For Judges
How do you judge at a speedcubing competition? The judge observes the attempt, manages the timer and records the result under WCA rules.
The guide covers puzzle preparation, the start and finish of an attempt, possible penalties and correct result-sheet completion.
Judges help make sure every official attempt is fair and correctly recorded. Judging may look difficult at first, but the procedure is simple once you learn the steps.
This is a simplified guide. If you are unsure about a rule, do not guess—call the WCA Delegate.
Before you start judging
Make sure you know:
- which event and round you are judging;
- the time limit and cutoff for the round;
- whether the event has any special rules;
- where completed score sheets and puzzles should go.
Normally, you should not judge competitors from your own group until you have completed all your attempts in that round. Follow the organisers’ instructions.
If you have never judged before, tell an organiser. They can quickly show you how the timer, stopwatch and score sheet work.
Prepare the solving station
Before calling the competitor:
- Check that the score sheet belongs to the correct competitor, event, round and attempt.
- Make sure the puzzle is covered and has been officially scrambled.
- Place the covered puzzle completely on the mat in an arbitrary orientation.
- Turn on and reset the speedsolving timer.
- Prepare a separate stopwatch for inspection.
- Check the time limit for the attempt.
Do not uncover the puzzle or allow the competitor to see it before inspection begins.
How to judge a standard attempt
1. Call the competitor
Call the competitor’s name and confirm that the person at the station matches the score sheet.
When everything is ready, ask:
“Ready?”
Wait for the competitor to clearly confirm. The competitor should be ready to begin within one minute. If there is a problem, call the WCA Delegate.
2. Begin inspection
As soon as the competitor confirms that they are ready:
- Remove the puzzle cover.
- Start the inspection stopwatch at the same time.
The competitor may pick up and inspect the puzzle, but must not turn its pieces.
Clearly call:
- “8 seconds” when the stopwatch reaches 8 seconds;
- “12 seconds” when the stopwatch reaches 12 seconds.
Stop the inspection stopwatch when the competitor lifts their hands from the timer to begin the solve.
3. Watch the start
At the end of inspection, check that:
- the puzzle is fully on the mat;
- the puzzle is not resting on the timer;
- the competitor is not touching the puzzle while starting;
- both hands are touching the timer sensors correctly;
- the competitor’s palms are facing predominantly downward.
Inspection penalties are:
- start at exactly 15.00 seconds or later, but before 17.00 seconds: +2;
- start at exactly 17.00 seconds or later: DNF.
Penalties can be cumulative. For example, a late start and an incorrect hand position may result in a total penalty of +4.
Do not distract the competitor by announcing a penalty during the solve. Remember it and record it after the attempt.
4. Observe the solve
Stay focused on the competitor until the attempt is complete.
During the solve, make sure that:
- the competitor does not receive help or advice;
- the competitor does not communicate with anyone except you or the WCA Delegate;
- nobody shows or tells the competitor anything about the solution;
- the event’s special rules are followed;
- the time limit is not exceeded.
If the attempt reaches the time limit, stop the solve immediately and record the result as DNF.
If part of the puzzle pops out, do not help the competitor retrieve or repair it. Prevent other people from helping when possible.
5. Watch the timer stop
The competitor must:
- fully release the puzzle;
- stop the timer with both hands;
- place both hands flat on the sensors with palms facing down.
Common stopping penalties include:
- stopping before fully releasing the puzzle: +2;
- stopping with one hand or an incorrect hand position: +2;
- touching the puzzle after stopping without making a move: normally +2;
- making a move after stopping: DNF.
More than one stopping penalty may apply to the same attempt.
6. Inspect the finished puzzle
After the timer stops, immediately inspect the puzzle.
Do not touch or align the puzzle until you have decided the result.
For most twisty puzzles:
- if the puzzle is solved and any small misalignments are within the allowed limit, there is no penalty;
- if exactly one move is required to solve it, the result receives +2;
- if more than one move is required, the result is DNF.
If the state is unclear, leave the puzzle exactly as it is and call the WCA Delegate.
7. Announce the result
Clearly tell the competitor whether the result is:
- OKAY;
- PENALTY;
- DNF.
