and the side red and blue center pieces. This is how we know the edge pieces are in the correct positions. • Keeping the white center piece on top, move the. A basic understanding of the Rubik's cube that will set you up nicely for the rest of the video .. Download on our PDF guide on how to solve to Rubik's cube. STAGE 1: GET TO KNOW YOUR. RUBIK'S CUBE. DEFINITIONS OF RUBIK'S CUBE PIECES. THE PARTS. EDGE PIECES. PIECES WITH TWO (2) COLORS.

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Solve the top layer (all of it, including the sides), and turn the cube over so now it .. from: comvafataha.cf the Rubik's cube. A study of how to solve the Rubik's cube using two popular The Mathematics of the Rubik's Cube [PDF] Available. These instructions will take you through the process of solving a Rubik's cube, no matter how scrambled the cube starts. If you get lost at any point, and can't get.

Sure, you can go up to the bigger cubes such as the 4x4 , 5x5 or further. You could go down to simpler puzzles, like the 2x2 or the Pyraminx. But for those of you who want an extra challenge, something to really test your memory and ability, you might want to try to solve the cube blindfolded. Blindfolded solving is popular amongst speedcubers , but there are a lot of people who just like to do it for fun. Most people believe that solving the cube sighted requires amazing memory capacity, let alone solving it blindfolded. He managed to break his own record 4 times in 23 months, before he lost it to Thomas Kohn. He reduced the NR from 35 minutes to just 7. Nowadays, Old Pochmann is still used by many. However, speedsolvers who compete to solve the cube blindfolded as fast as possible have switched to newer and faster methods.

You first need to pick your orientation. I recommend having yellow on top and orange on front, as it is the most popular orientation.

With blindfolded cubing, we work with stickers instead of pieces. When solving a piece, it needs to be in the correct orientation. Just remembering the piece itself is not sufficient, as there is a chance the piece will be flipped in its place. Therefore, each sticker on each face has a letter except the centre sticker.

You need to assign a letter to each sticker on your cube. I have shown my lettering scheme below. Because letters and corners are solved separately, you can have the same letter for two stickers. This diagram may seem confusing. If you want, look at each face as though you are going clockwise around it with two of each letter being written.

The OW edge has the letters G and U respectively. The Buffer Old Pochmann is heavily reliant on a buffer piece which is used as a starting point. For edge solving, the buffer is the UR edge. So, using the orientation recommended above Yellow on top, Orange on front , the buffer edge would be the YB edge, and the buffer corner would be the YRG corner.

Your cube should look like this: When you first look at the cube the first thing you need to do is rotate it so it is in your preferred orientation for this scramble, please use the orientation yellow on top, orange on front. Next you need to look at the buffer edge. Which edge is in the buffer position: Orange-Green. More importantly, the orange sticker is on top. Your next task is to locate the orange-green position where the orange-green edge would go when the cube is solved.

You can see that it would go in the front-left position. The edge currently in the orange-green position is the white-blue edge. Using the letter scheme above, we can see that this would be the letter H. So we remember that letter and move on. The white-blue edge would now be in your buffer with white on top. So where does the white-blue edge need to go?

The white blue position, of course. This is the DR position.

Therefore, using the letter scheme we can see our next letter is V. You now have two letters.

H and V. If you continue like this, you will most likely forget the letters. So we associate the letters with people, objects, places, anything. You just need to think of something, so that when you recall that something later on, you will immediately think of the letters H and V.

The best way to make sure your letters are memorised effectively is to memorise them two at a time. You need to think of a decently memorable image and move on.

The first thing that would come into my mind would be HooVer. So I think of a hoover. The remainder of the memorisation will dictate whether you need to think of the hoover doing anything, or just a plain simple hoover. Which piece is in that position now? But, once again, you shot to WHITE, meaning that the sticker that is on top in your buffer would now be red. So you look for the red blue position, in this case it is BR.

Using the letter scheme, you can see that the red sticker in this position has the letter P.

So you remember P. What is in your buffer now? Look for the white-orange position.

Now, look for the letter associated with the white sticker because white is on top. The letter is U.

