What Is Inspection? The 15-Second Rule and When You Get +2 or DNF
At Rubik’s Cube competitions you get 15 seconds to study the cube before you start solving: this is called inspection. Go even a moment past 15 seconds and you get +2; go past 17 seconds and the solve is a DNF (no result). However fast your solve, how you use inspection can wipe out the result. This guide covers how inspection works at WCA competitions, what the 8-second and 12-second calls mean, the common situations that lead to +2 and DNF, what to look at in those 15 seconds, and how to get used to competition conditions when practising at home.
Inspection is the 15 seconds you get to study the cube before solving
In speedcubing, inspection means the time between picking up the scrambled cube and starting the timer, during which you study the cube. At WCA (World Cube Association) competitions it is limited to 15 seconds. In that time you pick the cube up, look all around it and plan how you will start your solve.
- During inspection you may pick the cube up and look at it from any angle
- You may not turn any face (doing so is a DNF). Rotating it in your hands to look is fine
- Inspection time is separate from the solve time. The 15 seconds are not included in your result
- You may start the solve at any point within 15 seconds. Starting early is neither an advantage nor a disadvantage
Blindfolded events (3BLD and so on) are the exception: there is no inspection, and memorisation time counts as part of the solve. All other events, including 3×3, 2×2, 4×4 and one-handed, have 15 seconds of inspection.
How inspection runs at a competition, and the 8 and 12-second calls
At a competition, the judge places the cube in front of the competitor under a cover. When the competitor is ready, the judge lifts the cover and starts an inspection stopwatch. From there it goes like this.
- 1
Inspection begins when the cover comes off
The judge starts the stopwatch. The competitor picks up the cube and studies it.
- 2
Call at 8 seconds
After 8 seconds the judge says "Eight seconds". That means 7 seconds are left.
- 3
Call at 12 seconds
At 12 seconds the judge calls "Twelve seconds". With 3 seconds left, many competitors put the cube down on the mat and get their hands ready on the timer.
- 4
Place your hands on the StackMat and release
Put both hands on the timer's sensors; when the light turns green, lift your hands and the solve begins. The judge checks the inspection time at that moment.
There are only two calls, at 8 and 12 seconds; nobody tells you when you reach 15 or 17. So when you hear the 12-second call, it is important to have already decided to start within the remaining 3 seconds. The Rubik’s Cube Timer can play one beep at 8 seconds and two beeps at 12 seconds in place of the calls.
Over 15 seconds is +2; over 17 seconds is DNF
If inspection goes over the 15-second limit, you get a penalty. Under the WCA Regulations, it depends on the time from the start of inspection to the start of the solve.
| Inspection time | Penalty | Example result (when the solve took 12.34) |
|---|---|---|
| 15 seconds or less | None | 12.34 |
| Over 15 and up to 17 seconds | +2 (2 seconds added) | 14.34 (often written 14.34+) |
| Over 17 seconds | DNF (no result) | DNF |
A +2 adds two seconds to your solve time, and that time is used when calculating averages. DNF stands for Did Not Finish: the attempt has no result and counts as the slowest when averaging. In an ao5 one DNF can be dropped, but with two the ao5 itself is a DNF. The calculation is explained in how to calculate ao5 and ao12.
Other common situations that give +2 or DNF
Penalties aren't only for going over the inspection time. Here are the ones first-time competitors most often run into. Detailed rules can change, so check the latest WCA Regulations and the competition information before you compete.
| Situation | Penalty |
|---|---|
| After solving, a face is misaligned by 45° or less | None (counts as solved) |
| The timer was stopped one move away from solved (one misalignment over 45°) | +2 |
| The timer was stopped two or more moves away from solved | DNF |
| You were still touching the cube when you stopped the timer | +2 |
| You turned a face during inspection | DNF |
| You went over the time limit | Stopped on the spot and recorded as DNF |
The most common are the +2 for slapping the timer while still holding the cube in the rush of finishing, and the +2 for being "one move off" by stopping before the last U turn is complete. If you make a habit at home of putting the cube down and letting go before stopping the timer, you won't panic at a competition.
What to look at in 15 seconds: using inspection at each level
Fifteen seconds sounds long, but at first it can slip away while you are still deciding where to start. What to do in inspection depends mostly on your method and level.
| Approximate level | What to do during inspection |
|---|---|
| Around sub-60 (layer-by-layer) | Find the face where you'll build the white cross and where the four white edges are. Deciding the order to place them is enough |
| Around sub-30 (starting CFOP) | Plan the whole cross in your head. It can usually be done in 8 moves or fewer |
| Around sub-20 | Plan the cross, then track where your first F2L pair (corner and edge) is |
| Sub-15 and faster | Plan the cross plus the first pair together (extended cross), or choose which colour to start with (colour neutrality) |
What matters is being able to turn your inspection plan into hand movements quickly. A perfect plan is worthless if you go past 15 seconds before your hands are on the timer. As a rule of thumb, aim to finish planning by about 10 seconds and have your hands on the timer by the 12-second call.
How to get used to inspection when practising at home
If you always practise without inspection, the first time you face a hard 15-second limit will be at a competition, and it is easy to panic. The best preparation is to time with inspection in everyday practice.
- 1
Time with inspection turned on
In the Rubik’s Cube Timer, turn on inspection in the settings. The space bar (a tap on phones) starts a 15-second countdown, and +2 past 15 seconds and DNF past 17 seconds are applied automatically.
- 2
Play beeps at 8 and 12 seconds
Instead of the judge's calls, the timer can beep once at 8 seconds and twice at 12. Practise getting your hands ready when you hear them, and you'll stay calm when a judge calls out at a competition.
- 3
Ready your hands and wait for green
Hold the space bar or screen and wait; release when the display turns green to start. You can choose a hold time of 0.3 s or 0.55 s to get closer to the feel of a StackMat.
- 4
Treat penalties as part of your record
Lots of +2s or DNFs are a sign to fix how you use inspection before worrying about speed. You can also add or remove +2 and DNF afterwards in the list.
Knowing what time you need on your fifth solve to reach a target average, once four solves are done, helps you decide whether to push or play it safe. That calculation is explained in BPA, WPA and the time you need for a target ao5.
FAQ
- How long is inspection?
- Up to 15 seconds at WCA competitions. Starting the solve after 15 but within 17 seconds gives +2, and after 17 seconds it is a DNF. Blindfolded events have no inspection.
- Can I turn the cube during inspection?
- You can't turn any face; doing so is a DNF. You are free to pick the cube up and rotate it to look at it from different angles.
- What is a +2?
- A penalty that adds 2 seconds to your solve time. You get it when inspection goes over 15 but not over 17 seconds, when you stop the timer one move away from solved, or when you stop the timer while still touching the cube, among other cases.
- What does DNF mean in cubing?
- It stands for Did Not Finish and means the attempt has no result. You get a DNF if inspection goes over 17 seconds, if you stop the timer two or more moves from solved, or if you turn a face during inspection, among other cases. In averages it counts as the slowest result.
- Why are there calls at 8 and 12 seconds?
- To tell the competitor how much inspection time is left. The judge calls only at 8 and 12 seconds and says nothing at 15 or 17. When you hear the 12-second call, aim to start within the remaining 3 seconds.
- How can I practise inspection at home?
- Use a timer with 15-second inspection that applies +2 and DNF automatically. The Rubik’s Cube Timer beeps at 8 and 12 seconds and applies time penalties on the same basis as competitions.
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