The method presented here divides the cube into layers and you can solve each layer applying a given algorithm not messing up the pieces already in place. You can find a separate page for each one of the seven stages if the description on this page needs further explanation and examples.

To get started I recommend you to read the basic cubing terminology and you will need to know the Rubik's Cube notation ie what the letters mean in the algorithms:

F: front, R: right, U: up, L: left, D: down.


Kubik Rubik Algorithm


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Twist the bottom layer so that one of the white corners is directly under the spot where it's supposed to go on the top layer. Now, do one of the three algorithms according to the orientation of the piece, aka. in which direction the white sticker is facing. If the white corner piece is where it belongs but turned wrong then first you have to pop it out.

Until this point the procedure was pretty straight forward but from now on we have to use algorithms. We can forget the completed white face so let's turn the cube upside down to focus on the unsolved side.

In this step we are completing the first two layers (F2L). There are two symmetric algorithms we have to use in this step. They're called the Right and Left algorithms. These algorithms insert the Up-Front edge piece from the top layer to the middle layer while not messing up the solved white face. 

If none of the pieces in the top layer are already lined up like in the images below, then turn the top layer until one of the edge pieces in the top layer matches one of the images below. Then follow the matching algorithm for that orientation.

After making the yellow cross on the top of the cube you have to put the yellow edge pieces on their final places to match the colors of the side center pieces. Switch the front and left yellow edges with the following algorithm:

Turn the top layer only to move another unsolved yellow piece to the front-right-top corner of the cube and do the same R' D' R D again until this specific piece is ok. Be careful not to move the two bottom layers between the algorithms and never rotate the whole cube!

You will now have 4 or 2 edge pieces in the correct place. Matching with the center colors. Ensure the correct edge pieces are at the back and right face. Use the algorithm below to put the edge pieces in the correct position.

This is another easy stage where you shouldn't memorize any algorithm just follow your instincts. If you have difficulties solving the white corners, here's an easy trick you can always apply, you just have to memorize a short algorithm and repeat it until the piece is solved:

Bring the corner below the spot where it belongs (Front-Right-Down position highlighted with grey) and repeat the algorithm above until the white corner pops into its place oriented correctly. This algorithm sends the piece back and forth between the spots marked with dark, always changing the orientation.

In some cases two opposite pieces have to be swapped which needs to be done in two steps.

Perform the algorithm once, then rotate the cube to make sure you are changing the right pieces in the second round:

In the last step every piece is where it's supposed to be, but the yellow corners are oriented wrong. 

To complete our cube we will use the same algorithm we used to solve the first layer corners but with a little trick:

Start by holding the cube in your hand having a misaligned yellow corner in the highlighted Front-Right-Up spot (see image). 

Repeat the R' D' R D algorithm until this piece comes to the correct position with the yellow sticker upwards.

Turning only the Up face, move another wrong yellow corner to the highlighted spot and repeat the R' D' R D algorithm until that yellow piece is oriented correctly.

Move other misaligned yellow corners to the marked spot one by one and do the formula until all corners are solved.

First put the white corner that belongs to the spot marked with the upper arrow in either of the highlighted positions. Next repeat the algorithm below until the white piece comes to its desired destination.

Turn your cube upside down because we don't need to work with the white face anymore. We can insert an edge piece from the top-front position to the middle layer using a trick. Do the left or right algorithm depending on which side you have to insert the piece:

1. Hold the cube in your hand having an unsolved yellow corner in the highlighted top-right-front position. 

2. Repeat the algorithm until this piece is solved.

3. Turn the top layer to bring another unsolved piece in the highlighted position.

4. Repeat R' D' R D until that one is also solved.

5. Do 3 and 4 for any other unsolved yellow corner.

In Rubik's cubers' parlance, a memorised sequence of moves that have a desired effect on the cube is called an "algorithm". This terminology is derived from the mathematical use of algorithm, meaning a list of well-defined instructions for performing a task from a given initial state, through well-defined successive states, to a desired end-state. Each method of solving the Cube employs its own set of algorithms, together with descriptions of what effect the algorithm has, and when it can be used to bring the cube closer to being solved.

