Fastest Finger First

Event Id : 62

Event Name : Fastest Finger First

Event Brief :

Rubik’s cube is one of the challenging puzzles to learn and master so Fastest Finger first is a game to show your skill on solving the rubik's cube of 3×3×3. The one whose average time in all three rounds will be minimum, announced as Winner.

Event Coordinator :

- Rupali Gupta- 9724365418

Student Coordinator :

- Binal- 7878430497
-Harshal -8320831797
-Bansi- 9909010093

Event Date and Time :

Date: 22/ 03/ 2018
Time: 10:30 AM to 12:30 PM

Location :

MA 108, A wing First floor, room no. 108

Rules / Guidelines / Judging Criteria For Fastest Finger First

- Judging Criteria :

To determine the winner, the average of their solving time is usually considered. Therefore, each solve is crucial, as it can improve or waste the average. The competitor hence needs to remain focused throughout the games, as one record is not adequate to guarantee them a win.The average is what matters.

There will be Elimination round,out of all participants top 10 quickest solver will go to the main round. Main round has three rounds. Winner will be the one whose average time in all three rounds is minimum.

The results of a round are measured as follows:

     1. All timed results under 10 minutes are measured and truncated to the nearest hundredth of a second. All timed results, averages,and means over 10 minutes are measured and rounded to the nearest second (e.g.x.4 becomes x, x.5 becomes x 1).

     2. The result of an attempt is recorded as DNF(Did Not Finish) if the attempt is disqualified or unsolved/unfinished.

     3. The result of an attempt is recorded as DNS(Did Not Start) if the competitor is eligible for an attempt but declines it.

     4. For "Mean of 3" rounds competitors areallotted 3 attempts. The arithmetic mean of the 3 attempts counts for thecompetitor's ranking in the round.

     5. For"Mean of 3" rounds, if the competitor has at least one DNF or DNSresult, their average result for the round is DNF.

     6. For "Mean of 3" and "Average of 5" rounds, if two or more competitors achieve identical average/mean results, rankings are assessed based on the best attempt per competitor, where"better" is defined as the shorter time.

     7. Competitors who achieve the same result in a round receive an identical ranking for the round.

     8. If a qualifying competitor withdraws from a round,they may be replaced by the best-ranked non-qualifying competitor from the preceding round.

     9. Each round of event have a time limit of10 mins

1. only the resting state of the puzzle, after the time has been stopped, is considered.
2. The puzzle may be in any orientation at the end of the attempt.
3. All parts of a puzzle must be physically attached to the puzzle and fully placed in their required position
4.A puzzle is solved when all colored parts are reassembled and all parts are aligned within the specified limits.
5. if no further moves are required to bring the puzzle to its solved state, the puzzle is considered solved without penalty.
6. if one move is required, the puzzle will be considered solved with a time penalty ( 2 secs)
7. If more than one move is required then then puzzle is considered unsolved (DNF)

- Entry Rules & Guidelines :

Article 1: Puzzles

1.    Competitors must provide their own puzzles for the competition.

2.    Competitors must be ready to submit their puzzles when they are called

3.    Puzzles must be fully operational, such that normal scrambling is possible.

Article 2: Competitors

1.   Competitors must obey venue rules and conduct themselves in a considerate manner.

2.   Competitors in the Competitors Area must not communicate with each other about the scrambled states of the puzzles of the round in progress. Penalty: disqualification of the competitor from the event.

3.   While competing, competitors must not use electronics or audio equipment (e.g. cell phones, MP3 players,dictaphones, additional lighting).

4.   A competitor may be disqualified immediately, or after a warning, depending on the nature and severity of the infraction.

5.   As a competitor, you’re given 15 seconds to look at the cube before you start solving it. This allows you time to examine the cube’s state and make up your mind regarding how to start solving it.

6.   At best, you’ll be able to plan your first few moves. You will get insight into which case should happen and thus solve the cube quicker. However, it’s virtually impossible to plan the whole solve.

Article 3: Scrambling

1.    A scrambler appliesscramble sequences to the puzzles.

2.    Puzzles must bescrambled using computer-generated random scramble sequences.


Article 4: Environment

1.    Spectators must remain at least 1.5 meters away from the solving stations when they are in use.

2.     Lighting of the competition area must be given special attention. Lighting should be neutral, such that competitors can easily differentiate among the colors on the puzzles.

3.    The competition area must be smoke-free.



Winner, 1st runner up, 2nd runner up.

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