World Cube Association 世界魔方协会

Competition regulations 比赛规则

Version: 2010 final, April 14, 2010 版本2010最终版 4月14日

Notes 注释

Latest textual revision: May 13, 2010
最新更新的文字版本 6月15日
To make the regulations easier to read we use 'he' where the reader should read 'she or he'.
The use of the words 'must', 'must not', 'should', 'should not' and 'may' comply with RFC 2119.
为了使本文更容易阅读和理解,使用他来代替“他”和“她”。 关于英文原版的一些词汇,如“必须”“必须不”等等请参阅英文规则的说明RFC2119,见上文链接

关于一些词语说明:英文原文中的 Stackmat均予以保留而不作更改,表示带有垫子的 Stackmat计时器或者垫子本身。英文原文中的 Puzzle统一意思为魔方,泛指所有的具有打乱和还原状态的智力玩具,具体项目将以“三阶魔方”“五魔方”等字样出现。英文原文中的 Square‐1以“SQ‐1魔方”的名称出现,“扇形魔方”指相同的魔方。附则中的“单拧”表示单手还原魔方。附则中的“脚拧”表示用脚还原魔方。附则中的“多个盲拧”表示连续盲拧还原多个魔方。

感谢中国魔友Noski 和证明在过去的翻译工作,08版中文版基于二位魔友的翻译工作,感谢各位为规则翻译提出宝贵意见的魔友。本版中文版规则在PDF文件的基础上制作了网页,尽量符合英文版的版式。中文翻译版 Ming Zheng, Deyuan Guo, Shihang Wang.

Contact 联系方式
For questions and feedback, please contact the WCA Board.
如果对规则本身有任何意见建议,请联系WCA组织,对于中文翻译版本的意见建议,请联系 Shihang Wang
Information on internet 在互联网上的信息
Website of World Cube Association WCA官方站点: http://www.worldcubeassociation.org/.
Original source of the WCA regulations WCA规则页面: www.worldcubeassociation.org/regulations.
WCA regulations in PDF formatWCA 规则的PDF格式 .

Translations 各语种翻译
German translation by Florian Weingarten. Version 2010.
Polish translation by Stefan Lapicki. Version 2010.
Portuguese translation by Pedro Santos Guimarães, Carlos Alberto de Alcântara Jr. and Rafael Werneck Cinoto. Version 2010.
Romanian translation by Radu Faciu. Version 2010.
Spanish translation by Alexandre Toledo Guillén and Carlos Angosto. Version 2010.

Hungarian translation by Olivér Nagy. Version 2009.
Italian translation by Luca Feliciotto. Version 2009.
Japanese translation by Masayuki Akimoto, Hiroki Akiyama, Takeshi Akuzawa, Satoshi Idekawa, Toru Omura, Kentaro Nishi and Ryosuke Mondo. Version 2009.
Russian translation by Anton Rostovikov. Version 2009.
Thai translation by Chonlathep Kitsinthopchai. Version 2009.

Finnish translation by Petri Vanhala. Version 2008.
French translation by Pierre Calendini and Gilles Roux. Version 2008.
Korean translation by Park Joon-Ho. Version 2008.

Czech translation by Josef Jelinek. Version 2006 v1.


Contents 目录

Article 1: Officials 第一章 工作人员

1a) A competition must have the following officials: an organisation team (with one or more members), a WCA delegate, a main judge per event, judges, scramblers and score takers.在一届比赛中必须包括以下工作人员:一个包括一至多个成员组成的组织团队,一名 WCA的代表,每个项目一名主裁判,裁判员,打乱员和计分员;
1b) The organisation team of a competition is responsible for:组织团队具有以下义务:
  • 1b1) Making all arrangements before and during the competition.在比赛前和比赛期间负责所有组织安排工作;
  • 1b2) Making a printed or electronic version of the WCA regulations available at the competition.为比赛准备可用的电子版或打印版的规则;
1c) The WCA delegate for a competition is responsible for:比赛的WCA代表有以下责任:
  • 1c1) Reporting to the WCA Board about whether the full WCA regulations were followed during the competition. Reports must be available within one week after the competition.须在比赛结束后一星期内向 WCA组织递交一份报告,内容关于 WCA的比赛规则是否在比赛的全过程中得到完整地实施;
  • 1c2) Reporting to the WCA Board about the overall course of the competition, and about incidents. Reports must be available within one week after the competition.须在比赛结束后一星期内向 WCA组织递交一份报告,内容关于比赛的全部进程,以及其中发生的意外事件;
  • 1c3) Sending the competition results to the WCA Board. Results should be available at the end of the last day of the competition.在比赛的最后一天需要把比赛结果准备好发送给 WCA组织;
  • 1c4) Sending corrections to the competition results to the WCA Board. Corrections should be available within one week after the competition.在比赛结束后的一周之内向 WCA组织发送比赛结果的修正;
  • 1c5) Advising the other officials when needed.在有需要的情况下向其他官方人员提供参考建议;
  • 1c6) Approving all events and event formats of a competition, before the competition starts and when changes are needed during the competition.确定比赛中的项目和项目形式,并在比赛当中有需要的时候对项目和比赛形式作适当的更改;
  • 1c7) Decisions on disqualification of a competitor for the competition, as described in other articles.按其它章节所描述的细则,决定是否取消某名参赛者参加比赛的资格;
  • 1c8) Providing the scrambles.提供打乱;
1d) Each event must have one main judge. The main judge for an event is responsible for:每项目中必须有一名主裁判,主裁判有以下的责任:
  • 1d1) Making sure that the regulations are followed.确保本比赛规则在该项目中得到实施;
  • 1d2) Decisions on disqualification of a competitor for an event, as described in other articles.具有剥夺参赛者参赛权的权力,具体请参见本规则相应部分;
  • 1d3) Decisions on starting a round later or earlier than scheduled. In case of changes in the time schedule, there should be a clear announcement to all competitors.在确保明确通知到所有参赛者的情况下,主裁判可以推迟或提早某一轮次的比赛时间;
1e) Each event must have one or more judges.每项目必须有至少一名裁判员:
  • 1e1) A judge for an event is responsible for executing the procedures of the event.每一项目的裁判员有责任执行该项目的比赛规程;
  • 1e2) All competitors should be available for judging, if needed by organisation team. Penalty: disqualification of the competitor for the competition.所有参赛者必须服从裁判员的判决结果,在必要时可以请求组织团队进行裁决,不服从判决结果的参赛选手,将有可能被剥夺参赛资格;
1f) Each event (except for puzzles that are not scrambled) must have one or more scramblers.每项目必须有至少一名打乱员,如果该项目魔方不需要打乱,则不必设置打乱员:
  • 1f1) A scrambler for an event is responsible for applying the scramble sequences to the puzzles.打乱员有义务将魔方按打乱公式打乱;
  • 1f2) All competitors should be available for scrambling, if needed by organisation team. Penalty: disqualification of the competitor for the competition.所有参赛者必须服从打乱结果,在必要时可请求组委会进行裁决。不服从魔方打乱结果的参赛选手,将有可能被剥夺参赛资格;
1g) Each event must have one or more score takers.每项目必须有至少一名计分员:
  • 1g1) A score taker for an event is responsible for registering the event results.计分员有义务记录比赛结果;
  • 1g2) Changes to the score sheets must only be made with consent of the main judge.只有得到主裁判的同意时,才可以对记录的比赛结果进行更改;
1h) Competitors can be divided into groups to handle large events or to enable competitors to help with scrambling or judging.对于大规模的赛事,可将参赛者分成若干组,以便于参赛者协助进行打乱和裁判工作:
  • 1h1) Competing judges/scramblers for a round must not judge or scramble in their own group, until after they have completed all their solves for the round.参加比赛的裁判或打乱员在完成他们自己的比赛之前,不能为他本人所在的组的同轮次比赛进行裁判和打乱;
  • 1h2) Groups must have different scramble sequences.各组之间必须采用的不同的打乱公式;
1i) The WCA delegate (before the competition starts) and main judge (before the event starts) must be announced to the competitors.比赛的 WCA代表须在比赛开始前向参赛选手声明自己的 WCA代表身份,每一项目的主裁判需要在该项目比赛开始前向参赛选手声明自己的主裁判身份;
1j) All officials may compete in the competition, but a main judge for an event must not compete in the event unless the WCA delegate is also the main judge.工作人员允许参加比赛,但每个项目的主裁判不允许参加该项目比赛;
1k) Officials can have several roles combined (organisation team, WCA delegate, main judge, judge, score taker, scrambler).工作人员允许身兼数职,包括组委会、 WCA代表、主裁判、裁判员、计分员、打乱员。