Many algorithms are designed to transform only a small part of the cube without interfering with other parts that have already been solved so that they can be applied repeatedly to different parts of the cube until the whole is solved. For example, there are well-known algorithms for cycling three corners without changing the rest of the puzzle or flipping the orientation of a pair of edges while leaving the others intact.

Some algorithms do have a certain desired effect on the cube (for example, swapping two corners) but may also have the side-effect of changing other parts of the cube (such as permuting some edges). Such algorithms are often simpler than the ones without side effects and are employed early on in the solution when most of the puzzle has not yet been solved and the side effects are not important. Towards the end of the solution, the more specific (and usually more complicated) algorithms are used instead.

Many 333 Rubik's Cube enthusiasts use a notation developed by David Singmaster to denote a sequence of moves, referred to as "Singmaster notation".[57] Its relative nature allows algorithms to be written in such a way that they can be applied regardless of which side is designated the top or how the colours are organised on a particular cube.

Many general solutions for the Cube have been discovered independently. David Singmaster first published his solution in the book Notes on Rubik's "Magic Cube" in 1981.[55] This solution involves solving the Cube layer by layer, in which one layer (designated the top) is solved first, followed by the middle layer, and then the final and bottom layer. After sufficient practice, solving the Cube layer by layer can be done in under one minute. Other general solutions include "corners first" methods or combinations of several other methods. In 1982, David Singmaster and Alexander Frey hypothesised that the number of moves needed to solve the Cube, given an ideal algorithm, might be in "the low twenties".[61] In 2007, Daniel Kunkle and Gene Cooperman used computer search methods to demonstrate that any 333 Rubik's Cube configuration can be solved in 26 moves or fewer.[62][63][64]In 2008, Tomas Rokicki lowered that number to 22 moves,[65][66][67] and in July 2010, a team of researchers including Rokicki, working with computers provided by Google, proved that the so-called "God's number" for Rubik's Cube is 20.[68][69][70] This means that all initial configurations can be solved in 20 moves or less, and some (in fact millions) require 20.[68] More generally, it has been shown that an nnn Rubik's Cube can be solved optimally in (n2 / log(n)) moves.[71]

A solution commonly used by speedcubers was developed by Jessica Fridrich. This method is called CFOP standing for "cross, F2L, OLL, PLL". It is similar to the layer-by-layer method but employs the use of a large number of algorithms, especially for orienting and permuting the last layer. The cross is done first, followed by first layer corners and second layer edges simultaneously, with each corner paired up with a second-layer edge piece, thus completing the first two layers (F2L). This is then followed by orienting the last layer, then permuting the last layer (OLL and PLL respectively). Fridrich's solution requires learning roughly 120 algorithms but allows the Cube to be solved in only 55 moves on average.

A now well-known method was developed by Lars Petrus. In this method, a 222 section is solved first, followed by a 223, and then the incorrect edges are solved using a three-move algorithm, which eliminates the need for a possible 32-move algorithm later. The principle behind this is that in layer-by-layer, one must constantly break and fix the completed layer(s); the 222 and 223 sections allow three or two layers (respectively) to be turned without ruining progress. One of the advantages of this method is that it tends to give solutions in fewer moves. For this reason, the method is also popular for fewest move competitions.[72]

Philip Marshall's The Ultimate Solution to Rubik's Cube takes a different approach, averaging only 65 twists yet requiring the memorisation of only two algorithms. The cross is solved first, followed by the remaining edges, then five corners, and finally the last three corners.[79]

The app is using the open-source Kociemba algorithm to find the solution in 20 steps for any valid scramble. For slower computers the program automatically reduces the computing performance to return a little longer solution. 2351a5e196

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