For Competitors

How do you register for a WCA competition? This page explains how to find an event, complete registration and check your selected events.

Before a first speedcubing competition, understand the schedule, competitor rules, call-up procedure and basic participant responsibilities.

This is a simplified guide. The official WCA Regulations always take priority.

Before the competition

Register through the competition page and carefully check:

  • the date and location;
  • the events you entered;
  • the competition schedule;
  • registration and payment instructions;
  • time limits and cutoffs;
  • your group assignments, if they have already been published.

First competition? Bring a passport, national ID or a clear photo of the document. The WCA Delegate may use it to verify your name, date of birth and citizenship.

Competitors under 18 need permission from a parent or guardian. Check the competition page to see whether a signed consent form is also required.

Competitors under 18 need permission from a parent or guardian. At your first WCA competition, your name, date of birth and represented country may be checked using an official document or a clear photo of one.

Try to arrive early. This gives you enough time to check in, find the competition area and listen to any instructions for new competitors.

What to bring

Bring your own puzzle for every event you entered. Your puzzles should be solved, working properly and ready to submit when your group is called.

It is also a good idea to bring a spare puzzle in case your main one breaks or is not approved.

Your puzzle must:

  • have clear and complete colours;
  • be clean and fully operational;
  • have no markings or damage that help identify pieces;
  • contain no electronic components, such as Bluetooth, sensors or motors.

Magnetic and stickerless puzzles are normally allowed, provided they follow the WCA Regulations. The WCA Delegate has the final decision about whether a puzzle may be used.

When you arrive

Check in with the organisers and find out:

  • where competitors should wait;
  • when your events begin;
  • which group you are in;
  • where puzzles must be submitted.

Listen carefully to announcements. The schedule may move faster or slower than expected, so stay close to the competition area before your group begins.

Attend the first-time competitor tutorial if one is offered.

When your group is called

Be present and ready with your solved puzzle. Give it to the organisers or place it in the area they indicate.

A scrambler will apply the official scramble and place a cover over your puzzle. You must not see the scrambled puzzle before inspection begins.

Stay in the competitor waiting area or at your assigned station until all your attempts are complete. Do not enter the scrambling area or try to watch someone solving a scramble that you have not yet received.

How an official attempt works

1. Sit at the solving station

When your name is called, go to the assigned station. Your covered puzzle will be placed on the mat.

The judge will ask: “Ready?”

Confirm when you are ready. You should be ready to begin within one minute.

2. Inspect the puzzle

The judge removes the cover and starts the inspection stopwatch.

You may pick up the puzzle and look at it from every side, but you must not make any turns.

The judge will say:

  • “8 seconds” after eight seconds;
  • “12 seconds” after twelve seconds.

Before starting the timer, place the puzzle completely on the mat. It must not rest on the timer.

3. Start the timer

Place your fingers on the raised timer sensors.

Your hands should be:

  • on your side of the timer;
  • facing mostly downward;
  • touching both sensors;
  • completely separate from the puzzle.

Wait until the timer is ready—normally shown by a green light—then lift your hands to start the timer and begin solving.

4. Solve the puzzle

During inspection and the solve, you may speak only to your judge or the WCA Delegate.

Do not accept help, advice or information from another person. Phones, notes or other objects must not be used to help with the solution.

5. Stop the timer

When the puzzle is solved:

  1. Completely release the puzzle.
  2. Stop the timer with both hands.
  3. Keep both hands flat on the sensors, with your palms facing down.

Do not stop the timer while you are still touching the puzzle.

6. Wait for the judge

After stopping the timer:

  • do not touch the puzzle;
  • do not correct a misalignment;
  • do not reset the timer.

The judge must first inspect the puzzle and decide whether the result is okay, receives a penalty or is a DNF.

7. Check the score sheet

The judge writes the result and signs the score sheet.

Before signing it yourself, check that:

  • the time is correct;
  • any penalty is written correctly;
  • the result is clear and readable;
  • the judge has signed.

Your attempt is finished when you have checked and signed the result.

Common penalties

What does “+2” mean?

A +2 penalty adds two seconds to your result.

For example: 12.45 + 2 = 14.45

More than one penalty can be added to the same attempt.

What does “DNF” mean?

DNF means “Did Not Finish.” The attempt does not count as a successful result.

Common inspection penalties

  • Starting at exactly 15 seconds or later, but before 17 seconds: +2
  • Starting at exactly 17 seconds or later: DNF
  • Turning or intentionally changing the puzzle during inspection: DNF

Common starting penalties

  • Touching the puzzle while starting the timer: +2
  • Placing the puzzle partly on the timer: +2
  • Starting with an incorrect hand or palm position: +2

Common stopping penalties

  • Stopping the timer before fully releasing the puzzle: +2
  • Stopping the timer incorrectly or with only one hand: +2
  • Touching the puzzle after stopping without making a move: usually +2
  • Making a move after stopping: DNF
  • Resetting the timer before the result is recorded and signed: may result in DNF

An unfinished puzzle

For most twisty puzzles:

  • if the puzzle is solved or all layer misalignments are within the allowed limit: no penalty;
  • if the puzzle is one move away from solved: +2;
  • if more than one move is required: DNF.

Do not touch the puzzle when the result is unclear. Ask the judge to call the WCA Delegate.

Competition formats

Average of 5

You complete five attempts. The best and worst results are removed, and the average of the remaining three becomes your final result.

Mean of 3

You complete three attempts, and the average of all three becomes your final result.

Best of 1, 2 or 3

You receive one, two or three attempts. Your best result is used.

Cutoff

Some rounds have a cutoff. You first receive one or two attempts.

If at least one result is faster than the cutoff, you continue and complete the remaining attempts. If neither result meets the cutoff, your round ends there.

Time limit

The time limit is the maximum allowed time for an attempt. When the limit is reached, the judge stops the solve and records a DNF.

Always check the competition page because formats, cutoffs and limits may differ between competitions and events.

If something goes wrong

Immediately tell your judge if:

  • the timer does not work correctly;
  • the cover is removed before you are ready;
  • someone distracts or interferes with you;
  • you see your scramble too early;
  • your puzzle appears to be scrambled incorrectly;
  • another problem affects your attempt.

Do not touch the puzzle, reset the timer or sign the score sheet while the issue is being discussed.

Ask for the WCA Delegate. Only the Delegate can decide whether you receive an extra attempt. Report the problem as soon as it happens—an extra attempt is not guaranteed.

After your attempts

Return to the waiting area if you still have attempts remaining.

After completing the round, check the displayed or online results when available. If the event has another round, check whether you qualified and when the next round begins.

After the results from your first official competition are published, you will receive a WCA ID and a WCA profile.

Special events

Blindfolded solving, one-handed solving, Fewest Moves and Multi-Blind have additional rules.

Read the event-specific regulations before competing, and ask the WCA Delegate when anything is unclear.

Final checklist

Before your group begins, make sure that:

  • you know your group and start time;
  • your puzzle is solved and ready;
  • you know where to submit it;
  • you understand the inspection procedure;
  • you know how to start and stop the timer;
  • you check every result before signing.

Most importantly, relax and enjoy the competition. Every experienced speedcuber once attended their first event.