This is how to judge

Take a seat beside an available competition station. A competition station is a place with a timer, mat and display. Here you will also find a stopwatch and a pen.

A runner will give you a scrambled cube inside a box. The cover is for the competitor not to be able to see the cube or the scramble. Together with the cube, you will find a scorecard to be filled in with times. Take out the scorecard and place the cube on the mat with the cover on top. Click reset on the timer and make sure it shows 0.00.

When the competitor has sat down, you ask “Are you ready?”. The competitor has a maximum of 60 seconds to get ready. When the person has let you know they are ready, you lift the cover and start your stopwatch. Now the competitor has 15 seconds to inspect the cube, but not make any moves on it. They can use their hands for this. Check the stopwatch and warn the competitor when 8 and 12 seconds have passed. You do this by saying “eight” … “twelve”. The competitor must begin their attempt within 15 seconds. If it goes over 15 seconds, the competitor is penalized by +2 seconds on his or her time. If 17 seconds pass before the competitor starts to solve, the solution will be disqualified (DNF).

When the cube is solved and the competitor has stopped the time, you write down the time on the piece of paper and then sign it with your initials. If the solution is to be penalized by +2 seconds, write in this format: 32.17 +2 = 34.17. If the solve is disqualified, write DNF (did not finish).

Make sure the competitor reviews, agrees and signs the time written down as well. After this, the competitor goes back to the waiting area. You hold the cover with the cube and scorecard up in the air so that a runner can see it. When the runner has collected these, you remain seated and wait for the next competitor. Repeat until the entire round is finished.

judge-speedcubing-competition

Two judges sitting and waiting at competition stations

The stopwatches may look a little different, but they are very simple. On the left you have a reset button that removes the old time and resets it to zero. On the right you have a start/stop button. Click the right button once to start the timer, then click it again to stop the timer. Click the left button to reset it before the next attempt.

The timer should already be on when you arrive at the station. If not, start the timer using the On/Off button. Click the Reset button to delete the old time and reset it to zero. The competitor places their fingertips on the blue pressure plates with yellow markings. When the lamp lights up green (after approximately half a second of pressure on the plates), the timer can be released and the time starts ticking. When the cube is solved, the competitor puts their fingers back on the tiles to stop time. Write down the time and make sure both have reviewed and signed the time before clicking the reset button again for the next competitor.

A Score sheet / scorecard is the sheet with the times. On the sheet, you will find the name of the competition, the current event, the competitor and some other information already filled in. Your job as a judge is to write down the time that the competitor got. Double check that you have written correctly and clearly, then sign. Make sure the competitor also reviews and signs the time you have written down.

You write down the time in the format “Minutes:Seconds.hundredths”. For example: “2:36.19” (two minutes, 36 seconds and 19 hundredths).

If a penalty is imposed, write “The time + 2 = new time” For example: 2:36.19 +2 = 2:38.19

If the attempt failed, write “DNF” (did not finish).

When starting the attempt
When starting the timer, the palms must lie down with the fingers on the sensors. The cube must be in front of the timer and must not be touched.

During the attempt
The competitor may not speak to anyone other than the judge or a delegate. Outside help means disqualification (DNF).
If the cube gets popped or corner twisted, the competitor gets to put back/turn the pieces back to the same position as before.

After the attempt
The timer must be stopped with the palms facing down and with the fingers on the sensors.
The cube must not be touched.
If the cube is one move away from being solved, the solution is valid, but a penalty of +2 seconds is awarded.
If the cube is two moves away from being solved then the solution is not valid. (DNF)
If all layers are not correctly aligned with each other: If one layer is less than 45 degrees off, the cube is counted as solved. If the layer is more than 45 degrees off, it counts as a move away from solved (+2 penalty). If the layer is exactly at 45 degrees off and you don’t know how to judge it, you contact a delegate who acts as chief judge. Make sure no one touches the cube, it should remain on the table.

If you are unsure
Contact the delegate of the competition.

  • You must not talk to anyone about the scrambles. These are secret until the round is over.
  • Do not disturb the competitors.
  • When judging, don’t solve cubes or look at your mobile phone. Focus on judging the solve.
  • If you are ever in doubt, contact the delegate instead of making an uncertain decision.

Want to learn more about speedcubing competitions? Click here to access our full competition guide.

⟵ Back to more Speedcubing

Leave a Reply

Your email address will not be published. Required fields are marked *