Before Placing Order
Terms and conditions
1. Registry email. In order to receive update information of your order (tracking, customer service etc), it is strongly recommended that you use working email address when registering.
2. Shipping fee. Orders below 25$ will need to select 'Flat rate shipping +5$' option. Orders above 25$ is eligible for free shipping. Orders above 200$ is eligible for express mail which is faster than free shipping. Orders above 300$ is eligible for free EMS. For orders below 200$ and requesting for express mail or EMS, please contact support(AT)verypuzzle.com. Shipping service provider: China Post (http://shipping.ems.com.cn/index). Free shipping = e-packet service, 200$ = express e-packet, 300$ = EMS. Considering the situation the world is in, all shipping methods are affected indefinitely. The usual official delivery time range is no longer strictly applicable.
3. When to ship. Usually it will take 1-7 days to dispatch your order. Preparing time for orders requesting stickering service is currently not quite stable. After dispatch, you will receive a tracking number in the 'order history'. You can track your package at 17track.net using this tracking number. 17track.net is a platform that can handle transitional information from most countries automatically.
4. When will it arrive. It usually takes 7-30 days, depending on your location, to deliver your package. Since the postal system is way beyond our control, all we can actually tell is the information attached to the tracking number. Sometimes the tracking informatioin could stop update mysteriously for a long period. It is quite normal and you will still receive the package (yes it updates before delivery in many cases). Let us know if you get worried.
5. When I don't receive it. IMPORTANT. Starting on the day you paid the order, after 40 days, if the package doesn't show up, start a dispute on PayPal. This is simply in purpose of protecting your rights. However, this will not give you more information about where the package is and when it will arrive. All we could possibly tell is the information attached with the tracking number. After that we will response with tracking information and keep the case open till around 50 days. Then we'll close the case according to available information. If you do no report within 80 days since ordering date, any claims of 'item not received' will be ignored. Contact support(AT)verypuzzle.com whenever you think it is necessary, there's no time limitation. The international journey of parcel is never easy. They probably got delayed, incorrectly handled/delivered, returned/broken or even missing. But no worries! Either your money or your puzzle is safe with us, just keep us notified about your situation.
6. When I want to return the product. Cases involving returning puzzles will have to contact email@example.com in the first place. When you get the returning address, you may then ship it back to us. The shipping back fee could be high and will usually counted on your side, so let's pay more attention or start a communication before placing an order.
7. Risk control. In some rare cases, we do have risk control actions. For example, there's a chance that an account be suspended and/or order be cancelled temporily if there were active claims against us from the account while still making new orders.
8. When I receive broken/defected product, I break/miss some parts or sticker pieces. Most of the received-but-broken puzzle can be recovered by sending free repairing parts, together with necessary instructions. We can send a new one in the worst cases. Anyway please understand that it is beyond our ability to require parcels be delivered in perfect condition as parcels will be handled by a large number of workers all over the world. Of course it is our job to protect your parcel proportionately. Parts and sticker pieces within limited quantity(ies) are free of charge. Always send email to support(AT)verypuzzle.com for assistance.
9. When I have any other questions. Send email to support(AT)verypuzzle.com and get help. The supporting email is the best way to communicate with us. Try to provide as much information as possible to reduce unnecessary back and forth. Instant message is strongly not recommended since most problems need be solved step by step rather than instantly.
10. About rotation rules. A good fraction of our puzzles were based on multiple axis systems, like combining face axis system of a dodecahedron with its edge center axis system into one puzzle. Such puzzles may present illegal moves, i.e. moves that are not designed to make but physically possible by squeezing a bit. Sometimes it is as clear as forcing a basketball through sleeves, sometimes not. Such moves may be harmful to your puzzle so it is necessary that you follow the rotation rules, or symmetry pattern. An 'n-fold symmetry' or 'Cn symmetry' in the Product Information Card means a legal rotation of a face requires one or multiples of 360/n degree. Such is the case for pentagonal faces of Rhombic Tuttminx and all faces of megaminx, for example.
[Harder part] For less symmetrical faces like hexagonal faces of Rhombic Tuttminx, the rules are a bit more complicated. A regular polygon with n vertices bears a Cn rotational symmetry around its center of geometry, i.e. a square has a C4 rotational symmetry. The symmetry of hexagonal face of Rhombic Tuttminx however, corresponds to symmetry of a rectangle. A rectangle has apparent C2 rotational symmetry(180 degree turns) around its center but also presents commutative symmetry of adjacent vertices(x, 180-x, 180+x, 360-x degrees). This gives the asymmetric hexagonal face of Rhombic Tuttminx 6 valid rotation angles/stops but different from that of C6 symmetry (60*n degrees). Some people refer to such rotations utilizing commutative symmetry of adjacent vertices of a rectangle as 'jumble moves'. Such rotations seem peculiar in a sense that when you rotate a vertex to its adjacent, the new rectangle will not be overlapping with the old one. The common part of these two phrasings is: a move is legal if and only if it CAN (probably with the help of other cirlces on the puzzle) complete a true circle which enables exchange of parts in it with parts in other circles. If there's no commutation of parts involved, you can stop it anywhere. Similar to that of two gears: if they are not geared, you can freely spin each of them. If they are geared, moves are constrained. For spherical and planar puzzles, there's a simpler way of avoiding illegal moves: is the face/circle you are about to turn really a circle? If yes, make the turn. If not, don't.
11. CORD & DIRT axis system explained. In the area of 3D twisty puzzles, there are two fundamental axis systems involved. One is based on the cube and the second is based on dodecahedron. For example, a normal 3x3x3 cube is technically a face turning cube. A Dino cube is technically a corner turning cube. If we draw half-lines from its geometrical center to its face centers, we get 6 half-lines. To corners, 8 half-lines. To edge centers, 12 half-lines. Such bundles of half-lines defined typical set of axes, or axis system. CORD is the set of all half-lines originating from geometrical center of a cube to its face center, edge center and corner. DIRT is the set of all half-lines originating from geometrical center of a dodecahedron to its face center, edge center and corner. Due to duality, such sets constructed from other Platonic solids will not produce new axis system. The CORD axis system contains 6+8+12=26 axes (full model: CORD V1.0). The DIRT axis system contains 12+20+30=62 axes (full model: DIRT V1.0).