Explain any penalty briefly. If the competitor disagrees, do not argue or change the puzzle. Call the WCA Delegate.
8. Record and sign the result
Write the result clearly in the correct box on the score sheet.
Official times are normally recorded to hundredths of a second. Extra digits are dropped, not rounded:
12.678 becomes 12.67
When a time penalty applies, write the original time, the penalty and the final result:
17.65 + 2 = 19.65
For two +2 penalties:
17.65 + 4 = 21.65
For an unsuccessful attempt, clearly write:
DNF
After recording the result:
- Check that it is complete and readable.
- Sign next to the result.
- Ask the competitor to check and sign it.
The competitor must not reset the timer until the result has been fully recorded and both signatures have been added.
Never sign an empty attempt box. Do not change a recorded result without permission from the WCA Delegate.
Quick judging script
- Check the name, score sheet, timer and covered puzzle.
- Ask: “Ready?”
- Uncover the puzzle and start the inspection stopwatch.
- Call: “8 seconds.”
- Call: “12 seconds.”
- Watch the start, solve and stop.
- Inspect the finished puzzle without touching it.
- Announce the result.
- Write the result and sign.
- Ask the competitor to check and sign.
Common penalties
| Situation | Result |
|---|---|
| The puzzle is partly or fully resting on the timer before the start | +2 |
| The competitor touches the puzzle while starting | +2 |
| Incorrect hand or palm position when starting | +2 |
| Start at 15.00 seconds or later, but before 17.00 | +2 |
| Start at 17.00 seconds or later | DNF |
| The competitor does not fully release the puzzle before stopping | +2 |
| The timer is stopped with one hand or incorrectly | +2 |
| The competitor touches the puzzle after stopping without making a move | Normally +2 |
| The competitor makes a move after stopping | DNF |
| The puzzle is one move away from solved | +2 |
| The puzzle needs more than one move to be solved | DNF |
| The competitor receives assistance during the attempt | DNF |
When to call the WCA Delegate
Call the WCA Delegate immediately when:
- you are unsure whether a penalty applies;
- the timer or stopwatch malfunctions;
- the competitor sees the puzzle or scramble too early;
- the puzzle appears to have been scrambled incorrectly;
- someone distracts or interferes with the competitor;
- the competitor disputes your decision;
- the competitor resets the timer before the result is recorded;
- the score sheet is missing, incorrect or unclear;
- an extra attempt may be needed;
- anything unusual happens.
Judges do not decide whether to grant an extra attempt. Leave the puzzle and equipment unchanged and wait for the Delegate.
Special events
One-Handed Solving
The competitor may use both hands during inspection. During the solve, only one hand may operate the puzzle. Once the competitor begins operating the puzzle with one hand, they must not switch to the other hand.
Using the other hand to operate the puzzle results in DNF.
Blindfolded Solving
Blindfolded events do not have a separate inspection period. The timer begins both the attempt and the memorisation phase.
The competitor removes the cover after starting the timer. When the competitor makes the first move, make sure a sight blocker is correctly placed between the competitor’s face and the puzzle.
The competitor must not look at the puzzle during the blindfolded phase. If anything is unclear, call the WCA Delegate.
Fewest Moves and Multi-Blind
These events have different procedures, timing and score formats. Only judge them after receiving event-specific instructions from the organisers or WCA Delegate.
Good judging habits
- Stay attentive for the entire attempt.
- Be calm, neutral and respectful.
- Do not coach or react to the competitor’s solution.
- Do not use your phone while judging.
- Keep the puzzle covered before inspection.
- Write every result clearly.
- Use the same identifiable signature each time.
- Never guess when you are uncertain.
Final checklist
- The correct competitor is at the station.
- The correct score sheet and attempt are being used.
- The timer is on and reset.
- The inspection stopwatch is ready.
- The puzzle is completely covered.
- You know the time limit.
- You call 8 and 12 seconds clearly.
- You inspect the finished puzzle before touching it.
- You record and sign the result clearly.
- The competitor checks and signs the result.
Good judging protects both the competitor and the fairness of the competition. When in doubt, stop and ask the WCA Delegate.
