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How to Solve a Rubik's Cube, Guide for Beginners

How to Solve a Rubik's Cube | Introduction

The Rubik's cube is a mechanical 3D puzzle, invented more than 30 years ago and considered
the best selling toy at all times! Yet, solving the Rubik's Cube considered an almost impossible
task, which requires an IQ of 160... Is that really so hard? Definitely not!! Just follow this
simple step by step solving guide and you'll shortly find yourself with a solved Rubik's cube in
your hands… Let's get to work!
watch my 7.63s Rubik's Cube solution >>

The mechanism of the Rubik's Cube

The Rubik's cube is actually a 26 pieces puzzle. 


There are three types of pieces: (see image)
Corner piece: each carries three different colors (there are 8 corner
pieces in the cube)
Edge piece: each carries two different colors (there are 12 edge pieces
in the cube)
Center piece: each carries one color (6 center pieces, all are located on
the core) 

Core is the inside part of a Rubix Cube, which holds all the pieces
together and attached
to the center pieces with rotatable axes.

Important! The center pieces are part of the core and subsequently can't really move relative
to each other. For that reason they already "solved", and the solving process is to bring the
corner and the edge pieces to them (meaning there are only 20 pieces to solve out of the 26).
For example, the blue center piece will be always opposite to the green center piece (on cube
with standard color scheme). it doesn't matter how hard you will try to scramble the cube, it
will just stay that way. 

Rubiks Cube Move notation

When describing the solution we'll use the following move notation. 
The rubix cube notation helps to convey a sequence of moves through writing. Here is how it
works: 
Every face given a letter:

 F (front):the face facing the solver


 B (back):the back face
 R (right):the right face
 L (left):the left face
 U (up):the upper face
 D (down):the face opposite to the upper face
The letter by itself means turning that face 90° clockwise (single turn).(e.g. R)
Letter followed by ' (apostrophe) means turning that face 90° counter-clockwise (single turn).
(e.g. R') 
Letter followed by 2 means turning that face 180° (double turn) . (e.g. R2) 

For example: F R' U2 looks that way:  

A sequence of moves is called an algorithm. 

(If you're having difficulty in finding the CW/C-CW direction of a face (like B or D), twist
temporarily the cube so that face will become the F face which is the easiest face to determine
the cw/ccw direction.)
Don't be worried about it, all the algorithms are followed by an animation like the one of the
last example.

For further explanations and full move notation: Full move notation page 

Now you know everything you need to start and learn how to solve a Rubik's Cube! So, Proceed
and solve the Rubik's Cube, for good.. Good Luck! 

This is the image-based solution (Ideal for old browsers).


Click Here
For the animation-based version of the solution (java applets)- 

End of Intro.

The Rubik's Cube Solution

Solving the Rubix cube is made piece by piece, just like any other puzzle. 
Therefore the solution is divided into steps each of which solves number of 
pieces without destroying the ones of previous levels. Let's start! 

Step 1: Solving the edge pieces of the top


layer

In this step we have four pieces to solve. 


First choose a color to begin with (I chose the white
from comfortable reasons. 
For this time, choose the white as well, because of the images along with the solution).

Because the center pieces cannot be moved relative


to each other it's 
important to solve the edge pieces relatively correct
to each other. 
For example, when solving the white: the green
center is to the left
of the red center, so the green-white edge piece
has to be as well to the left
of the red-white piece (see images) 
Remember! Bring the white edge pieces to the
white center, and not the white center to the edge pieces. 

Use the following examples to complete these step: 


F2

U' R U

F' U' R U

Step 2: Solving the corner pieces of the top


layer

In this step we'll solve the four corner pieces of the


top layer. 

Pay attention! The corner piece has to match not


only to the white on Top, but also the colors to the
left and right (see correct/wrong images).
If the wanted corner piece is located in the top
layer but In the wrong place (see wrong image) or
not oriented correctly, insert a non-white corner
there, and by that the white corner piece will go
back to the bottom layer.
Inserting a corner piece to its solved location will be done in this way:
First find an unsolved white corner (from the bottom layer) 
then position it right under the place it should go to. 
use one of the following moves: 

F D F'

R' D' R

R' D2 R D R' D' R

Repeat that for the other three corners. 

