Four in a Row

How to Read a Cube Solution

A solver gives you a line like R2 U' F B2 L D' R U2 F'. Here is how to turn that into a solved cube without getting lost.

1. Hold the cube the right way and keep it there

A solution only works if your cube is held the same way as when the colours were entered. On our solver that means white centre on top and green centre facing you. Don’t turn the whole cube while you follow the moves. Turn only the faces.

2. Read one move at a time

Each move is a face letter plus an optional mark. F is the front clockwise, F' is the front anticlockwise, F2 is the front half a turn. “Clockwise” always means as you look at that face, so for the back, left and bottom faces think about looking at them from their own side. The notation page has pictures of every move.

3. Use a finger as a bookmark

On paper or a screen, point at the move you are on. On our solver the current move is lit up and written in words, like “Turn the left face anticlockwise”. Press Next after you do each one, so the 3D cube and your real cube stay together.

Starting position for this demo
R2 U' F B2 L D' R U2 F'

A 9-move solution played on the cube. Press Step to go one move at a time.

4. If it goes wrong

Counting moves: HTM and QTM

When people say a cube was solved in “20 moves”, they normally use the half-turn metric (HTM), where any face turn counts as one move, including a half turn like R2. In the quarter-turn metric (QTM), R2 counts as two. The same solution is longer in QTM. Our solver counts in HTM, the same way as God’s number.

Questions people ask

Why didn’t the solution work on my cube?

Usually the cube was held a different way from when the colours were entered, or one move was turned the wrong way. Enter the colours again and follow the new solution slowly.

Does R2 count as one move or two?

One in the half-turn metric (the usual way), two in the quarter-turn metric.