Article 2: Competitors 第二章 参赛者

2a) Any person may be a competitor during a competition, if he:满足以下条件的任何人都可以成为一届比赛的参赛者:
  • 2a1) accepts the WCA regulations;接受 WCA的比赛规则;
  • 2a2) meets the competition requirements, which must be clearly announced before the competition;满足比赛的参赛条件,参赛条件必须在比赛前宣布;
  • 2a3) is not suspended by WCA Board.没有被 WCA组织禁止参赛;
2b) Competitors younger than 18 must first ask their parent(s)/guardian(s) for permission.未满十八周岁的参赛者必须得到父母/监护人的同意方可参赛;
2c) Registrants must provide all required information (at least: name, country, date of birth, gender, contact information, selected events) for their registration to be considered complete.登记参赛者必须提供所有必要的信息,至少要有:姓名,国家,生日,性别,联系方式,报名参赛项目;
2d) All information (except: name, country, date of birth, gender, selected events and competition results) must be used for the competition only, and may only be given to other organisations/persons after permission from the competitor.所有登记信息(除了姓名,国家,生日,参赛项目和比赛结果)只能用于比赛,且只有在征得参赛者本人同意后才能提供给其他的组织 /个人;
2e) Competitors must be able to show a passport/id-card during registration at the location to prove their identity.参赛者在指定地点进行参赛注册时必须持有能证明其身份的护照/身份证;
  • 2e1) Competitors may represent the country that they have the nationality of.参赛者可以代表其国籍所在国家参赛;
  • 2e1a) The eligible countries are defined by Wikipedia List of sovereign states ("Internationally recognized sovereign states" and "Other states").符合参赛条件的国家和地区列表参见 http://en.wikipedia.org/wiki/List_of_countries
  • 2e2) Competitors with more than one nationality may change representing a country in their first competition of a calendar year.拥有多个国籍的参赛者,可以在本年度第一次参加比赛时更换其代表的国家,其后在本年度内不得再做更改;
2f) Competitors must obey venue regulations and conduct themselves in a manner considerate of others at all times during the competition and while at the competition venue.参赛者须遵守赛场规定,在比赛全过程中保持文明礼貌,并顾及到其他参赛者的利益;
2g) Competitors must remain quiet when inside the designated competition area. Talking is permitted, but must be kept at a reasonable level, and away from those competing.参赛者在指定的比赛区域中必须保持安静。允许交谈,不可大声喧哗,且要与正在进行比赛的参赛者保持距离;
2h) Competitors must be fully dressed. Competitors may dress in jeans, pants, shorts, slacks, skirts, foot-wear, T-shirts or dress shirts. Hats may be worn. Clothes must not display vulgar language or have inappropriate pictures.参赛者必须完整地着装。参赛者可以穿牛仔裤、长裤、短裤、休闲裤、裙子、鞋子、T恤或衬衫。允许戴帽子。衣着上不得印有粗俗的话语或者不适合的图片;
2i) While competing, competitors must not use sound equipment, other electronic equipment (like walkmans, dictaphones or additional lighting).在比赛过程中,参赛者不得使用声音设备或者其他电子设备(比如随身听、录音机、照明设备等);
2j) Disqualification of a competitor for an event may be enforced by the main judge of an event if a competitor fails to show up in time for a round of an event.若参赛者在某项目比赛中的某一轮次未能及时到场参赛,该项目的主裁判有权剥夺该参赛者在该项目的参赛权;
2k) Disqualification of a competitor for a competition may be enforced by the WCA delegate for the following reasons:在以下情况下, WCA代表有权剥夺参赛者的参赛资格:
  • 2k1) competitor fails to show up in time for registration for the competition;参赛者未能及时报到;
  • 2k2) competitor is suspect of cheating or defrauding the officials during the competition;参赛者被怀疑在比赛中作弊或者欺骗工作人员;
  • 2k3) competitor behaves in a way that is unlawful, violent or indecent, or intentionally damages venue facilities or anyone's personal property within the venue;参赛者在赛场内做出非法、暴力、下流的举动,故意损害赛场设施,或故意损害他人利益;
  • 2k4) competitor interferes or becomes a blatant distraction to others during the competition;参赛者故意干扰其他选手的比赛,或在赛场喧闹使得其他选手分心;
  • 2k5) competitor refuses to abide by any of the WCA regulations during the competition.参赛者在比赛过程中拒绝遵守 WCA的比赛规则;
2k6) The WCA Board may temporarily suspend a competitor, if the WCA Board decides that the competitor discredits the community by behaviour described in article 2k2, 2k3, 2k4 or 2k5. WCA组织确定一名参赛者有上述 2k2、2k3、2k4、2k5的行为并造成危害时,可以暂时中止其比赛;
2l) Disqualification occurs immediately or after warning based on the nature of the infraction.根据违反规则的严重程度,对参赛者参赛资格的剥夺可以当场实施,也可以先予以警告;
2m) Competitors are not eligible for any refund of any expenses they incurred to be part of the competition as a result of disqualification.参赛者参加比赛所支付的一切费用,在被剥夺参赛资格后不予退还;
2n) Competitors may dispute a ruling in verbal form to the WCA delegate.对裁判的判决有异议时,参赛者有权力与 WCA代表进行口头上的争议;
2o) Disputes are only possible during the competition, within 30 minutes after the disputed incident happened, and before the next round of the event has started.口头争议只能在比赛中进行,且必须在争议发生后三十分钟内并且是下一轮比赛开始前的时间内进行;
2p) The dispute must be handled by the WCA delegate before the next round of the event has started.WCA代表必须在下一轮比赛开始前结束争议并宣布处理结果;
2q) Disputes are only possible within the parameters of the discretion of the organisation team. No disputes are possible regarding the WCA regulations.争议只能针对裁判员、组织团队的判罚,不允许质疑 WCA的比赛规则;
2r) The competitor must accept the final ruling of the WCA delegate. Penalty: disqualification of the competitor for the competition.参赛者必须接受 WCA代表的昀终判罚,否则将可能被剥夺参赛资格;
2s1) For competitors with hearing disabilities, judges may replace the vocal instructions with hand signals.对于有听力障碍的参赛者,裁判员可以用手势代替声音指示;
2s2) For competitors with physical disabilities, judges may give help with starting and stopping the timer.对于有身体残障的参赛者,裁判员可以帮助其开启和停止计时器;
2t) Before the competition all competitors should make themselves familiar with the WCA regulations.所有参赛者应该在比赛前熟悉 WCA的比赛规则。

Article 3: Puzzles 第三章 魔方

3a) Competitors must bring and use their own puzzles. Competitors may borrow puzzles from other competitors, although both competitors must be ready to compete when they are called for to do so.参赛者必须携带并使用他们自己的魔方,也可以借用其他选手的魔方,但是当比赛规程
要求他们一起比赛时,他们必须同时出赛;
3b) Puzzles must be in reasonable working order, so that normal scrambling is possible.参赛者所使用的魔方必须可以合理的工作,可以正常地被打乱;
3c) Competitors must use any colour scheme for cube puzzles, as long as the puzzles show one colour per face in solved state. For other puzzles competitors must use any variation that has the same moves, positions and solutions as the original puzzle.参赛者可以对魔方使用任何正常的配色方案,但要求还原时每面只能有一种颜色。对于其他的参赛项目,参赛者可以使用任何与该项目所使用的玩具具有相同移动方式、相同位置、相同解法的魔方;
3d) Puzzles must either have coloured stickers, coloured tiles, textures or painted colours.魔方应贴有有颜色的贴纸,贴片,有质感的贴纸或者喷涂颜色。
3d1) Puzzles using textures must have different colours on each face to aid in scrambling and judging.带有有质感贴纸的魔方每面必须有不同的颜色,以便于打乱和裁判。
3e) The colours of puzzles must be solid, the same per colour, and clearly distinct from other colours.魔方的眼色必须是纯色的,每种颜色都必须相同,并且能够同其他颜色区分开来。
  • 3e1) The stickers/tiles/textures/paint may show an image (in one colour), as long as all stickers/tiles/textures/paint of a colour have the image and the same image. 贴纸/贴片/喷涂(包含有质地的贴纸),可以拥有一个相同颜色的图案,只要贴纸/贴片/喷涂的相同颜色拥有相同的图案。
3f) Stickers/tiles/textures/paint must not be thicker than 1.5 mm, or the generally available thickness for non cube puzzles.贴纸或贴片厚度不得超过 1.5毫米,对于无帖纸贴片的项目则不得超过常规厚度;
3g) Puzzles may be made smoother internally by sanding or using any lubricant.魔方可以打磨或者使用润滑剂使其更加顺滑;
3h) No modifications are allowed that enhance the basic concept of a puzzle. Some examples of enhancing the basic concept are: new moves are possible, normal moves are impossible, more pieces are visible, colours on the backside of the puzzle are visible, moves are done automatically, more or other solved states.不可以对参赛所用魔方做超常的修改使其超越了魔方的基本概念。一些超常修改的例子有:出现新的转动方法、使正常转动失效、能看见更多的颜色/块、可以看见背面的颜色、能自动发生转动、或存在其他完成状态等;
3i) Any modifications to a puzzle that result in poor performance or results by a competitor are not grounds for additional attempts in an event.对魔方所做的任何修改使得参赛者获得了不好的成绩,不能作为参赛者获得额外尝试机会的理由;
3j) Puzzles must be clean and must not have any markings, elevated pieces, damages, or other differences that distinguish one piece from a similar piece.参赛者使用的魔方必须干净清洁,且不得有任何记号、不平整的块、损伤,或者其他的一些特别之处使得可以分辨相似的两块;
3k) Puzzles must be approved by a judge before use in the competition.魔方在比赛使用之前必须被裁判认可;
3l) Cube puzzles must have at most one logo. For Rubik's Cube or bigger cube puzzles the logo must be placed on one of the centre pieces.参赛魔方上允许有至多一个标志( logo)。对于三阶或者更高阶的魔方,标志( logo)必须在其中一块中心块上;
  • 3l1) Colourless logos (max. 1 logo per colour) that are engraved are not considered as logos.无色的雕刻标志(logo)将不被认为是标志(logo),每种颜色最多只允许有一个;
3m) All puzzle and puzzle part brands are allowed, as long as the puzzles comply with the other WCA regulations.只要在符合WCA规则规定范围内的,可以使用所有品牌的魔方和魔方零部件。

Article 4: Scrambling 第四章 打乱

4a) A scrambler must apply the scramble sequences.魔方必须由打乱员按打乱步骤进行打乱;
4b) Puzzles must be scrambled using a computer-generated random scramble sequence or scrambled position, that must be kept secret for all but the scramblers.打乱魔方必须使用由电脑随机生成的打乱步骤或状态,打乱步骤或状态必须对打乱员以外的所有人保密;
4c) Standard metric for scrambling and solving is Half Turn Metric (See Article 12).标准的打乱和还原魔方的步骤以半转规则度量(见第十二章);
4d) Cube puzzles must be scrambled with the white (or the lightest colour by default) face on top and green (or the darkest adjacent face by default) on the front.魔方打乱时候必须将白面(或者六面中颜色昀浅的面)置于顶面,绿面(或者顶面的最深色邻面)置于前面;
4e) Competitors must solve the same scramble sequences or scrambled positions per group of competitors.在每轮比赛中,同一组的参赛者必须还原采用同样步骤打乱的魔方;
4f) The number of moves to scramble a puzzle must be:各类不同魔方的打乱步数如下(半转规则):
Puzzle魔方 Scramble length (Half Turn Metric)打乱长度(半转规则) Program程序

2x2x2 Cube

二阶魔方

Random position

随机状态

Scramble program 打乱程序

Rubik's Cube

三阶魔方

Random position

随机状态

Cube Explorer version 4.30 or higher使用Cube Explorer4.30或者更高版本

4x4x4 Cube

四阶魔方

40 moves

四十步

Scramble program打乱程序

5x5x5 Cube

五阶魔方

60 moves

六十步

Scramble program打乱程序

6x6x6 Cube

六阶魔方

80 moves

八十步

Scramble program打乱程序
If scrambled position differs from executed scramble WCA delegate decides whether rescramble is necessary.(如果打乱员打乱结果与程序不符,由WCA 代表来决定是否需要重新打乱。)

7x7x7 Cube

七阶魔方

100 moves

一百步

Scramble program打乱程序
If scrambled position differs from executed scramble WCA delegate decides whether rescramble is necessary.(如果打乱员打乱结果与程序不符,由WCA 代表来决定是否需要重新打乱。)

Clock

魔表

Random position
with random pin positions at the end

随机状态(最后一步将按钮随机按下)

Scramble program打乱程序

Megaminx

五魔方

70 moves

七十步

Scramble program打乱程序

Square-1

SQ-1魔方

40 moves

四十步

Scramble program打乱程序

Pyraminx

金字塔

Random position

随机状态

Scramble program打乱程序

Other puzzles

其他魔方

Available on request.

