How to Solve the Rubik's Cube

How to Solve the Rubik's Cube
5 min read

Known as the Rubik’s Cube, the puzzle is a remarkable geometric design. The different colored sides show a number of possible combinations, and each twist of the cube reduces it to a subgroup.

Several algorithms can be used to solve the cube without messing up the existing layers. A good place to start is by picking a color.

How to Solve a Rubik’s Cube

First, make sure the center colors are in place and that all of the corner pieces are either oriented correctly or swapped. Now, create a cross on the white face using intuitive movements. Once you’ve done this, there should be four or two edge pieces that aren’t in their correct positions.

To solve the cube, use algorithms to get these edge pieces in their correct positions. This will require you to learn some new vocabulary and memorize some moves that might be unfamiliar at first.

A good method to start with is CFOP (cross, F2L, Orient and Permute last layer). This solution requires learning about 120 algorithms but allows a cube to be solved in under 100 moves on average. This is one of the most commonly used solutions by speedcubers.

Picking a Color

The first step in solving the cube is to figure out which color each face should be. To do this, consider only the shape of the cross on each side—ignore the edge pieces for now. For example, if you see an L shape or line on the top-left corner of your cube, execute the algorithm until it encases this piece.

This will move that piece to its correct position on the center layer. Repeat this process for each of the six center pieces on the cube. After completing this step, you should have the entire center layer solved and will only need to focus on orienting the edge pieces in the correct spots on each face. This will take more practice and patience, but it is the most important step in solving the cube.

Layers

When a cube is correctly oriented, its center pieces (edge and corner) are in the right place relative to the centers of their corresponding sides regardless of how they’re twisted. To do this, you need to apply an algorithm.

These algorithms are sequences of rotations that reorient your cube into the desired configuration. They’re usually written in a special notation that makes them easier to remember. The letters indicate which face should be rotated, and the numbers indicate how many times the face should be turned. For example, FR2R is an algorithm that rotates the front and inner right layers clockwise twice. An i means that the twist should be inverted, and a double i means that the twist should be done twice. This is called Wolstenholme notation.

Edges

If you’re still struggling to solve the edges of your cube, it may be time to try out a different method. This can be a difficult step for beginners, but it’s very important for fewest-moves solving. Locate any white edge piece on the cube and identify its non-white part. Match that part to its centre by hit and trial – this can be done very quickly and should take no more than 2-3 moves.

Although there are about 519 quintillion[53] possible arrangements for the pieces in a rubik’s cube, only one in twelve of them are solvable. This is because each combination of moves can only occur twice. One of these times will swap two center or edge pieces, leaving the other in place.

Corners

The corners of a cube are a bit trickier to solve. To move a corner to its correct place, it must be moved by a sequence that does not mess up anything else on the green layer (shown in gray). This is because of the way that rubik’s cube works: the pieces have a group theory or symmetries, and each twist can only happen once.

For this reason, it is usually necessary to swap two adjacent corners in the top layer to correct the problem. This method is called a Corners First method, and it experienced its biggest boom in the 80’s (a winner of the first world championship used this technique). Another alternative to this is Wolstenholme notation, which makes remembering the sequences easier for novices.

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