* Solving a corner that its white sticker is opposite to the upper face (third case), is done in two
stages. 
The first is orienting the corner piece so the white sticker will be on one of the side faces (done
by- R' D2 R D).
The second is a second case solving (R' D' R). 

Step 3: Solving the edge pieces of the middle


layer

In this step we'll solve the four edge pieces of the


middle layer, 
And by that we actually complete the first two layers (a.k.a F2L). 
Turn the cube over so the solved layer will be in the bottom. 
Then locate one of the edge pieces to form an upside down T shape (see
image) 
In order to insert the edge to its location we'll use one of the following algs: 

U' L' U L U F U' F'

U R U' R' U' F' U F

Repeat that for the other three edge pieces. 

In a case that an edge piece is in its correct location but not oriented correctly
(see image), 
Insert a wrong edge piece to this location, and as a result the wanted edge
piece 
would go back to the top layer (just like in the previous step with the corners) 

Step 4: Orienting the last layer edges

In this step, for the first time we won't completely


solve the pieces But only orient them correctly. 
In other words our goal is to form a cross shape on the upper face of the cube. 
There are only four possible orientation states for the last face: 
State 1

State 2

State 3

State 4

In order to achieve our objective (state 4) we'll use the following algorithm: 

R' U' F' U F R

This algorithm promotes the cube one state ahead each execution. 
Meaning that triggering this alg once, on state 1 will promote the cube to state 2, and so on.
Therefore, you have to apply this alg 1-3 times to complete this step. (Click the "play" button
on the animation 3 times, but wait for the algorightm to finish before clicking for the 2nd and
3rd time). 

Pay attention! Executing this alg from the right angle (right position of the cude in your
hands) is crucial. (for example, in step 3 it's important to execute this alg when the two
correctly oriented edge pieces are facing to the back and the left faces and not to the
front\right faces. 
Step 5: Permuting the last layer corners

In this step our goal is to permute the four last layer corner pieces. 
Pay attention! our objective is only to locate the four corners in their place, we don't have to
orient them correctly. 
For example, take a look at the image to the right, the yellow-green-red corner piece is well
permuted.  

In this step there are only 2 different states: 

 Two well permuted corners are adjacent to each other.


 Two well permuted corners are diagonal to each other.

If you can't find 2 well permuted corners, turn the upper face (U) until they'll show up. They
must be there. 

In order to complete this step we'll use the following algorithm: (Keep reading before
executing) 

 
L R' U' R U L' U' R' U R

This algorithm rotates 3 corner pieces counter-clockwise, and leaves the fourth corner in place. 

If you have 2 adjacent well permuted corners- just turn the upper face once (U). that move will
relocate the corners so there will be only one well permuted corner and another three needed
to be rotated counter-clockwise. Now just execute the algorithm above (L R' U' R U L' U' R' U
R), and by this single execution you actually completed this level. (remember to execute this
algorithm from the right angle - the right position of the cube in your hand. see image above) 

If you have 2 diagonal well permuted corners just execute this algorithm above once (the angle
doesn't matter), and by that, your cube state will change to two adjacent well permuted
corners. Then follow the two adjacent corners instructions above. 

Step 6: Orienting the last layer corners


In this step our goal is to orient the four corner pieces of the last layer, the ones that we have
just located. 
In order to do that we'll use the two following algorithms: 

L U L' U L U2 L' U2

R' U' R U' R' U2 R U2

These algorithms actually do the same thing, just in an opposite direction. The first algorithm
orients three corners clockwise, while the second orients three corners counter-clockwise. For
that reason you can learn only one of them if you like (executing one alg twice equals to
executing the second once). 

If you have only one well oriented corner (like in the alg images), then you are lucky - just
execute the suitable alg once and complete this step. 

If you have two well oriented corners or no well oriented corners, execute one of these algs
randomly from different angles until you'll get only one oriented corner, then just execute the
suitable alg one more time to complete this step. 

Step 7 (and last!): Permuting the last layer


edge pieces

In this step our goal is to permute the last layer edges to their correct locations and by that
finally solve the rubix cube. 
For that, we'll use the following two algorithms: 
R U' R U R U R U' R' U' R2

R2 U R U R' U' R' U' R' U R'

Just like the previous step algs, these algorithms actually do the same thing, just in an opposite
direction. The first algorithm rotates three edges counter-clockwise, while the second rotates
three edges clockwise. For that reason you'll have to learn only one of them if you like. 