应需求增加

 

All scramble programs kindly provided by Jaap Scherphuis (all puzzles), Syoji Takamatsu (Pyraminx), Lucas Garron (Pyraminx), Michael Gottlieb (Pyraminx, Square-1), Tom van der Zanden (2x2x2), Conrad Rider (2x2x2), Clément Gallet and Stefan Pochmann (Megaminx) and Herbert Kociemba (Rubik's Cube).
All scramble programs (except Cube Explorer) in a zipped file.

所有打乱程序感谢如下人员Jaap Scherphuis (所有程序), Syoji Takamatsu (金字塔), Lucas Garron (金字塔), Michael Gottlieb (金字塔,SQ-1魔方), Tom van der Zanden (2x2x2), Conrad Rider (2x2x2), Clément Gallet and Stefan Pochmann (五魔方) and Herbert Kociemba (三阶魔方).

所有的打乱程序除Cube Explorer外都包含在如下压缩文件中。

Article 5: Puzzle Defects 第五章 魔方故障

5a) Puzzle defects are defects of puzzles, like: pieces popping, wires breaking, screws/caps/stickers falling off.魔方故障是指魔方在比赛中发生的故障,如:飞棱、魔板线断裂,螺丝钉、中心盖、贴纸等脱落;
5b) If a puzzle defect occurs, the competitor may choose to continue the solve (before or after repairing the defect) or choose to stop the solve. 当魔方故障发生时,参赛者可以选择在修复魔方之前或者之后继续比赛,或者停止本次尝试;
  • 5b1) If a competitor chooses to repair the puzzle, then he must only repair the defective pieces, and must not use pieces of other puzzles. Penalty: disqualification of the solve.如果参赛者选择修复魔方,他只能修复发生故障的块,而不能使用其他魔方上的块,否则有可能取消本场比赛成绩;
  • 5b2) During the repairing of the puzzle, the competitor must not intentionally make the position easier to solve than before the defect. Penalty: disqualification of the solve.在修复魔方期间,参赛者不得故意使修复后的位置比修复前更容易还原,否则有可能取消本场比赛成绩;
  • 5b3) If after repairing the puzzle, but still during the solve, the competitor notices that the puzzle is unsolvable, he may disassemble and assemble max. 4 pieces to make the puzzle solvable again.如果在修复完成后魔方复原完成前,参赛者发现魔方变得不可解,他可以拆卸并重新安装最多3块使得魔方重新变得可解;
  • 5b4) For blindfolded events a puzzle defect may only be repaired during the solving, and must be done blindfolded. Penalty: disqualification of the solve.在盲拧项目中,比赛进行时发生魔方故障,只能选择修复魔方,而且修复必须在不改变复原时的的遮挡和眼罩状态下进行,否则有可能取消本场比赛成绩;
  • 5b5) If, after the solve, non functional parts of the puzzle are still defect (like a centre cap of a cube) or not fully rotated (like a 5x5x5 centre piece twisted in its spot), but the puzzle is otherwise unambiguously solved, the puzzle is considered solved. (discretion of the main judge)如果在复原完成后魔方的非功能部分仍处于故障状态(如魔方的一个中心盖)或没有完全旋转(如一个五阶魔方的中心块),但除此之外,该魔方明白无误地被还原了,则该魔方视为还原成功。这种情况需要通过主裁判的裁决方可生效;
5c) If a competitor has a puzzle defect, this does not give him the right to an extra attempt.魔方发生故障不能作为参赛者获得额外尝试机会的理由。

Article 6: Awards/prizes/honours 第六章 奖金/奖品/奖状

6a) Awards, prizes or honours may be given to competitors according to the announcement of the competition.奖金,奖品,奖状将根据公示的比赛规程给予获奖的参赛者;
6b) Competitors should attend the winner's ceremony to be eligible for awards/prizes/honours.参赛者须参加颁奖典礼才有资格获得奖金/奖品/奖状;
  • 6b1) The winner's ceremony should be held in the competition venue, within one hour after the end of the last event.颁奖典礼在最后一场比赛结束后一个小时内在比赛场地举行;
6c) Winners of awards, prizes or honours should be prepared to talk to journalists or any media covering the competition.获得奖金,奖品,奖状的选手应有被相关媒体采访的准备;
6d) Organisation teams of competitions should have (at least) certificates for all category winners, signed by the leader of the organisation team and by the WCA delegate.组织团队至少应有证书发放给所有获奖选手,证书上应有组织团队负责人和 WCA代表的签名;

Article 7: Environment 第七章 比赛环境

7a) Competitions may be held on any location, inside or outside.比赛可以在任何地点进行,室内或室外均可;
7b) Audience should be at least 1.50 meter away from the competitors.观众们须要距离参赛者至少 1.50米远;
7c) Lighting of the competition area needs special attention, with preferably white light, so that competitors can easily distinguish the colours of puzzles.需要保证赛场的照明措施,使用昀合适的白光,以使得参赛者能够容易地分辨魔方的各种颜色;
7d) The temperature of the competition area should preferably be 21 to 25 degrees Celsius.赛场的温度要保持在 21至 25摄氏度;
7e) The competition area must be smoke-free, and should have a reasonable noise level.赛场须禁烟,而且环境噪声要保持在某限度之内;
7f) The timer must be placed directly (no objects underneath it) on a table, desk or console that suits solving while standing. For Solving With Feet the timer must be placed directly on the floor.计时器须直接放在桌子上,两者之间不可夹入其他物体,对于脚拧,计时器需直接放在地板上;
7g) Competitors must solve while sitting or standing.参赛者应当采用站姿或坐姿还原;
7h) The competition area must have a competitors area.比赛场地必须有一个参赛者区域;
  • 7h1) Competitors (or a group of competitors) who have been called to compete - and only those competitors - must stay in the competitors area until they finished all solves of the round.被叫到参加比赛的参赛者们或一组参赛者必须停留在参赛者区域内直到他们全部完成本轮比赛;
  • 7h2) For blindfolded solving the competitors in the competitors area should not be able to see the puzzles of the competitors on stage.在盲拧比赛中,参赛者区域内的参赛者应该不能看到正在比赛的参赛者的魔方状态;
  • 7h3) Competitors in the competitors area must not communicate to each other about the scrambled positions of the puzzles for the round in progress.参赛者区域内的参赛者不得互相交流评论正在进行的当轮比赛中的其他参赛者的魔方打乱状态。

Article 8: Competitions 第八章 赛事

8a) Guidelines for a competition to become official according to the WCA:通过 WCA认可以成为官方的赛事的指导条款:
  • 8a1) The WCA Board must approve the competition.比赛必须通过 WCA组织认可;
  • 8a2) The WCA regulations must be followed.比赛必须遵守 WCA的比赛规则;
  • 8a3) There must be a WCA delegate (appointed by WCA Board) attending the competition.必须有 WCA组织指派的 WCA代表参与比赛;
  • 8a4) The competition must be clearly announced, and should be announced at least a month before the competition starts.比赛须提前至少一个月发布比赛公告;
  • 8a5) The competition should have at least 12 competitors.比赛至少要有 12名参赛者;
  • 8a6) The competition must be accessible for the public.比赛必须向公众公开;
  • 8a7) The authentic Speedstacks Stackmat timer (at least Generation 2) must be used for time measurement.比赛必须使用可靠的,至少二代及以上的Speedstacks Stackmat计时器来计时;
8b) An open competition is open to anyone.任何人都可以参加公开赛;
8c) A closed competition may be open (courtesy of WCA Board) to:以下人员可以参加非公开赛:
  • persons with a specific nationality拥有特定国籍的公民;
No other distinctions are allowed to declare a competition closed.不允许使用其他的限制条件来组织一场非公开赛;
8d) Competitions may have time limits per round of an event, to make sure that the time schedule can be followed.大赛的每轮比赛都应有时间限制,以保证比赛能按预定的进度进行;
8f) If the WCA regulations are not followed correctly during a competition, then the WCA Board may declare the competition, specific events or specific solves unofficial.如果在比赛中不能正确地遵守 WCA的规则,那么 WCA组织有权声明该次比赛,或比赛的某个特定项目、或某场特定的比赛改为非官方;

Article 9: Events 比赛项目

9a) The puzzles for which competitions are governed by the WCA are: WCA管理的比赛项目有:
  • all puzzles labelled as Rubik puzzles;所有标志为 Rubik puzzle的魔方;
  • all other puzzles that are played by twisting the sides, so called 'Twisty puzzles'.所有其他以旋转层或块作为打乱还原方式的魔方,称为“Twisty puzzles”;
9b) Official speed solving events and formats of WCA are: WCA的官方速拧项目和形式为:
Event项目

Possible formats

可选比赛形式

Preferred format for finals

推荐的决赛形式

Rubik's Cube

三阶魔方

'Best of x', 'Average of 5'

X 次取最快;5 次取平均

'Average of 5'

5 次取平均

2x2x2 Cube

二阶魔方

'Best of x', 'Average of 5'

X 次取最快;5 次取平均

'Average of 5'

5 次取平均

4x4x4 Cube

四阶魔方

'Best of x', 'Average of 5'

X 次取最快;5 次取平均

'Average of 5'

5 次取平均

5x5x5 Cube

五阶魔方

'Best of x', 'Average of 5'

X 次取最快;5 次取平均

'Average of 5'

5 次取平均

6x6x6 Cube

六阶魔方

'Best of x', 'Mean of 3'

X 次取最快;3 次取平均

'Mean of 3'

3 次取平均

7x7x7 Cube

七阶魔方

'Best of x', 'Mean of 3'

X 次取最快;3 次取平均

'Mean of 3'

3 次取平均

Clock

魔表

'Best of x', 'Average of 5'

X 次取最快;5 次取平均

'Average of 5'

5 次取平均

Magic

八片魔板

'Best of x', 'Average of 5'

X 次取最快;5 次取平均

'Average of 5'

5 次取平均

Master Magic

十二片魔板

'Best of x', 'Average of 5'

