FRULDBturn faces ·Shift= counterclockwise (′) · F is the side facing you
3×3BeginnerAbout 45 min11 chapters
The official layered method, taught interactively. Solve your first cube in an afternoon.
Before the first turn, learn what you are actually looking at. It makes everything else click.
Learn
A 3×3 cube has three horizontal layers: top, middle, and bottom. The whole method comes down to one idea. You solve the cube layer by layer, not color by color.
The lit band on the cube is the top layer. Try dragging it around, and grab empty space to orbit the whole cube.
Learn
Each flat side is a face, and the single tile in the middle of a face is a center. Centers are fixed to the core, so they never move relative to each other. Press play and watch: every layer spins, yet the six glowing centers stay put.
That means the center tells you what color its face will be when solved. The pairs are always opposite each other: white opposite yellow, blue opposite green, and orange opposite red.
Learn
An edge piece sits between two centers and has exactly two colored tiles. There are twelve of them, lit on the cube now. On a real cube you would pinch an edge with two fingers.
Learn
A corner piece has three colored tiles, and there are eight of them. Every piece on the cube is a center, an edge, or a corner. A piece can never change type, and its colors never separate. That is why the cube is solvable at all.
Six letters describe every turn you will ever make. Learn them once and every algorithm in the world opens up.
Learn
Each face has a letter. A letter on its own means: turn that face a quarter turn clockwise, as if you were looking at that face straight on.
These cards are live: tap one and that face turns on the cube - or press the same letter on your keyboard: U D L R F B. Four turns of the same face bring the cube back to where it started.
Learn
Two marks change a letter's meaning. An apostrophe like U′ means counterclockwise, and is spoken “U prime”. A U2 means turn the face twice. Every move card in this guide carries a small arrow so you always know the direction at a glance.
Feel the difference: tap U then U′ and the cube is back where it began - a prime undoes its plain twin. Two taps of U2 do the same. On a keyboard, hold Shift with a face letter for the prime turn.
A sequence of moves in a specific order is called an algorithm. You will learn only a handful of short ones, each laid out move by move on cards like these.
Practice
One rule matters when following an algorithm: the face you start with as the front stays the front for the whole sequence. Do not re-grip halfway through.
Occasionally the method asks you to rotate the entire cube between algorithms. In this guide the cube rotates itself when that happens, so you can focus on the turns.
Your turn
Turn any face of the cube, just to feel the grip.
Turn any face of the cube, just to feel the grip.
Stage one of layer one. Four white petals around the yellow center, an easy landmark to build from.
Learn
Begin with the yellow center on the up face. It feels backwards to start the white layer by looking at yellow, but the daisy makes the next stage almost automatic.
From here on, tiles that do not matter yet are dimmed, exactly like the gray tiles in the printed guide. Focus only on what is lit - right now, the four white edges.
Learn
This is a finished daisy: four white edge tiles around the yellow center, like petals - they are glowing on the cube.
Look closely at their sides: none of the side colors line up with the centers below them, and that is completely fine. A daisy only cares that white points up. Matching the sides comes later, in the cross stage.
Learn
Look at the top layer first. Any edge that already shows white on top is a finished petal - the two glowing ones here. Leave those alone and count how many you still need.
Watch
Next, scan the middle layer. This cube has a white edge sitting in the middle layer, its white tile facing sideways - it is glowing. Turn the front face so the edge rises into the top layer. Watch it travel.
The moves
tap a move to jump to it
F′One turn of the front face lifts the glowing white edge from the middle layer into the top.
Watch
Careful: if the landing slot on top already holds a petal, a turn would knock it right back out. Both pieces involved are glowing on the cube - the petal in danger and the edge that wants its spot.
The moves
tap a move to jump to it
UFirst, spin the top: the finished petal slides out of the landing slot.
Watch
Finally, the bottom layer. A white edge tile facing down is two quarter turns from home: turn its face twice and it lands on top with white showing up.
The moves
tap a move to jump to it
F2A half turn carries the white edge from the bottom straight to the top, landing white side up.
Watch
Sometimes an edge reaches the top layer with its white tile facing sideways instead of up. Hold the cube so the flipped edge is on the right face, then run your first real algorithm. Three moves: out, over, back in.
The moves
tap a move to jump to it
R′The flipped edge drops out of the top layer, down into the middle.
Practice
Time to do it yourself. Three scrambles, from easy to sneaky. The cube is yours - drag faces to turn them. Remember: any four white petals count, no matter what their side colors do.