In this step there are only two possible states: 

1 correct edge piece, or no correct edge pieces. 


(Of-course also- all edge pieces correctly placed can occur- and that means the cube is already
fully solved..:) Congratulations! ) 

If you have one solved edge piece, then execute once the suitable alg above and by that
actually complete the whole Rubiks Cube! 

If you have no solved edge pieces, then execute once, any of the algs above (the angle doesn't
matter), and by doing that, one of the edges will become solved. Then follow the instructions
for one solved edge above. 

Congratulations!! You did it! Keep practicing the solving until you'll be able to solve the
Rubik's cube without looking at the algorithms, I promise you it will happen sooner than you
think!

Rubik's Cube Move Notations


In order to convey a certain turn or a sequence
of turns around the cube through writing, there
are certain agreed key letters that specify exactly what move
should be made: There are 6 different letters for turning the
Rubik's cube, each for the 6 faces of the Rubik's cube to be
turned:

 F (front): the face facing the solver.


 B (back): the back face.
 R (right): the right face.
 L (left): the left face.
 U (up): the upper face.
 D (down): the face opposite to the upper face.

The letter means turning a single turn, (90°), clockwise, the


corresponding face. 

Letter followed by an apostrophe mark (') (known as "prime")


means turning the corresponding face a single turn,
(90°),counter-clockwise. 

Letter followed by "2" means turning the corresponding face 2


single turns (180°). The direction of the turning does not matter
here. (However sometimes notations such R2' do appear –
mostly for speedcubing reasons, to suggest the speedy and
flowing way to execute an algorithm) 
           
U R F D L B

           
U' R' F' D' L' B'

           
U2 R2 F2 D2 L2 B2

These notation marks will always be in Capital letters. The


reason for that is that there are different meanings for small
letters: 

Double Layer Turns

A small letter means turning the face along with its


corresponding middle layer, making it a double layer turn. The
reason for doing such moves is that it can reduce the need of
cube rotations (For example: l is equal for doing just R and x' -
which is a cube rotation mark, explanation ahead). It is also
accepted to use a capital letter + w instead of small letter (For
example: Rw; it is identical to r). Small letters can be followed
by a prime ('), or 2 just like the regular turns and means the
same. 

           
u r f d l b

           
u' r' f' d' l' b'

Middle Layer Turns

There are 3 different middle layer possible turns in the Rubiks


cube, presented by letters (Capital only). Only 1 out of the 3 is
popular in common algorithms, while the other 2 are rarely
used. Still here are the notations:

 M (middle): the middle layer parallel to the R & L faces.


 E (equator): the middle layer parallel to the U & D faces.
 S (side): the middle layer parallel to the F & B faces.
The middle layer turns can be followed by a prime ('), or 2, just
like the regular turns. Middle layer turns are always written in
capital letters. 

           
M M' E E' S S'

Cube Rotations

These are not actual turns, and is meant to instruct a rotation


of whole the cube. Sometimes making a cube rotation allows
executing much more convenient turns, like turning the R face,
instead of the B face. There are 3 possible axes to rotate the
cube on: The X, Y & Z axes. Just like in math. Those are also the
letters used for these rotations. Best way to remember the
rotations is just thinking about a 3D function graph:

 x : rotating the cube on the X axis. (R & L faces remain


intact)
 y : rotating the cube on the Y axis. (U & D faces remain
intact)
 z : rotating the cube on the Z axis. (F & B faces remain
intact)
Cube rotations usually written as small letters, but it doesn't
have a meaning and they could possibly by written as capital
letters – same meaning. 

Cube rotations can be followed by a prime (') meaning rotating


the cube a quarter rotation (90°) on the corresponding axis
counter-clockwise, or followed by 2 which means rotating the
cube 180° on the axis. 

           
x x' y y' z z'

Tip: If you're having difficulties in finding the right CW/C-CW


direction of a face (like B or D faces for example), rotate
temporarily the cube so that face will become the F face which
is the easiest face to determine the CW/CCW direction. Just
image a clock on the face and think where the hand would go
to) 

A sequence of turns in a row is represented by a sequence of


letters, and called an algorithm. 

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