X 次取最快;5 次取平均

'Average of 5'

5 次取平均

Megaminx

五魔方

'Best of x', 'Average of 5'

X 次取最快;5 次取平均

'Average of 5'

5 次取平均

Pyraminx

金字塔

'Best of x', 'Average of 5'

X 次取最快;5 次取平均

'Average of 5'

5 次取平均

Square-1

SQ-1魔方

'Best of x', 'Average of 5'

X 次取最快;5 次取平均

'Average of 5'

5 次取平均

9c) Official special events and formats of WCA are limited to Rubik's Cube:官方的只限三阶魔方的特殊比赛项目:

Event项目

Possible formats

可选比赛形式

Preferred format for finals

推荐的决赛形式

Rubik's Cube: One-handed

三阶单手

'Best of x', 'Average of 5'

X 次取最快;5 次取平均

'Average of 5'

5 次取平均

Rubik's Cube: With Feet

三阶脚拧

'Best of x', 'Mean of 3'

X 次取最快;3 次取平均

'Best of x'

5 次取平均

Rubik's Cube: Fewest moves

三阶最小步

'Best of x'

X次取最好

'Best of x'

X次取最好

9d) Official blindfolded events and formats of WCA are limited to Rubik's, 4x4x4 and 5x5x5 Cube:官方盲拧比赛项目只限三阶和四阶,五阶魔方:
Event项目

Possible formats

可选比赛形式

Preferred format for finals

推荐的决赛形式

Rubik's Cube: Blindfolded

三阶盲拧

'Best of x'

X 次取最快

'Best of x'

X 次取最快

4x4x4 Cube: Blindfolded

四阶盲拧

'Best of x'

X 次取最快

'Best of x'

X 次取最快

5x5x5 Cube: Blindfolded

五阶盲拧

'Best of x'

X 次取最快

'Best of x'

X 次取最快

Rubik's Cube: Multiple Blindfolded

三阶多个盲拧

'Best of x'

X 次取最好

'Best of x'

X 次取最好

9e) New official events may be added each calendar year, and existing official events may be removed. 每年度都会加入新的官方比赛项目,现有的官方比赛项目则可能被删除;
  • 9e1) The decision to add or remove an event is made by the WCA Board, based on feedback by the community.WCA组织拥有新增或删除某个比赛项目的决定权,根据公众反馈作出决定;
9e4) Other events may be held during a competition, but will be unofficial and therefore not part of the official results of the competition.在比赛中也可举办除列表中以外的其他竞赛项目,但其不被 WCA组织承认,并且成绩也不会被记入官方的比赛结果中;
9f) The results of a round are measured as follows: 一轮比赛的比赛结果按以下方式衡量并记录:
  • 9f1) All timed results under 10 minutes, and corresponding averages/means are measured in hundredths of a second, with averages/means rounded to the nearest hundredth of a second (x.004 becomes x.00, x.005 becomes x.01).所有以时间为度量记录的成绩,如果在 10分钟以内,则相应的平均成绩精确度应为百分之一秒,如有需要时以四舍五入保留到百分之一秒精度( .004将记录为.00,.005将记录为 0.01);
  • 9f2) All timed results over 10 minutes, and corresponding averages/means are measured in seconds, with averages/means rounded to the nearest second (x.4 becomes x, x.5 becomes x+1).所有以时间为度量记录的成绩,如果超过 10分钟,则相应的平均成绩精确度应为一秒,如有需要时以四舍五入保留到一秒精度( .4将记录为 0,.5将记录为 1);
  • 9f3) All counted results and averages/means are measured in natural numbers, with averages/means rounded to the nearest tenth (x.04 becomes x.0, x.05 becomes x.1).所有以数目为度量记录的成绩,以自然数表示,如有需要时四舍五入;
  • 9f4) DNF (Did Not Finish) is the result if the solve was disqualified or unfinished.参赛者被剥夺参赛权或未完成某一轮比赛中的某次尝试时,该次尝试成绩记录为 DNF;
  • 9f5) DNS (Did Not Start) is the result if a competitor skipped an attempt in a round.参赛者放弃开始某一轮比赛中的某次尝试时,该次尝试成绩记录为 DNS;
  • 9f6) In 'Best of x' rounds competitors get x (<= 3) attempts, with the best attempt counting. There may be a combined time limit, example: 30 minutes for 'Best of 1' or 'Best of 2'.在“ X次还原取最快”的比赛中,参赛者每轮有 X(X<=3)次尝试机会,记录昀好成绩的一次;比赛可设一总的时间限制,比如 30分钟总时间完成“ 2次还原取最快”;
  • 9f7) In 'Best of x' rounds a DNF or DNS is the worst result of a competitor, if all results are DNF and/or DNS the best result of the competitor is DNF.在“ X次还原取最快”的比赛中, DNF或 DNS是参赛者的该轮次最差记录;如果参赛者该轮次所有记录都是 DNF和/或 DNS,则该轮次最佳记录视为 DNF;
  • 9f8) In 'Average of 5' rounds competitors get 5 attempts. Of these 5 attempts, the best and worst attempt are removed, with the mean of the remaining 3 attempts counting.)在“ 5次还原取平均”的比赛中,参赛者每轮有 5次尝试机会,在所有 5次成绩中,去掉昀好成绩和昀差成绩,剩下的 3次成绩取平均值作为该轮次的成绩;
  • 9f9) In 'Average of 5' rounds one DNF or DNS is counted as the worst result, with more than one DNF and/or DNS the average is DNF.在“5次还原取平均”的比赛中,参赛者如果一轮中某次成绩为 DNF或者 DNS,将作为该轮次昀差成绩处理,若该轮中所有 5次成绩中 DNF和 DNS数量总和多于一次,则该轮次平均成绩为 DNF;
  • 9f10) In 'Mean of 3' rounds competitors get 3 attempts, with the mean of the 3 attempts counting.在“3次还原取平均”的比赛中,参赛者每轮有 3次尝试机会,以 3次成绩的平均数作为该轮次的成绩;
  • 9f11) In 'Mean of 3' rounds if the competitor has at least one DNF or DNS the mean is DNF.在“3次还原取平均”的比赛中,若参赛者一轮中有至少一次 DNF或 DNS,则该轮次的平均成绩记录为 DNF;
  • 9f12) In 'Best of x' rounds the order in the results is based on the best result per competitor, with lower meaning better.在“X次还原取昀快”的比赛中,每轮比赛排名是根据所有参赛者当轮的昀好成绩排名,时间短的排名在前;
  • 9f13) In 'Mean of' and 'Average of' rounds the order in the results is based on the best average/mean per competitor, with lower meaning better.在“3或 5次还原取平均”的比赛中,每轮比赛排名是根据所有参赛者当轮的平均成绩排名,平均成绩时间短的排名在前;
  • 9f14) If in 'Mean of' and 'Average of' rounds competitors have the same average/mean result, then the order in the results for these competitors is based on the best result per competitor, with lower meaning better.在“3或 5次还原取平均”的比赛中,若 2位或以上的参赛者在当轮中有相同的平均成绩,则该轮排名以他们的昀好成绩区分,昀好成绩好的排名在前;
  • 9f15) Competitors with the same result in a round finish at the same position.在一轮比赛结束后,若参赛者在该轮比赛中具有相同的成绩,则在该轮比赛中并列排名;
  • 9f16) For the Rubik's Cube: Multiple Blindfolded event the order in the results is based on number of puzzles solved minus the number of puzzles not solved (higher is better). If the result is lower than 0, the solve is disqualified.
    If competitors have the same result, then the order is based on total time (lower is better).对于三阶魔方:多个盲拧的比赛项目,比赛结果的排名基于已还原的魔方个数减去未还原的魔方个数,计算结果多者为优。如果计算结果为负数,那么该次成绩视为 DNF。如果两名参赛者有同样的计算结果,那么将依据他们各自的总用时来排序,总用时少者在前;
9g) A Combined round is two or three rounds combined during one time frame, where results of earlier rounds are taken into account for next rounds.可以在一个时间段内连续进行二到三轮的比赛,在这种比赛方式下,前面轮次的成绩被带入后面轮次,称为组合轮次;
  • 9g1) A Combined round can be used to save time in the time schedule.可以设置组合轮次在时间紧张的情况下用以节省时间;
  • 9g2) Whether a competitor proceeds to next phase of a Combined round, must be decided on position (best x competitors) or on result (all competitors with a best result under x).决定参赛选手能否进入组合轮次的下一阶段,必须以该选手的排名(比如取排名的前 X位选手晋级)或成绩(比如取所有在 X秒内的选手晋级)依据;
9h) WCA must provide WCA world rankings for single and preferred average/mean formats where applicable.如果有需要,WCA必须提供某项目 WCA的单次或平均成绩的世界排名作为参考;
9i) Results of official WCA competitions must be listed on the WCA world rankings, if the full WCA regulations were applied.在比赛全程完整地执行了 WCA的比赛规则的前提下,WCA官方比赛的结果必须列出在 WCA世界排名表上;
  • 9i1) Regional records are recognised for best national/continental/world results.最好的国家 /大洲/世界纪录将作为地区纪录而被认可;
  • 9i3) If the regulations for an event are changed, then the old regional records stand until they are broken under the new regulations.如果某一比赛项目的规则被改变,那么旧的规则下的旧纪录将一直有效,直到新规则下该纪录被打破;
9j) Events must be held only once during a competition.每项项目的比赛在每届大赛中只能举办一次;
9k) If an event is held, then all competitors may participate in that event.如果比赛中包含某项目,那么参加比赛的所有选手都可以参加该项目比赛;
9l) All competitors must compete in each round during the same time frame.所有参赛者必须同一时间段内参加某一轮的比赛;
9m) Events must have at most four rounds.每届比赛每项目昀多举行 4轮比赛;
  • 9m1) Events with 99 or fewer competitors must have at most three rounds.比赛人数在 99人或以下的项目至多举行 3轮比赛;
  • 9m2) Events with 15 or fewer competitors must have at most two rounds.比赛人数在 15人或以下的项目至多举行 2轮比赛;
  • 9m3) Events with 7 or fewer competitors must have at most one round.比赛人数在 7人或以下的项目至多举行 1轮比赛;
9o) A Combined round and a Qualification round count as one round when counting the number of rounds per event.在计算一场比赛的轮数时,组合轮次和资格轮次算做一轮比赛;
9p) In case of more than one round for an event the best ranked competitors of a round proceed to the next round. 在超过一轮次的比赛项目中,应当按照成绩从最高的开始顺序排列,取最好的一部分选手进入下一轮;
  • 9p1) For each round of an event, at least 25% of the competitors must not proceed to the next round.对于某一项目的每一轮,至少应有25%的参赛选手被淘汰而不能进入下一轮。
  • 9p2) Either the best x competitors proceed to the next round, or all competitors who beat a specific result (announced before the round).最好的x名选手进入下一轮,或者是成绩超过在当轮赛前公布的特定及格线;
9q) Events and rounds should have at least 2 competitors.每轮比赛中至少要有两名参赛者;
9r) A qualification round is a round of an event held before the first round of the event.
The goal of a qualification round is to let unranked or low ranked competitors qualify for the first round of an event with many registered competitors.资格审核轮是在比赛项目第一轮开始之前进行。目的是让没有排名或低排名的选手有机会进入第一轮比赛,与已注册选手进行比赛;
  • 9r1) When announcing the competition the organisation team must announce:组织团队必须在赛前至少提前一个月声明:
    - how many competitors will compete in the first round of the event参加项目第一轮比赛的人数;
    - the maximum number of competitors in the qualification round of the event, and how many of the competitors will proceed to the first round资格审核轮参赛者的人数上限以及晋级人数;
    - which average/mean time or single solve time for the WCA ranking of the event is required to directly qualify for the first round (or other round) of the eventWCA排名中可以直接进入第一轮(或其它轮)的最低排名;
    - the date taken for deciding the average/mean time or single solve time on the WCA ranking of each competitor决定每个参赛者是否直接进入某一轮资格的 WCA排名的截止日期;
  • 9r2) All competitors of an event who are not directly qualified for the first round of the event, must compete in the qualification round of the event.所有不符合直接进入第一轮资格的选手,必须参加该项目的资格轮次的比赛;
  • 9r3) There may be changes to increase the maximum number of competitors in qualification round or first round, or to add a qualification round for newly registered competitors. These changes should be made at least one month before the competition.如果照顾到新的报名选手而需要对资格轮次和第一轮的参赛人数上限做出增加修改时,需要提前至少一个月以上执行;
9s) If during a round a competitor does not solve within the time limit, then his solve may (courtesy of main judge) be stopped and disqualified by the judge. The main judge decides whether the competitor may continue the round, for example if the time was exceeded because of a puzzle defect.如果在一轮比赛中有参赛者不能在限定的时间内完成比赛,那么主裁判应当礼貌地终止其比赛,并且主裁判应根据实际情况决定该参赛者能否继续下一轮比赛,例如,由魔方故障造成的超时。