This is really it for edges. All you do is jump from edge to edge, solving them as you go along, one by one, remembering letters along the way. Our current letters are HVPU. We have a HooVer, but what could PU be? You could either think of another object the most obvious being a poo , or you could think of an adjective to describe the HooVer.

I would probably remember PU as PUshes. The next two letters will indicate what exactly the hoover is pushing in my mind. You are free to explore your own imagination to find things that remind you of the two letters you are trying to remember. But how would we solve the cube up the point we have memorised?

Enter the algorithms.

The letter A refers to a setup move. You need to get this sticker on to the top face, in one of the 3 edge slots the buffer is in the 4th. This moves the edge opposite the buffer.

What algorithm do we know that can swap opposite edges? The T permutation. By doing the T permutation, we are swapping the buffer with the next edge in our memo. If you do this sighted, you will see that what you have done is solved the piece. The green-orange edge is in its correct position. It also swapped two corners, the two right-most corners on the U face. This is why we memorise in pairs.

Because we need to keep track of this. This is why we have to do parity, but more on that later. So you have your first edge solved. Congratulations, 11 more to go. The next letter you remembered was V, or the RD edge. This is a massive problem that new blindsolvers have — Preservation.

The two corners that are sandwiching the edge are swapped. So from now on you need to remember that your setup move cannot in any way disturb the three top-right pieces shown in the picture.

So, to get this on the top face you can just do D2 L2 as your setup. This puts the position you are shooting to in the same place as last time — opposite the buffer.

So you can do a T-permutation again, and undo your setup moves, by doing L2 D2. You now have 2 edges solved. And, the corners have been swapped back, so your corners are now back to normal. The next letter is P, or the BR piece. We know that you cannot simply do a B move, as this would disturb one of the corners. Press the play button below to see how a Dw2 move is done if you are unsure. This puts the position we need to shoot to opposite the buffer edge, so we can once again do a T permutation and undo the setup with L Dw2.

Now, have a go at doing solving the letter U by yourself. Okay — hopefully you were able to do that without help. You now understand the basics of edge solving when the easiest way to get the sticker to the top layer is to place it opposite the buffer piece.

For the next edge, our target is E.

The sticker you need to shoot to is on the front face. So what can you do? Well, we have 5 algorithms for a reason. From here, we can do one of our other algorithms to swap it with the buffer, then simply undo the setup move to solve this edge. Sometimes it is easier to get an edge to the UF position, and you know an algorithm for that already. So, now you know two more algorithms that solve those difficult edge cases.

But we have a problem. The Moves The dark grey on the pictures below and in the instructions throughout the solution means that the color of those pieces does not matter. A letter with an "i" after it means an inverse or counter-clockwise move when looking at that face directly. On the 2x2 Rubik's Cube, we don't have center pieces to guide us, so we are going to pick a corner piece to start with and build off that.

Any corner piece could be used as a starting piece, but let's use the corner that is white, blue and red. Hold this part of the cube facing you. Step 2 - Solving the 2nd Corner Of the 7 other corners, only 1 will have both white and blue tiles the 3rd color on this corner piece will be orange. Then use the solving sequence 1, 3 or 5 times until the white and blue tiles are lined up. Then use the solving sequence 0, 2 or 4 times until the white and blue tiles are lined up.

Then use the solving sequence 0, 2 or 4 times until the colors are aligned. Step 3 - Solving the Third Corner Now that you have two corners aligned, hold the cube so that the two solved corners are on the left L face. Then use the solving sequence 1, 3 or 5 times until the white and orange tiles line up. Then use the solving sequence 0, 2 or 4 times until the white and orange tiles line up. Step 4 - Solving the 4th Corner To solve the final corner in the top layer, hold the cube with the two orange tiles on the left L face.

Then use the solving sequence 1, 3 or 5 times until the white, green and red tiles line up. You have solved layer 1. Share your success with your teachers and classmates by printing out this page to give to your teacher. Orienting the 4 final pieces means that we want all of the yellow tiles on the upper face of the Rubik's Cube.

At the end of this step, the 4 corners with yellow tiles may not be in the right locations, but they will all be rotated so that the yellow tiles are on top.