Rule Clarification

sDLfj

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I had an idea of a way to modify a pyraminx that honestly isn't entirely ethical, but if there's nothing against it, I would probably try it. Is there a rule that would prevent you from setting pyraminx tips up where they are non magnetic, but when they are in the right position, they have strong magnets that lock it in place (they would still move, but not easily)? If I have time I'll do this on my non-main pyraminx just to see how well it works (but I wouldn't use it in comp unless it's legal).
 
I had an idea of a way to modify a pyraminx that honestly isn't entirely ethical, but if there's nothing against it, I would probably try it. Is there a rule that would prevent you from setting pyraminx tips up where they are non magnetic, but when they are in the right position, they have strong magnets that lock it in place (they would still move, but not easily)? If I have time I'll do this on my non-main pyraminx just to see how well it works (but I wouldn't use it in comp unless it's legal).
Not sure, but if I had to guess, when it comes to the way one sets up a pyraminx, it's to each his own, so it probably is fine. Also, I don't really know how such a rule would be enforced.

I like your set up idea though, good thinking :)
 
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Nigh impossible to enforce, but this would be illegal.
Does that actually enhance the base concept though? I actually don’t think the proposed tip magnetization would be an issue. Especially given that many pyraminxes have allowed tip magnet strength to be adjusted by cahnging how many magnets are in the tips, which is effectively what the op wants to try.
 
can someone simplify everything he said in his post about the set up
let me try to simplify what he said the best that I can:

Upon considering a recent innovation, I have devised a notion to manipulate the Pyraminx, although this scheme may lack veracity; desperate to pursue it, I solicit whether any legal action would hinder me from accomplishing the act. Could any rulings prohibit the mounting of Pyraminx tips in areas where they lack the magnetic property, yet in favorable situations, erect strong magnets that entice said segments assuring their arduous removal once properly located? Were I to acquire leisure time in the future, I shall try this venture on my auxiliary Pyraminx to gauge its efficiency (wherein applying such a practice would be precluded from rightful competition unless it is deemed acceptable per the prevailing laws).
 
Especially given that many pyraminxes have allowed tip magnet strength to be adjusted by cahnging how many magnets are in the tips, which is effectively what the op wants to try.
To my understanding, this is usually done with 3 magnets in the base (these aren't changed) and a variable number of magnets in the tip (0 for non-magnetic, 1 for weak, 2 for medium, 3 for strong). No matter which orientation the tip is in and no matter how many magnets are in the tip, there will always be a consistent magnetic pull.

What OP is suggesting is more like 1 magnet in the base and 1 magnet in the tip, so there's magnetic attraction only when they're lined up. This makes the tip-aligned state distinguishable from tip-misaligned states by feel.
 
I don't really think that it would be changing the basic concept of the puzzle. It still turns normally, the only difference is that it would unfairly benefit me, but there are probably a couple rules that it vaguely is considered in (like being distinguishable by feel, mentioned above). I probably could technically get away with it in competition, but I don't have an urge to do it in competition, it just seems like it would be fun to try.
 
I don't really think that it would be changing the basic concept of the puzzle. It still turns normally, the only difference is that it would unfairly benefit me, but there are probably a couple rules that it vaguely is considered in (like being distinguishable by feel, mentioned above). I probably could technically get away with it in competition, but I don't have an urge to do it in competition, it just seems like it would be fun to try.
just try it, if you get banned from wca we will know it's a bad idea
 
To my understanding, one corner of the tip and the corresponding meeting spot would receive a magnet, so only the correct position would lock.

This would mean that you can detect the correct position of the tip without looking at it. Such a thing would be illegal for cubic puzzles, it's a bit difficult, when you can deduct every piece in one position.
 
Ya you can totally do that, just the scrambles could be messed up during transportation, and almost always and extra solve for you, until the organizer can't take it anymore.
 
I tried this on my YLM. It works and this tips are far faster, however, this is a very bad mod. It makes the pyraminx very tedious and unstable and accidental turns are pretty much a guarantee. Don't even get me started on the misscrambles due to transportation.

A very neat concept but I cannot recommend it at all.
 
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