Article 10: Solved state 第十章 完成状态

10b) Only the resting state of a puzzle is considered, when the timer has stopped.当计时器停止后,魔方的昀后静止状态作为判罚的依据;
10c) Puzzles may be in any orientation at the end of the solve.在完成时,魔方可以处于任何朝向;
10d) All pieces of a puzzle must be fully attached to the puzzle, and in their required positions. Exceptions: see Article 5 Puzzle defects.魔方中的所有块必须都处于魔方上,并且在正确的位置。可参考第五章魔方故障;
10e) A puzzle is solved when all face colours are reconstructed and all the parts are aligned within certain limits.当魔方的各个面都还原为纯色状态,并且所有部分都在许可限度下对齐时,则认为魔方处于完成状态:
  • 10e1) For each two adjacent parts (for example two parallel adjacent slices of a cube) of the puzzle that are misaligned more than the limit described in Article 10f, these two parts are considered to need one move to be solved (Half Turn Metric).如果魔方的任意两部分(由接触面确定)未对齐并超出了限度(如 10f所规定),那么认为这两部分还需要一步才能还原;
  • 10e2) If no move is needed to bring the puzzle to solved state, the puzzle is considered solved without a penalty.如果不需要转动即处于还原态,则认为魔方被正确还原,没有惩罚;
  • 10e3) If one move is needed, the puzzle is considered solved with a penalty of 2 seconds.如果还需要一步才能还原,则成作出绩加两秒惩罚;
  • 10e4) If more than one move is needed, the solve is ruled DNF.如果需要多于一步才能还原,则记为 DNF;
10f) Limits of misalignment for puzzles:魔方未对齐的限度:
  • cube shaped puzzles: =< 45 degrees 正六面体魔方类:=<45度
  • Megaminx: =< 36 degrees 五魔方 =< 36度
  • Pyraminx: =< 60 degrees 金字塔 =<60度
  • Square-1: =< 45 degrees (U/D) or 90 degrees (/) SQ-1魔方 =<45度(U/D)或者90度(/)

Examples:示例:

Solved = no penalty
Misalignment <= 45°

已还原,无惩罚。未对齐小于45 度。

Solved, with penalty
Only 2 adjacent parts misaligned > 45°

已还原,有惩罚。一层未对齐大于45 度。

Not solved
2 misalignments > 45°

未还原。两层未对齐大于45 度。

Solved, with penalty
1 misalignment > 45°

已还原,有惩罚。一层未对齐大于45 度。

Solved = no penalty
All misalignments <= 45°

已还原,无惩罚。所有层未对齐小于45度。

Solved = no penalty
Misalignment <= 45°

已还原,无惩罚。未对齐小于45 度。

Not solved
2 misalignments > 45°

未还原。两个未对齐大于45 度。

Solved = no penalty
All misalignments <= 45°

已还原,无惩罚。所有未对齐小于45 度。

Solved, with penalty
1 misalignment > 45°

已还原,有惩罚。一个未对齐大于45 度。


10g) For Magic (and similar puzzles) the puzzle must be flat on the surface. The minimum angle that tiles must have compared to the connecting tiles is 135°.对于魔板(和类似的魔方)在完成时其表面必须是平的,任何一部分与其相邻块的最小角度为135度;
  • 10g1) If one or two pairs of connecting tiles have a smaller angle with each other, and the puzzle is otherwise solved, then the puzzle is considered solved, with a penalty of 2 seconds. In all other cases the result is DNF.如果有一块或者两块相互连接的部分之间有一个非常小的角度,并且整个魔板除此之外要在还原的状态下,则认为已被还原,但要受到成绩加两秒的惩罚。所有其他情况成绩计为 DNF;
10h) Other puzzles are solved according to the solved state as defined in the generally accepted goal of the puzzle, with the regulations of the cube solved state applied when applicable.其他的魔方在完成其一般定义的目标时,便认为是已完成的,在适合的情况下也可应用本规则中已定义的完成判定条款。

Article 11: Incidents 第十一章 意外事件

11a) Incidents are:意外事件是指:
  • 11a1) Incorrect execution of event procedures, by officials or competitors.工作人员或者参赛者不正确地执行比赛规程;
  • 11a2) Interference or distractions or facility distractions (such as power failure, emergency alarm).比赛受到干涉或设备受到干扰(例如停电、紧急警报等);
  • 11a3) Equipment malfunctioning. 器械故障;
11b) In case of an incident during an event the main judge of the event must decide about the outcome.若在比赛进行过程中发生意外事件,主裁判须决定比赛结果;
11d) If the WCA regulations are not fully clear or if the incident is not covered by the WCA regulations, then the main judge must make his decision based on fair sportsmanship, after consulting the WCA delegate.如果 WCA的规则对于意外事件的处理不够清晰,或者该意外事件在 WCA规则上没有论述,那么主裁判应该在与 WCA代表商议后,依据公平竞赛原则作出判决;
11e) In case of an incident the main judge may award a competitor another attempt, that replaces the attempt for which the incident happened.若意外事件发生,主裁判可以给予参赛者额外的一次尝试机会,来代替意外事件发生时的那一次的结果;
11f) The main judge and WCA delegate must not support their decisions with video or photograph analysis.主裁判和 WCA代表不得使用视频或相片资料作为他们判决的依据。

Article 12: Notation 第十二章 符号标记方法

12a) Notation for Rubik's Cube and similar puzzles:三阶魔方及类似正六面体魔方:
Face Moves:表层转动:
  • 12a1) Clockwise, 90 degrees: F (front face), B (back face), R (right face), L (left face), U (upper face), D (bottom face).顺时针 90度: F(前), B(后), R (右), L (左), U (上), D (下);
  • 12a2) Counter clockwise, 90 degrees:F', B', R', L', U', D' (see 12a1).逆时针 90度: F', B', R', L', U', D' (见 12a1);
  • 12a3) Clockwise, 180 degrees:F2, B2, R2, L2, U2, D2 (see 12a1).顺时针 180度: F2, B2, R2, L2, U2, D2(见 12a1);
  • 12a4) Counter clockwise, 180 degrees:F2', B2', R2', L2', U2', D2' (see 12a1).逆时针 180度: F2', B2', R2', L2', U2', D2' (见 12a1);
Double Outer Slice Moves (outer slice plus adjacent inner slice):表面双层转动(外层加与之相邻的内层):
  • 12a5) Clockwise, 90 degrees: Fw, Bw, Rw, Lw, Uw, Dw. (see 12a1).顺时针 90度: Fw, Bw, Rw, Lw, Uw, Dw. (见 12a1);
  • 12a6) Counter clockwise, 90 degrees: Fw', Bw', Rw', Lw', Uw', Dw' (see 12a5).逆时针 90度: Fw', Bw', Rw', Lw', Uw', Dw' (见 12a5);
  • 12a7) Clockwise, 180 degrees: Fw2, Bw2, Rw2, Lw2, Uw2, Dw2 (see 12a5).顺时针 180度: Fw2, Bw2, Rw2, Lw2, Uw2, Dw2 (见 12a5);
  • 12a8) Counter clockwise, 180 degrees: Fw2', Bw2', Rw2', Lw2', Uw2', Dw2' (see 12a5).逆时针 180度: Fw'2, Bw'2, Rw'2, Lw'2, Uw'2, Dw'2 (见 12a5);
Inner Slice Moves (adjacent slice of outer slice only):内层转动(仅限于外层的相邻层):

