-title-main">Comparison of American and Canadian football</span> Differences between the two most common types of gridiron football

American and Canadian football are gridiron codes of football that are very similar; both have their origins partly in rugby football, but some key differences exist between the two codes.

<span class="mw-page-title-main">American football rules</span>

Gameplay in American football consists of a series of downs, individual plays of short duration, outside of which the ball is or is not in play. These can be plays from scrimmage – passes, runs, punts or field goal attempts – or free kicks such as kickoffs and fair catch kicks. Substitutions can be made between downs, which allows for a great deal of specialization as coaches choose the players best suited for each particular situation. During a play, each team should have no more than 11 players on the field, and each of them has specific tasks assigned for that specific play.

In gridiron football, clock management is an aspect of game strategy that focuses on the game clock and/or play clock to achieve a desired result, typically near the end of a match. Depending on the game situation, clock management may entail playing in a manner that either slows or quickens the time elapsed from the game clock, to either extend the match or hasten its end. When the desired outcome is to end the match quicker, it is analogous to "running out the clock" seen in many sports. Clock management strategies are a significant part of American football, where an elaborate set of rules dictates when the game clock stops between downs, and when it continues to run.

<span class="mw-page-title-main">Kickoff (gridiron football)</span> Method of starting a drive in gridiron football

A kickoff is a method of starting a drive in gridiron football. Additionally, it may refer to a kickoff time, the scheduled time of the first kickoff of a game. Typically, a kickoff consists of one team – the "kicking team" – kicking the ball to the opposing team – the "receiving team". The receiving team is then entitled to return the ball, i.e., attempt to advance it towards the kicking team's end zone, until the player with the ball is tackled by the kicking team, goes out of bounds, scores a touchdown, or the play is otherwise ruled dead. Kickoffs take place at the start of each half of play, the beginning of overtime in some overtime formats, and after scoring plays.

In sports strategy, running out the clock is the practice of a winning team allowing the clock to expire through a series of preselected plays, either to preserve a lead or hasten the end of a one-sided contest. Such measures expend time but do not otherwise have a tactical purpose. This is usually done by a team that is winning by a slim margin near the end of a game, in order to reduce the time available for the opposing team to score. Generally, it is the opposite strategy of running up the score.

A play clock, also called a delay-of-game timer, is a countdown clock intended to speed up the pace of the game in gridiron football. The offensive team must put the ball in play by either snapping the ball during a scrimmage down or kicking the ball during a free kick down before the time expires, or else they will be assessed a 5-yard delay of game or time count violation penalty. If a visible clock is not available or not functioning, game officials on the field will use a stopwatch or other similar device to enforce the rule.

<span class="mw-page-title-main">Quarterback kneel</span> American football and Canadian football play

In American football and Canadian football, a quarterback kneel, also called taking a knee, genuflect offense, kneel-down offense, or victory formation, occurs when the quarterback touches a knee to the ground immediately after receiving the snap, thus downing himself and ending the play. It is primarily used to run the clock down, either at the end of the first half or the game itself, to preserve a lead or ensure a game goes into overtime if the game is tied and in the fourth quarter. Although it generally results in a loss of some yardage and uses up a down, it minimizes the risk of a fumble, which would give the other team a chance at recovering the ball.

The two-minute warning is a suspension of play in an American football game that occurs when two minutes remain on the game clock in each half of a game, i.e., near the end of the second and fourth quarters, and overtime. Its effect on play is similar to that of a timeout: the game clock stops and the teams gather to discuss strategy. The suspension of play is two minutes long, the same as the short two-minute intermissions between quarters within each half. The rule is used in levels of professional football and is referred to as the two-minute timeout in the NCAA and high school football in Texas since 2024.

In Canadian football, the three-minute warning is given when three minutes of game time remain on the game clock in the first and second halves of a game. The three-minute warning stops the game clock in all cases. American football has a two-minute warning.

A television timeout is a break in a televised live event for the purpose of television broadcasting. This allows commercial broadcasters to take an advertising break, or issue their required hourly station identification, without causing viewers to miss part of the action.

Delay of game is an action in a sports game in which a player or team deliberately stalls the game, usually with the intention of using the delay to its advantage. In some sports, the delay of game is considered an infraction if it is longer than that permitted according to the game's rules, in which case a penalty can be issued. Some sports that have a delay of game penalty are American football, Canadian football, ice hockey and association football.

In the sports of American football or Canadian football, the act of icing the kicker or freezing the kicker is the act of calling a timeout immediately prior to the snap in order to disrupt the process of kicking a field goal. The intent is to throw the kicker off of their routine and force them to feel pressure for a longer amount of time. The tactic is used at the collegiate and professional levels, although its effectiveness has not been proven.

In team sports, substitution is replacing one player with another during a match. Substitute players that are not in the starting lineup reside on the bench and are available to substitute for a starter. Later in the match, that substitute may be substituted for by another substitute or by a starter who is currently on the bench.

<span class="mw-page-title-main">Penalty (gridiron football)</span> Penalty in American football

In gridiron football, a penalty is a sanction assessed against a team for a violation of the rules, called a foul. Officials initially signal penalties by tossing a bright yellow colored penalty flag onto the field toward or at the spot of a foul.

In gridiron football, replay review is a method of reviewing a play using cameras at various angles to determine the accuracy of the initial call of the officials. An instant replay can take place in the event of a close or otherwise controversial call, either at the request of a team's head coach or the officials themselves.

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<span class="mw-page-title-main">Rules of water polo</span> Rules and regulations covering the play, procedure, and equipment of water polo

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