WCA Regulations

Version: January 1, 2025
[official:575621b]

Notes

WCA Regulations and Guidelines

The WCA Regulations contain the full set of Regulations that apply to all official competitions sanctioned by the World Cube Association.
The WCA Regulations are also supplemented by the WCA Guidelines. The Regulations should be considered a complete document, but the Guidelines contain additional clarifications and explanations.

Wording

Uses of the words "must", "must not", "should", "should not" and "may" match RFC 2119.

Information on the Internet

Website of World Cube Association: www.worldcubeassociation.org
Original source of the WCA Regulations: www.worldcubeassociation.org/regulations
WCA Regulations in PDF format

Source

Development of the WCA Regulations and Guidelines is public on GitHub and the discussion is public on the WCA Forum.

Contact

For questions and feedback, please contact the WCA Regulations Committee (WRC).

Contents

Note: Because Article and Regulation numbers are not reassigned when Regulations are deleted, there may be gaps in numbering.

Article 1: Officials

Article 2: Competitors

Article 3: Puzzles

Article 4: Scrambling

Article 5: Puzzle Defects

Article 7: Environment

Article 9: Events

Article 10: Solved State

Article 11: Incidents

Article 12: Notation

  • 12c) Notation for Square-1:
    • 12c1) Moves are applied with one of the two smallest surfaces of the equatorial slice on the left side of the front face.
    • 12c2) (X, Y) means: turn upper layer X times 30 degrees clockwise, turn bottom layer Y times 30 degrees clockwise. X and Y must be integers from -5 to 6, and cannot be both equal to 0.
    • 12c3) "/" means: turn the right half of the puzzle 180 degrees.
    • 12c4) Metric for Square-1: (X, Y) counts as one move, "/" counts as one move.
  • 12d) Notation for Megaminx (scrambling notation only):
    • 12d1) Face Moves:
      • 12d1a) Clockwise, 72 degrees: U (upper face).
      • 12d1b) Counter-clockwise, 72 degrees: U' (upper face).
    • 12d2) Other moves are applied while keeping 3 pieces fixed at the top left of the puzzle:
      • 12d2c) Clockwise 144 degrees move of the whole puzzle except for the slice of top left three pieces: R++ (vertical slices), D++ (horizontal slices).
      • 12d2d) Counter-clockwise 144 degrees move of the whole puzzle except for the slice of top left three pieces: R-- (vertical slices), D-- (horizontal slices).
  • 12e) Notation for Pyraminx:
    • 12e1) The puzzle is oriented with the bottom face completely horizontal and the front face facing the person who is holding the Pyraminx.
    • 12e2) Clockwise, 120 degrees: U (upper 2 layers), L (left 2 layers), R (right 2 layers), B (back 2 layers), u (upper vertex), l (left vertex), r (right vertex), b (back vertex).
    • 12e3) Counter-clockwise, 120 degrees: U' (upper 2 layers), L' (left 2 layers), R' (right 2 layers), B' (back 2 layers), u' (upper vertex), l' (left vertex), r' (right vertex), b' (back vertex).
  • 12g) Notation for Clock:
    • 12g1) The puzzle is oriented with 12 o'clock on top, and either side in front.
    • 12g2) Move pins up: UR (top-right), DR (bottom-right), DL (bottom-left), UL (top-left), U (both top), R (both right), D (both bottom), L (both left), ALL (all).
    • 12g3) Turn a wheel next to an up-position pin and move all pins down afterwards: X+ (X clockwise turns), X- (X counter-clockwise turns).
    • 12g4) Turn around the puzzle so that 12 o'clock stays on top, and then move all pins down: y2.
  • 12h) Notation for Skewb:
    • 12h1) The puzzle is oriented with three faces fully visible, where the upper face is on top.
    • 12h2) Clockwise, 120 degrees: R (the layer around the farthest visible bottom-right vertex), U (the layer around the farthest visible upper vertex), L (the layer around the farthest visible bottom-left vertex), B (the layer around the farthest non-visible back vertex).
    • 12h3) Counter-clockwise, 120 degrees: R' (the layer around the farthest visible bottom-right vertex), U' (the layer around the farthest visible upper vertex), L' (the layer around the farthest visible bottom-left vertex), B' (the layer around the farthest non-visible back vertex).
  • 12i) Definition: A move is considered to be any change to the puzzle state in terms of the notation defined above, including misalignments beyond the limits described in Regulation 10f.
    • 12i1) Exception: For Clock, only changes in the position of the inner clock faces are considered to be moves. Changes to the state of the pins are not considered to be moves.
  • Article A: Speed Solving

    Article B: Blindfolded Solving

    Article C: One-Handed Solving

    Article E: Fewest Moves Solving

    Article H: Multi-Blind Solving

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