  • 12a9) Clockwise, 90 degrees: f, b, r, l, u, d. (see 12a1).顺时针 90度: f, b,r,l,u,d.(见 12a1);
  • 12a10) Counter clockwise, 90 degrees: f', b', r', l', u', d' (see 12a9).逆时针 90度: f', b', r', l', u', d' (见 12a9);
  • 12a11) Clockwise, 180 degrees: f2, b2, r2, l2, u2, d2 (see 12a9).顺时针 180度: f2, b2, r2, l2, u2, d2 (见 12a9);
  • 12a12) Counter clockwise, 180 degrees: f2', b2', r2', l2', u2', d2' (see 12a9).逆时针 180度: f'2, b'2, r'2, l'2, u'2, d'2 (见 12a9);
Middle Slice Moves (middle slice of puzzles with odd number of slices, middle two slices of puzzles with even number of slices):中层转动 (奇阶魔方的中层,偶阶魔方的中间层);
  • 12a13) Clockwise, 90 degrees: M (same direction as L), S (same direction as F), E (same direction as D). (see 12a1).顺时针 90度:M(和 L相同方向 ), S (和 F相同方向), E(和 D相同方向),(见 12a1);
  • 12a14) Counter clockwise, 90 degrees: M', S', E' (see 12a13).逆时针 90度: M', S', E' (见 12a13);
  • 12a15) Clockwise, 180 degrees: M2, S2, E2 (see 12a13).顺时针 180度: M2, S2, E2 (见 12a13);
  • 12a16) Counter clockwise, 180 degrees: M2', S2', E2' (see 12a13).逆时针 180度: M'2, S'2, E'2 (见 12a13);
Half Turn Metric (HTM) is defined as: 半转规则定义为:
  • 12a17) Each move of the categories Face Moves and Double Outer Slice Moves is counted as 1 move.表面 N层转动算做一步;
  • 12a18) Each move of the categories Inner Slice Moves and Middle Slice Moves is counted as 2 moves.中间 N层转动计做两步;
  • 12a19) Each rotation is counted as 0 moves.整体转动不计步数;
12b) Rotations for all cube shaped puzzles:所有正六面体魔方的整体转动:
  • 12b1) Clockwise, 90 degrees: [f] or z, [b] or z', [r] or x, [l] or x', [u] or y, [d] or y'. (see 12a1).顺时针 90度: [f]或 z, [b]或 z', [r]或 x', [l]或 x, [u]或 y, [d]或 y'. (见 12a1);
  • 12b2) Counter clockwise, 90 degrees: [f'] or z', [b'] or z, [r'] or x', [l'] or x, [u'] or y', [d'] or y (see 12b1).逆时针 90度:[f']或 z', [b']或 z, [r']或 x, [l']或 x', [u']或 y', [d']或 y(见 12b1);
  • 12b3) Clockwise, 180 degrees: [f2] or z2, [b2] or z2, [r2] or x2, [l2] or x2, [u2] or y2, [d2] or y2 (see 12b1).顺时针 180度:[f2]或 z2, [b2]或 z2, [r2]或 x2, [l2]或 x2, [u2]或 y2, [d2]或 y2 (见 12b1);
  • 12b4) Counter clockwise, 180 degrees: [f2'] or z2', [b2'] or z2', [r2'] or x2', [l2'] or x2', [u2'] or y2', [d2'] or y2' (see 12b1).逆时针 180度:[f'2]或 z'2, [b'2]或 z'2, [r'2]或 x'2, [l'2]或 x'2, [u'2]或 y'2, [d'2]或 y'2 (见 12b1);
12c) Notation for Square-1 :SQ‐1记录方法:
(hold smallest slice in middle layer on left side of front face)中层的接缝向前并且较小的一块在左面;
  • 12c1) (x,y) means: turn upper layer x times 30 degrees clockwise, turn bottom layer y times 30 degrees clockwise, turn right half of the puzzle 180 degrees.(x,y)意思是:顶层顺时针转 30度的x倍,底层顺时针转 30度的y倍,把右半部分上下转动 180度;
12d) Notation for Megaminx (scrambling notation only):五魔方记录方法 (仅适用打乱公式):
  • 12d1a) Clockwise, 72 degrees: U (upper face).顺时针 72度,顶层 U;
  • 12d1b) Counter clockwise, 72 degrees: U' (upper face).逆时针 72度,顶层 U’;
  • 12d2) Other moves are applied while keeping 3 pieces fixed at top left of the puzzle:定义顶面和左面相交的三个块静止以应用其他的运动;
  • 12d2a) Clockwise 72 degrees move of whole puzzle except for the slice of top left three pieces: R+ (vertical slices), D+ (horizontal slices).除固定三块所在的左面一层外,右面整体以顺时针转动 72度: R+,除固定三块所在的上面一层外,下面整体以顺时针转动 72度:D+;
  • 12d2b) Counter clockwise 72 degrees move of whole puzzle except for the slice of top left three pieces: R- (vertical slices), D- (horizontal slices).除固定三块所在的左面一层外,右面整体以逆时针转动 72度: R‐,除固定三块所在的上面一层外,下面整体以逆时针转动 72度:D‐;
  • 12d2c) Clockwise 144 degrees move of whole puzzle except for the slice of top left three pieces: R++ (vertical slices), D++ (horizontal slices).除固定三块所在的左面一层外,右面整体以顺时针转动 144度: R++,除固定三块所在的上面一层外,下面整体以顺时针转动 144度:D++;
  • 12d2d) Counter clockwise 144 degrees move of whole puzzle except for the slice of top left three pieces: R-- (vertical slices), D-- (horizontal slices).除固定三块所在的左面一层外,右面整体以逆时针转动 144度: R‐‐,除固定三块所在的上面一层外,下面整体以逆时针转动 144度:D‐‐;
12e) Notation for Pyraminx:金字塔类魔方记录方法:
  • 12e1) Moves are applied with the bottom face completely horizontal and the front face facing to the person who holds the Pyraminx.正确摆放:底部水平,前面向前正对手拿魔方者;
  • 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).顺时针 120度:U(上面 2层), L (左面 2层), R (右面 2层), B (后面 2层),u (上角), l(左角), r (右角), b (后角);
  • 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).逆时针转 120度:U’ (上面 2层),L’ (左面 2层),R’ (右面 2层),B’ (后面 2层),U’ (上角), l’ (左角), r’ (右角),b’ (后角);
12f) Additional notation for 6x6x6 Cube and 7x7x7 Cube:六阶魔方和七阶魔方的附加记录方法:
Double Slice Moves (two outer slices):双层转动(外双层转动):
  • 12f1) Clockwise, 90 degrees:顺时针, 90度: 2F, 2B, 2R, 2L, 2U, 2D. (see 12a1).(见 12a1);
  • 12f2) Counter clockwise, 90 degrees:逆时针, 90 度: 2F', 2B', 2R', 2L', 2U', 2D' (see 12a5).(见 12a5);
  • 12f3) Clockwise, 180 degrees:顺时针, 180 度: 2F2, 2B2, 2R2, 2L2, 2U2, 2D2 (see 12a5).(见 12a5);
  • 12f4) Counter clockwise, 180 degrees:逆时针, 180 度: 2F2', 2B2', 2R2', 2L2', 2U2', 2D2' (see 12a5).(见 12a5);
Triple Slice Moves (three outer slices):三层转动(外三层转动):
  • 12f5) Clockwise, 90 degrees:顺时针, 90 度: 3F, 3B, 3R, 3L, 3U, 3D. (see 12a1).(见 12a1);
  • 12f6) Counter clockwise, 90 degrees:逆时针, 90 度: 3F', 3B', 3R', 3L', 3U', 3D' (see 12a5).(见 12a5);
  • 12f7) Clockwise, 180 degrees:顺时针, 180 度: 3F2, 3B2, 3R2, 3L2, 3U2, 3D2 (see 12a5).(见 12a5);
  • 12f8) Counter clockwise, 180 degrees:逆时针, 180 度: 3F2', 3B2', 3R2', 3L2', 3U2', 3D2' (see 12a5)(见 12a5);.