Your turn
Get all four white petals around the yellow center.
3 scrambles to try
Turn the daisy into a proper cross by matching each petal's side color, then sending it down.
Watch
Keep the daisy on top. Pick one petal - the one nearest you - and look at its front tile (the color that is not white). Turn the up face until that tile sits directly above the center of the same color.
The moves
tap a move to jump to it
U′The top turns until the glowing petal's side color lines up directly above the center of the same color. Only this petal needs to match - ignore the others for now.
Watch
With that one petal matched, turn its face twice. The white tile travels to the bottom face, and the matched color stays glued to its center on the way down. The other petals stay on top - you will come back for them next.
The moves
tap a move to jump to it
F2A half turn: the white tile dives to the bottom face, and the side color stays glued to its center the whole way down. Leave the other petals on top for now.
Watch
That is the whole loop: match one petal, send it down, turn the cube to face the next one, and repeat. Four petals, four times. Sometimes a lucky top turn lines up more than one petal - send each matched one down before you spin the top again.
The moves
tap a move to jump to it
U′Match the front petal over its center.
Learn
Flip the cube over and admire it: a white cross, with each arm's side tile matching the center below it. That side matching is what separates a real cross from a lucky daisy.
Practice
A daisy whose petals are out of order. Match and sink them one at a time - the last drill is the rare lucky case where one spin lines them all up.
Your turn
Complete the white cross with matching side colors.
3 scrambles to try
Finish layer one by walking each white corner into its slot with a four move pattern.
Learn
Hold the cube with the white cross up. A corner piece belongs exactly where its three colors meet: the glowing white, red, and blue corner goes between the white, red, and blue centers. No exceptions, so you can always work out a corner's home just by reading its colors.
Watch
Find a white corner in the bottom layer. Turn the bottom face until that corner sits directly between the two side centers that match its colors, right under its home.
The moves
tap a move to jump to it
D2The bottom face spins until the glowing corner sits directly between the two side centers matching its colors - right under its home.
Watch
Hold the cube so the corner's white tile faces you. If the corner sits on the right side of the front, walk it in with four moves. Think of it as one motion: out of the way, open the slot, carry it in, lift it home.
The moves
tap a move to jump to it
D′The corner slides along the bottom, out of the way.
Watch
Mirror image: if the white tile faces you on the left side of the front, the same dance runs through the left hand.
The moves
tap a move to jump to it
DThe corner slides aside along the bottom.
Watch
If a white corner sits in the top layer but in the wrong spot, evict it first. Hold the cube so the corner is on the right, then drop it to the bottom layer. From there, park it under its slot and insert as usual.
The moves
tap a move to jump to it
y′Re-grip: the whole cube turns so the stuck corner sits on the right. No layers move.
Watch
One awkward case remains: the corner is under its slot but its white tile points straight down, so neither insert applies. Twist it out and back to make the white tile face front, then insert it with the moves you already know.
The moves
tap a move to jump to it
FThe front face swings the corner out of its spot - the white tile leaves the floor.
Practice
Four corners, four situations. Each drill is one corner away from a finished layer.
Your turn
Insert the last white corner to complete layer one.
4 scrambles to try
Learn
The entire first layer is done: a solid white face with a matching ring of colors around it. Now flip the cube over so white faces down. It stays there for the rest of the solve, and everything from here happens on top.
Four edges stand between you and two thirds of the cube. One pattern, mirrored left and right, handles them all.
Learn
Pick any front face. Turn the top face until the edge above the center forms a vertical line of one color with it, like the blue line the glowing edge makes here. Only edges without yellow belong in the middle layer, so skip any edge showing yellow.
Now read the edge's top tile. Its color tells you whether the edge needs to travel left or right to reach its slot.
Watch
The top tile here is red, matching the center on the right. The edge moves right, in two halves of four moves. Step through slowly and keep your eye on the glowing edge the whole way.
The moves
tap a move to jump to it
UFirst half begins: the edge steps aside while its matching corner comes up to meet it.
Watch
Here the top tile is orange, matching the left center, so everything mirrors: same dance, other hand.
The moves
tap a move to jump to it
U′First half: the edge steps aside, mirrored to the left this time.
Watch
Sometimes no vertical line is possible from any side, because a middle edge is sitting in a slot the wrong way around. Hold the cube so that misplaced edge is in the front right slot, then run the right insert once to eject it.
The moves
tap a move to jump to it
UThe glowing edge is stuck in the front-right slot the wrong way around. Run the right insert once…
Practice
One edge left in each drill, and none of them are lined up yet. Form the line, pick a direction, insert.
