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GAME GUIDES

Solve a 3×3 cube: the beginner method

A complete route through the cross, corners, middle layer and final layer, with holding positions, move sequences and checkpoints for each stage.

A complete route through the cross, corners, middle layer and final layer, with holding positions, move sequences and checkpoints for each stage.

In this guide

Preparation and orientation

This method applies to a legally scrambled 3×3. Use white first and yellow opposite if your colour scheme uses that pairing. Diagram colours are examples. After the white cross, keep white down and yellow up. Do not change the front during an algorithm. UFR means upper–front–right. A corner is correctly located when its three colours belong between those centres, even if twisted.

1 · White cross with matching sides

First gather four white edges around the yellow centre to make a daisy. Turn U until an edge’s other colour matches the centre below it, then turn that side 180° to send the white edge down. Repeat for all four. Check both the white cross below and each side’s connection to its centre.

White cross with the white face held upward; side colours are greyed out to explain the pattern.
White cross with the white face held upward; side colours are greyed out to explain the pattern.
Position as text

Geometrically calculated 3D teaching view. White cross with the white face held upward; side colours are greyed out to explain the pattern.

2 · Insert white corners

Find a white corner above and use U to put it over its destination. Turn the whole cube so that destination is lower–front–right. Repeat R U R′ U′ until the corner is correctly inserted; its orientation may require several complete repetitions. If a white corner is wrongly inserted below, eject it with the same sequence first. Check all three colours after each insertion.

3 · Middle-layer edges

Choose an upper edge without yellow. Match its front colour with the front centre using U. If its upper colour belongs on the right, use U R U′ R′ U′ F′ U F. If it belongs on the left, use U′ L′ U L U F U′ F′. Eject a wrongly inserted middle edge by inserting an upper edge into that slot first. Both lower layers must now be correct.

4 · Orient the yellow cross

Look only at yellow upper edges. Hold a line left–right; hold an angle with its yellow edges at the back and left. Execute F R U R′ U′ F′. A dot becomes an angle, an angle becomes a line, and a line becomes a cross. Reposition each new pattern before repeating. Ignore the corners at this stage.

Yellow edge patterns in the same 3D view: dot, back/left angle, left/right line, cross. F marks the front; corners remain grey.
Yellow edge patterns in the same 3D view: dot, back/left angle, left/right line, cross. F marks the front; corners remain grey.
Position as text

Top left dot, top right angle, bottom left line, bottom right cross. All four cubes use the same camera and proportions.

5 · Put cross edges in place

Turn U to match as many yellow-edge side colours as possible. If all four match, continue. With two adjacent matches, hold them at the back and right; apply R U R′ U R U2 R′ U. Check again using U. With two opposite matches, hold them front and back and apply the sequence once, then arrange the resulting adjacent case as above. Always complete the algorithm.

6 · Position upper corners

A corner is in the right location when its three colours belong to the neighbouring centres; yellow need not face up yet. Hold a correctly located corner upper–front–right and use U R U′ L′ U R′ U′ L. Check and repeat if necessary. If none is correctly located, apply the sequence once from any front and inspect again. Cross edges stay in place.

7 · Twist corners and finish

Hold a twisted upper corner at front-right. Repeat R′ D′ R D until its yellow sticker faces up: two or four full repetitions. The rest temporarily looks scrambled. Turn only U to bring the next twisted corner to that same slot and repeat. Do not reorient the whole cube or adjust the lower layer between corners. Once all yellow corners face up, align U with the sides and inspect all six faces.

Checks and further study

If a sequence fails, first check the front, turn direction and starting case. A lone twisted corner or flipped edge cannot arise from legal turns on an ordinary 3×3. A physically misassembled cube needs mechanical correction. CFOP organises solving as Cross, F2L, OLL and PLL; Roux uses blocks. These are alternative learning methods, not single universal algorithms.

Read the illustrated basics

The official Rubik’s guide illustrates pieces, face moves and its own layer-based solution. Our sequence of teaching stages and examples above is independently written.

Further reading: Rubik’s: 3×3 Solve Guide

Try what you have learned

Play Magic Cube / twisty puzzles

Playable here: three cube sizes and five shape-preserving cuboids. Other puzzle families are editorial guides.