Article A: Speed Solving 附则A 速拧

A1) Attempts for events categorised under Speed Solving must abide to the following procedure. 速拧比赛的尝试必须遵循以下原则分类:
  • A1a) The time limit is 10 minutes, or less/higher if announced before the event.时间限制为 10分钟,如果是更多或更少会在赛前声明;
  • A1b) A stopwatch is used for time measurement, in addition to a Stackmat, if the time limit is higher than 10 minutes. If the puzzle solving time is under 10 minutes, the Stackmat time is the result, otherwise the stopwatch time is the result.如果时限大于 10分钟,在使用 Stackmat的同时,要使用秒表计时。如果结果在 10分钟内,则记录 Stackmat的结果,否则使用秒表的计时结果;
A2) Scrambling打乱
  • A2a) The competitor hands over the puzzle to the scrambler and waits in the competitors area until he is called to compete.参赛者把魔方交给打乱员,然后在参赛者区域等候直到他被叫到比赛;
  • A2b) A scrambler scrambles the puzzle according to the regulations in Article 4.打乱者根据第四章所述的规则打乱魔方;
  • A2c) The competitor must not see the puzzle between the time when the puzzle is scrambled and the start of the inspection phase.在魔方被打乱到观察开始的这段时间,参赛者不能看到魔方;
  • A2d) When taking the puzzle from the scrambler, the judge does a quick general inspection of thorough scrambling of the puzzle. In case of doubt the judge contacts the scrambler for a detailed check.当裁判员拿到魔方时,应快速检查一下魔方的打乱情况。若对魔方的打乱有疑问,裁判员应联系打乱员作详细检查;
  • A2e) The judge places the puzzle onto the Stackmat and covers it completely with an object.裁判把魔方放在 Stackmat垫子上,并用其他物体完全盖住魔方;
A3) Inspection观察阶段
  • A3a) Before starting the solve the competitor may inspect the puzzle.在开始还原之前,参赛者可以观察魔方;
  • A3a1) The competitor has a maximum of 15 seconds for inspecting the puzzle and starting the solve.参赛者有最多 15秒时间用于观察魔方,但可以更早地结束观察;
  • A3b) The judge resets the timer and stopwatch.裁判归零计时器和秒表;
  • A3b1) When the judge and the competitor mutually agree within one minute that the competitor is ready to begin the inspection, the judge says 'READY?'.裁判和参赛者双方需要在一分钟之内达成一致,参赛者准备好开始观察,裁判问“好了吗”;
  • A3b2) When the competitor confirms, the judge uncovers the puzzle after 1 second. At the same time the judge starts the stopwatch.当参赛者表示“好” ,裁判在一秒钟后把魔方显现给参赛者,同时启动秒表;
  • A3c) During the inspection the competitor is allowed to pick up the puzzle.在观察期间参赛者可以拿起魔方;
  • A3c1) The competitor must not apply moves. Penalty: disqualification of the solve.参赛者除整体转动外不允许对魔方进行任何操作,否则将被取消本次还原的资格,成绩记为 DNF;
  • A3c2) If the pieces of the puzzle are not fully aligned, then the competitor may fix it, only to align the faces (for cubes the alignment must not exceed 45 degrees).如果魔方的各块未完全成直线对齐,参赛者可以把块对齐,只能对齐表面(对魔方的调整不允许超过 45度);
  • A3c3) The competitor may reset the timer before he starts the solve.参赛者开始复原之前可以自己归零计时器;
  • A3d) At the end of the inspection, the competitor must place the puzzle back onto the Stackmat, in the orientation and position he wishes.在观察结束时,参赛者必须把魔方放回 Stackmat垫子上,可以以他喜欢的方向和位置放回到垫子上;
  • A3d1) The puzzle must rest on the mat, not on the timer part of the Stackmat.魔方必须留在垫子上,而不是Stackmat的计时器部分上。
  • A3d2) When the inspection time reaches 8 seconds, the judge calls '8 seconds'.当观察时间到达 8秒,裁判说“八秒”;
  • A3d3) When the inspection time reaches 12 seconds, the judge calls 'GO'.当观察时间到达 12秒,裁判说“停”;
A4) Starting the solve 开始阶段
  • A4b) The competitor must place his hands flat on the elevated sensor area of the Stackmat, with his fingers touching the sensors and with palms down. Penalty: 2 seconds.参赛者必须把双手平放在 Stackmat感应区,手心向下,双手手指同时分别接触两侧的感应区,否则将受到成绩加两秒的惩罚;
  • A4b1) The competitor must not have any physical contact with the puzzle before he starts the solve. Penalty: 2 seconds.参赛者在开始还原前不得与魔方有任何物理接触,否则将受到成绩加两秒的惩罚;
  • A4d) The competitor starts the solve by confirming that the timer light is green, then removing his hands from the timer, thus starting the timer.当 Stackmat灯变绿之后,参赛者可以移开手并开始还原, Stackmat同时开始计时;
  • A4d1) The competitor must start the solve within 15 seconds after the start of the inspection. Penalty: 2 seconds.参赛者必须在开始观察后 15秒内开始还原,否则将受到成绩加两秒的惩罚;
  • A4d2) The competitor must start the solve within 17 seconds after the start of the inspection. Penalty: disqualification of the solve.参赛者必须在开台观察后 17秒内开始还原,否则将取消本次还原的资格,本次成绩将被记为 DNF;
  • A4e) Time penalties for Starting the Solve are not cumulative. There is a maximum of 1 time penalty for Starting the Solve.在开始阶段犯规所受的惩罚不会累加,参赛者在本阶段昀多只会受一次成绩加两秒的惩罚;
A5) During the solve还原阶段
  • A5a) While inspecting or solving the puzzle, the competitor must not have any communication with anyone other than the judge. Penalty: disqualification of the solve.在观察和还原的过程中,参赛者不得和裁判以外的任何人员交流,否则将取消本次还原的资格,本次成绩将被记为 DNF;
  • A5b) While inspecting or solving the puzzle, the competitor must not have any assistance from anyone or any object (other than the surface). Penalty: disqualification of the solve.在观察和还原的过程中,参赛者不得借助任何人或任何物体的帮助(除了桌面),否则将取消本次还原的资格,本次成绩将被记为 DNF;
A6) Ending the solve结束阶段
  • A6a) The competitor ends the solve by releasing the puzzle and then stopping the timer.参赛者以放下魔方且停止计时器作为结束还原的标志;
  • A6b) It is the competitor's responsibility that the timer is stopped correctly.参赛者有责任确保计时器以正确的方法被停止,若计时器未能及时停止,后果由参赛者自负;
  • A6b1) If the timer stops earlier than the end of the solve, and the timer shows 0.01 - 0.05 then the solve is replaced by additional solve, unless the competitor intentionally forced the early timer stop (courtesy of the main judge).如果计时器在还原之前停止,并且显示了0.01-0.05秒的时间,那么将增加一次还原以代替本次还原,除非主裁判指出是参赛者故意使计时器过早停止。
  • A6b2) If the timer stops earlier than the end of the solve, and the timer shows 0.06 or higher then the solve is disqualified, unless the competitor can show evidence that the timer was malfunctioning.如果计时器在还原之前停止,并且显示了0.06秒或者更多的时间,那么这次还原无效,除非参赛者拿出计时器故障的有效证据;
  • A6c) The timer must be stopped using both hands, with both hands flat and palms down. Penalty: 2 seconds.参赛者必须用双手停止计时器,且须掌心向下平放于计时器上,否则将受到成绩加两秒的惩罚;
  • A6d) The competitor must fully release the puzzle before stopping the timer. Penalty: 2 seconds.参赛者在停止计时器之前必须完全放下魔方,否则将会受到成绩加两秒的惩罚;
  • A6e) The competitor must not touch or move the puzzle until the judge has inspected the puzzle. Penalty: disqualification of the solve.参赛者在裁判员检查完魔方前,不得接触或对魔方进行任何操作,否则将被取消本次还原成绩,本次成绩将被记为 DNF;
  • A6f) The competitor must not reset the timer until the judge has written down the result on the competition sheet. Penalty: disqualification of the solve (courtesy of judge).参赛者在裁判员记录下比赛成绩前不得重置计时器,否则将被取消本次还原成绩,本次成绩将被记为 DNF;
  • A6g) The judge must inspect the puzzle without making moves or aligning faces and must determine whether the puzzle has been completely solved.裁判员须检查魔方是否被正确地还原,其间不能对魔方进行任何操作和调整对齐表面;
  • A6h) In case of a dispute no moves or alignments must be applied to the puzzle until the dispute has been settled, involving the main judge if needed. Penalty: disqualification of the solve (courtesy of judge).若在魔方还原后出现争议性判决,那么在争议解决之前,任何人(必要时包括主裁判)不得对魔方进行任何操作和对齐调整;否则将被取消本次还原的成绩,本次成绩将被记为 DNF;
  • A6i) Time penalties for Ending the Solve are not cumulative. There is a maximum of 1 time penalty for Ending the Solve.在结束阶段犯规所受的惩罚不会累加,参赛者在本阶段昀多只会受一次成绩加两秒惩罚;
A7) Administration成绩管理
  • A7a) If the judge decides the solve was correct, the judge calls 'OK'.如果裁判员判定还原结果有效,裁判员要说:“好”(或者相似意思词语);
  • A7b) The judge writes down the result of the solve on a competition sheet, and signs the sheet with name or signature.裁判员在比赛成绩单上写下比赛的结果,并在成绩单上签名;
  • A7b1) In case of a penalty, the judge writes down the result taken from the timer, and next to it the penalty. (Format example: 17.65 + 2 = 19.65).在有惩罚的情况下,裁判记录下计时器的结果,并在结果后面写上成绩惩罚(例如17.65+2=19.65);
  • A7c) The competitor is responsible for checking the result on the sheet, immediately after the judge has written it down.参赛者有权在裁判员写下成绩后,检查成绩单上的成绩是否记录正确;
  • A7d) If the judge gives a penalty, then judge calls 'PENALTY'. The competitor must sign the score sheet.若裁判员给予参赛者一个处罚,裁判员要说:“处罚”(或者相似意思词语),处罚后,参赛者要在成绩单上签字;
  • A7e) If the result is DNF, then judge calls 'NO FINISH'. The competitor must sign the score sheet.如果参赛者的成绩是 DNF,裁判员要说:“没有完成”(或者相似意思词语),参赛者要在成绩单上签字;
  • A7f) At the end of a competitor's round the judge delivers the competition sheet to the score taker.在每个参赛者的昀后一轮比赛结束后,裁判员须将成绩单交给计分员。

Article B: Blindfolded Solving 附则B 盲拧

B1) Standard procedure is followed as described in Article A (Speed Solving).
Additional/special regulations for Blindfolded Solving are described below. 标准程序见附则 A(速拧)。盲拧的附加/特殊规则如下所述:
  • B1a) There is no inspection phase.没有观察阶段;
  • B1b1) Competitors must bring their own blindfold.参赛者必须带他们自己的眼罩;
  • B1b2) Blindfolds should be checked by the WCA delegate before use in the competition.在比赛之前WCA代表应该检查眼罩;
  • B1c) Competitor must not touch the inner parts of a puzzle. Penalty: disqualification of the solve.参赛者不能触碰魔方的内部零件。违规将被取消本次还原的资格;
  • B1d) Solving phase must be done on a puzzle with tiles, stickers or paint, without different textures or markings.必须使用带有贴片,贴纸,或者喷涂,没有任何质地或者标记的魔方进行还原;
B2) Starting the solve开始阶段
  • B2a) The judge resets the timer and stopwatch.裁判对计时器和秒表进行归零;
  • B2b) The competitor must place his hands flat on the elevated sensor area of the Stackmat, with his fingers touching the sensors and with palms down. Penalty: 2 seconds.参赛者必须把双手平放在 Stackmat的感应区,手心向下,手指和手掌同时接触,否则将受到 2秒的处罚;
  • B2c) The competitor must not have any physical contact with the puzzle before he starts the solve. Penalty: 2 seconds.参赛者在开始还原之前,不允许与魔方有任何物理上的接触,否则将受到 2秒的处罚;
  • B2d) The competitor starts the solve by removing his hands from the timer, thus starting the timer.参赛者移开手开始还原的同时,计时器开始计时;
  • B2d1) The competitor must remove the cover from the puzzle, after starting the timer.参赛者必须在开始计时之后移开魔方的遮盖物;
  • B2e) When using a stopwatch in addition to a Stackmat, the judge starts the stopwatch as soon as the competitor starts the solve.当秒表和 Stackmat同时使用时,裁判在参赛者开始还原的同时开始用秒表计时;
B3) Memorisation记忆阶段
  • B3a) During the memorisation and solving the competitor is allowed to pick up the puzzle.在记忆和还原阶段,允许参赛者拿起魔方;
  • B3b) The competitor must not make notes. Penalty: disqualification of the solve.参赛者不得做任何笔记,否则将被剥夺本次还原的资格;
B4) During the solve还原阶段
  • B4a) After memorisation the competitor dons the blindfold.在记忆阶段结束后,参赛者须戴上裁判员提供的眼罩;
  • B4b) The competitor must not apply moves to the puzzle before he has fully donned the blindfold.参赛者在戴好眼罩之前不可以转动魔方;
  • B4c) During the full solve the judge must keep a sheet of paper or a similar object (not limiting physical movement of the competitor) between the competitor's face and the puzzle, unless the puzzle is in a position where peeking at the puzzle is not possible.在整个还原过程中,裁判必须在参赛者的脸和魔方之间用一张纸或相似物体进行遮挡(此遮挡物体不可阻碍选手身体的活动),除非魔方处于一个不可能被参赛者看到的位置;
  • B4d) The competitor must not look at the puzzle state at any time during the solve. Penalty: disqualification of the solve.在还原过程中,参赛者始终不得看魔方的状态,否则将被取消本次还原的资格;
  • B4e) The competitor may remove and don the blindfold until he applies the first move to the puzzle.参赛者转动过魔方之前,他可以再次脱下眼罩进行观察;
B5) Ending the solve结束阶段
  • B5a) When using the Stackmat, the competitor ends the solve by releasing the puzzle and then stopping the timer.若使用 StackMat计时器计时,参赛者以放下魔方并停止计时器作为结束还原的标志;
  • B5b) When using a stopwatch, the competitor ends the solve by placing the puzzle back onto the surface and notifying the judge that the solve has ended. At that moment the judge stops the timer.若使用秒表计时,还原结束的标志为参赛者将魔方放回桌面并向裁判员示意还原结束,裁判员须同时结束计时;
  • B5c) The competitor may remove the blindfold before stopping the timer, but after removing the blindfold no moves must be applied to the puzzle anymore. Penalty: disqualification of the solve.参赛者可以在停止计时前脱下眼罩,但在脱下眼罩后参赛者不得再转动魔方,否则将被取消本次还原资格。