Your turn
Insert the last middle layer edge.
3 scrambles to try
Learn
Two full layers done. Everything that remains lives in the top layer, and from here to the end you never break the bottom two layers again. The final stretch is four short stages: cross, orient, position, position.
Ignore the corners entirely. One six move algorithm turns whatever you have into a yellow plus sign.
Learn
Look only at the yellow edge tiles on top and ignore the corners. You will see one of three shapes: a lone dot, an L, or a line.
The hold matters: point the L's arms to the back and left, or lay the line horizontally. The cube on screen is an L, held correctly.
Watch
With the shape held correctly, run the six moves below.
The moves
tap a move to jump to it
FThree clockwise moves to open: F…
Watch
One pass does not always finish the cross, but it always moves you one shape closer: dot becomes L, L becomes cross. After each run, rematch your cube to one of the three pictures and run it again.
The moves
tap a move to jump to it
FFirst pass, starting from a line…
Practice
All three shapes, hardest first. Work the algorithm and the re-holds yourself; Show me will walk any drill if you get lost.
Your turn
Form the yellow cross on top.
3 scrambles to try
Make the whole top face yellow. Count the yellow corner tiles on top, hold accordingly, repeat one algorithm.
Learn
With the cross done, count how many corner tiles on the top face are yellow: none, one, or two. Each count has a hold, and a saying to remember it by.
None yellow: hold so a yellow corner tile looks at you from the left face. “None, left.”
One yellow: the single yellow corner and the cross form a fish. Point its nose to the front left, so it can eat out of your left hand.
Two yellow: hold so your left thumb rests on a yellow tile at the front left. “I see two, my left thumb's on you.”
Watch
Held correctly, run the seven moves below. Notice the rhythm: the right face alternates direction every other time, while the up face always turns clockwise.
The moves
tap a move to jump to it
RThe right hand starts.
Watch
Like the cross, this stage loops: run the algorithm, recount the yellow corners, re-hold by the sayings, and run it again. You may need several passes, and that is normal.
The moves
tap a move to jump to it
RFirst pass…
Practice
Three counts, three holds. Take each one the rest of the way.
Your turn
Make the entire top face yellow.
3 scrambles to try
The top is all yellow, but the corners may sit in each other's seats. Find the tail lights and swap.
Learn
Twist the top face until two corners land in their correct spots, side colors matching the centers below. Correctly placed corners sitting together look like the tail lights of a car - the glowing pair here - and tail lights belong at the back. Hold the cube that way.
Watch
With the tail lights in back, this swaps the two glowing front corners. It is the longest algorithm in the method, so the printed guide teaches it as a chant - follow along under each move.
The moves
tap a move to jump to it
R′R′un to me…
Watch
If no two correct corners sit together, they are diagonal. Run the algorithm once from any hold: tail lights will appear. Put them in the back and run it once more.
The moves
tap a move to jump to it
R′No tail lights anywhere, so run the swap once from any hold…
Practice
Corners may look solved from the top - yellow everywhere - but their side colors give them away. Seat them properly.
Your turn
Get every yellow corner into its correct seat.
2 scrambles to try
Four edges, one cycle, and the cube is yours.
Learn
By now one side of the cube is completely solid. Hold that face at the back, yellow still up. If no face is solid yet, any back works for the first pass.
Before you turn anything, read the glowing unsolved edge on the front: if its color matches the left center, the edges need to cycle left. If it matches the right center, they cycle right.
Watch
Here the front edge matches the left center, so the three glowing edges hop one seat to the left. Up to three passes finish the cube; usually one does it.
The moves
tap a move to jump to it
F2The bottom two layers stay safe through this whole sequence.
Watch
On this cube the front edge matches the right center instead. Same algorithm, with both U turns switched to U′.
The moves
tap a move to jump to it
F2Same shape as before - only the two top turns flip direction.
Practice
Three edges out of place. Everything you need, you already know.
Your turn
Finish the cube.
2 scrambles to try
You can do the Rubik's Cube.
Learn
That is the whole method: daisy, cross, corners, middle layer, yellow cross, orient, position, position. Every scramble in the world falls to those same eight stages.
Scramble the cube and run the journey end to end - this time with nothing dimmed and no help lit up. The cube is all yours here: drag faces, or turn with the letter keys.
When the layered method feels automatic, speedcubers graduate to CFOP, which collapses these stages into fewer, bigger algorithms. A guide for it is on the way.