Your next useful step
Make today’s practice count
Tell us where you are now. Your choice stays on this device and can be changed at any time.
Ready when you are
Continue your practice
A short focused session is the best next step.
A route through it
Fifteen suggested stages, from the beginner fallback through smaller advanced case groups. A case becomes retained only after successful reviews on later days; a stage turns green when all of its cases have survived those delayed reviews.
Watch it
Read it out
What each letter is asking you to turn, assuming the cube is held with yellow up and the front face towards you. Press Step to walk it.
Cases
When this Practice panel itself has focus, press N for the next case or question mark to reveal an answer. Shortcuts do not run while a control is focused.
Ready when you are
Recall the sequence
Work it out mentally or on a real cube, then reveal the answer.
Which case is this?
Set the position on your cube. Start immediately before your first turn and stop after your last.
Type any valid sequence. The simulator checks the result, so it does not have to match the taught sequence.
Set this up on a real cube
Start from a solved cube and apply this setup to reach the same position. The active default or personal move sequence then performs the case goal.
What to practise
Progress
Last layer solver
Enter your own moves
Type a sequence and watch it play. U R F L D B for faces, M E S for slices, r u f (or Rw) for two layers at once, x y z for the whole cube. Add ' for anticlockwise and 2 for a half turn.
Name that case
What the Cross, First Two Layers, Orientation, Permutation (CFOP) method calls the position in front of you, and exactly what to turn.
The beginner way, step by step
The same four algorithms from the beginner method — not a speedcubing solver.
Where to go next
How to read a move sequence
A move sequence is often called an algorithm. Each letter names
one slice of the cube to turn, and the letters are read
left to right, one at a time. They are relative to
how you are holding it — R means whichever face happens to be on your
right, not a particular colour. So the golden rule is: pick up the cube, point one
face at yourself, and do not turn it round again until the algorithm is finished.
'Same face, quarter turn the other way. Say it out loud as “prime”, or just “R backwards”.2Same face, half a turn. Which way round you go makes no difference.
The catch everyone hits: clockwise means clockwise from that face's own point of
view. For R, U and F that is easy to see. For
L, D and B you are looking at the far side, so a
clockwise turn looks anticlockwise from where you are sitting. The pictures below
are all drawn from where you are sitting, so you can just copy them.
A worked example
This is the beginner step 6 algorithm, spelled out. Notice it is two halves that mirror each other — that is usually how you should try to remember one, rather than as eight separate letters.
Read it as a rhythm rather than a list: up, right, down-back, left-back …
up, right-back, down-back, left. Most algorithms are built out of two or three
little patterns like R U R' U' repeated or mirrored, so once you can hear the
shape you stop having to recall individual letters.
Notation at a glance
The beginner method on one page
Things that go wrong
Where this came from
The beginner method follows Ruwix. Every case on this page — beginner, F2L, OLL and PLL — was run through a cube simulator and only kept if the algorithm provably does what its group claims, with nothing already finished being broken. The 41 F2L cases were not transcribed at all: they were found by searching over the standard insertion triggers.