Article C: One-handed Solving 附则C 单拧

C1) Standard procedure is followed as described in Article A (Speed Solving).
Additional/special regulations for One-handed Solving are described below. 标准程序见附则A(速拧);单拧的附加/特殊规则如下所述:
  • C1a) During the solve the competitor must only use one hand. Penalty: disqualification of the solve.在还原过程中,参赛者必须只能用单手。违规将被取消本次还原的资格;
  • C1b) During the solve no other body part or any object other than the surface must touch the puzzle. Penalty: disqualification of the solve.在还原过程中,身体的其他部分、或其他可利用的物品(除桌面外)不能接触到魔方。违规将被取消本次还原的资格;
  • C1b2) If a puzzle defect occurs, and the competitor decides to repair it, then repairing must be done with one hand, use of the surface is optional. Penalty: disqualification of the solve.如果魔方发生故障,而参赛者决定处理它,那么必须用单手处理魔方,可以借助桌面。违规将被取消本次还原的资格;
  • C1c) During the solve, once a competitor touches the puzzle with one hand, he must not touch the puzzle with the other hand. Penalty: disqualification of the solve.开始还原时,一旦参赛者单手接触到魔方,他不能用再另一只手接触到魔方,否则将被取消本次还原的资格。

Article D: Solving With Feet 附则D 脚拧

D1) Standard procedure is followed as described in Article A (Speed Solving).
Additional/special regulations for Solving With Feet are described below. 标准程序见附则A(速拧)。脚拧的附加规/特殊则如下所述:
  • D1a) The competitor must solve while sitting in a chair, sitting on the surface or standing.参赛者必须坐在椅子上或地上,或者站着还原魔方;
  • D1b) During the inspection and solve the competitor must only use his feet (with or without socks) and the surface. Penalty: disqualification of the solve.参赛者在观察和还原的过程中必须只能用脚(穿不穿袜子皆可)和地面接触魔方。违规将被取消本次还原的资格;
  • D1c) No other body parts or other available objects must touch the puzzle. Penalty: disqualification of the solve.身体的其他部分或其他可利用的物品不能接触到魔方。违规将被取消本次还原的资格;
D3) Starting the solve 开始阶段
  • D3a) Competitor must place his feet onto the timer sensors.参赛者必须把双脚放在计时器感应区;
  • D3b) Competitor must remove his feet from the timer sensors to start the solve.参赛者必须把脚从计时器感应区上移开以开始还原;
D4) Ending the solve 结束阶段
  • D4a) Competitor must stop the timer by placing his feet onto the timer sensors.参赛者必须把双脚放在计时器感应区上以停止计时。

Article E: Fewest Moves Solving 附则E 最小步数还原

E1) Regulations are as described in Article A (Speed Solving).
Additional/special regulations for Fewest Moves Solving are described below.规则见附则 A(速拧)。最小步数的附加/特殊规则如下所述:
  • E1a) The maximum length of a solution is 80 (moves and rotations). 解法的最大长度为80步(步数和旋转);
E2) Procedure for Fewest Moves Solving: 最小步数还原的程序:
  • E2a) The judge hands a scramble sequence to all competitors with a print of the scramble position. The judge starts the stopwatch and says 'Go'.裁判把一个打乱算法和一个打印出的打乱状态交给所有参赛者,裁判启动秒表并说“开始”;
  • E2b) The competitor has 60 minutes total time for solving the scramble in as few moves as possible.参赛者有 60分钟的时间以尽可能少的步数还原这个打乱算法;
  • E2b1) A judge should announce the remaining time after 30 minutes, 50 minutes, 55 minutes and 59 minutes, and 'Stop' at 60 minutes.
    裁判应该在 30分钟,50 分钟,55分钟和59时提示时间,并且在60分钟到达时宣布“停”;
  • E2c) At the end of the 60 minutes the competitor must have his solution written down clearly for the judge, notation according to Article 12. Penalty: disqualification of the solve.在 60分钟到达时,参赛者必须确保已经把他的解法用符号清晰的表示完成并交给裁判,60分钟到达之后,不允许再写任何字符。符号写法参考第十二章,违规将被取消本次还原的资格;
  • E2d) The metric to measure the length of the solution, is Half Turn Metric.衡量解法长度的步数单位参见半转规则;
  • E2e) The solution of the competitor must not be in any way related to the scrambling algorithm. Penalty: disqualification of the solve.参赛者的解法不能和打乱算法有任何的关联,违规将被取消本次还原的资格;
  • E2f) The competitor must be able to give a clear explanation of the solution.当被要求时,参赛者必须能够清楚的说明他的解法思路;
E3) The competitor may use the following objects: paper and pen (both supplied by judge), 3 cubes (self supplied), unlimited coloured stickers (self supplied). 参赛者可以使用以下物品纸和笔(均由裁判提供)、三个魔方(自备)、不限颜色的贴纸(自备);
  • E3a) Penalty for using other objects: disqualification of the solve.如果使用其他物品,将被取消本次还原的资格。

Article F: Clock Solving 附则F 魔表

F1) Standard procedure is followed as described in Article A (Speed Solving).
Additional/special regulations for Clock Solving are described below.标准程序见附则 A(速拧)。魔表还原的附加/特殊规则如下所述:
F2) Scrambling 打乱
  • F2a) After the scrambling the judge places the puzzle onto the Stackmat in a standing position. 打乱后,裁判以直立式把魔表置于 Stackmat垫子上;
F3) Inspection 观察
  • F3a) After the inspection the competitor places the puzzle onto the Stackmat in a standing position.观察后,参赛者以直立式把魔表置于 Stackmat垫子上。

Article G: Magic (and similar puzzles) Solving 附则G 魔板(或相似魔方)

G1) Standard procedure is followed as described in Article A (Speed Solving).
Additional/special regulations for Magic Solving are described below.标准程序见附则 A(速拧)。魔板还原的附加/特殊规则如下所述:
  • G1a) The competitor may do practice solves on the competition timer. When the judge and competitor mutually agree, the official solves will begin. At that point, all solves will be treated as official solves.参赛者可以使用比赛用计时器练习,当裁判和选手协商一致时,将开始正式的还原。正式还原开始时,所有的还原都将被记录成绩。
G2) Scrambling 打乱
  • G2a) The puzzle is not scrambled. 魔板不需要打乱;
  • G2b) The puzzle is not covered by judge. 魔板不需要被裁判遮盖;
G3) Inspection 观察
  • G3a) There is no inspection phase. 没有观察阶段;
G4) Starting the solve 开始
  • G4a) The puzzles must be completely flat on the surface, with either of the two sides on top.魔板表面必须完全展平,正反任何一面都可以在顶面。

Article H: Multiple Blindfolded Solving 附则H 多个盲拧

H1) Standard procedure is followed as described in Article B (Blindfolded Solving).
Additional/special regulations for Multiple Blindfolded Solving are described below. 标准程序见附则 B(盲拧)。连续多次盲拧的附加/特殊规则如下所述:
  • H1a) Competitor must tell before the start of the event how many puzzles (>1) he wants to solve blindfolded for each attempt.参赛者在比赛项目开始前必须说明他要盲拧还原的魔方数目(>1);
  • H1a1) A competitor must not change the number of puzzles after the start of the event.比赛开始之后,参赛者不允许更改魔方的数目;
  • H1a2) The selected number of puzzles per competitor must be kept secret until the start of the event.在比赛正式开始之前,每个参赛者选择的魔方还原数目要保密;
  • H1b) Total time allowed for memorising and solving is 10 minutes per cube, measured with a stopwatch.记忆和还原的总时间限定为平均每个魔方 10分钟,用秒表计时;
  • H1b1) When the total time is reached, the attempt is stopped and the number of solved and not solved puzzles is counted.当参赛者的总时间用尽时,必须停止还原并由裁判记录还原和未还原的魔方个数;
  • H1c) Maximum total time for all cubes is 60 minutes.多盲总时间限制为一小时。

Article Z: Optional Regulations 附则Z 可选规则

The purpose of optional regulations is to give extra possibilities to manage competitions. The organisation team of a competition may decide to apply one or more of the following optional regulations.
The application of optional regulations for a competition, must be approved by WCA Board.

设定可选规则的目的在于为组织大型比赛提供更多的可能性。比赛的组织团队可以决定选用下面的一条或几条规则。可选规则的应用必须经过 WCA组织的同意。

Z1) Organisation team may collect all puzzles for scrambling "during registration". 组织团队可以“在登记期间”把所有魔方收上去统一打乱;
Z2) Organisation team may limit the number of events per competitor. 组织团队可以限制一名参赛者的参赛数目;
Z3) Organisation team may select competitors who directly qualify for certain rounds of certain events, based on the results of certain competitions.组织团队可以根据特定比赛结果直接将某个参赛者晋升至某一轮比赛;
Z4) Organisation team may limit the number of competitors per event (first come first go, or based on qualification times or based on position on WCA world ranking).组织团队可以限制每项目比赛的参赛人数(依据先到先得,参赛者成绩或者WCA排名);
Z5) Organisation team may restrict competitors to not compete in certain combinations of events.)组织团队可以限制参赛者不得参加特定某几个项目的组合。