Step 7 of 8 · Beginner method
Yellow Corners — Position
Move each yellow corner to the slot it belongs in. Twisted is fine for now, because twisting is the last step.
- 1The Daisy
- 2White Cross
- 3First-Layer Corners
- 4Second-Layer Edges
- 5Yellow Cross
- 6Yellow Edges
- 7Yellow Corners — Position
- 8Yellow Corners — Orient
How to hold the cube
Yellow up. The anchor corner sits at the FRONT-RIGHT. While you check the four top corners, rest a finger on the one you are judging. Reading three stickers against three middles, four times over, is exactly where people lose their place.
A corner is home when its three colours are the same three colours as the sides round its slot. It can sit twisted and still be home. Yellow does not have to face up yet.
Check all four top corners and find one that is home. Hold that corner at the FRONT-RIGHT.
The moves are U R U′ L′ U R′ U′ L. They leave the front-right corner where it is and move the other three round it. Run them, then look again. Two runs is the most you will ever need, because a third one puts you back where you started.
No corner is home? Run the moves once, holding the cube any way you like. Look again: now one corner will be home. Carry on as usual.
These moves only shuffle the four top corners. The cross, the edges and both lower layers stay exactly as they are.
Do not try to make yellow face up yet. Twisting is the last step’s job. Done-check: every top corner’s colours match the sides round it.
Watch it happen
See the states
Try it yourself
Move each yellow corner to the slot it belongs in. Twisted is fine for now, because twisting is the last step.
You get a cube with everything before this step already done — only this step is left.
The algorithm
One corner is already home? Hold it at the front-right. Run the moves once or twice, until all four are home. No corner home at all? Run them once from any angle first.
Tips
- Compare a corner’s three stickers with the three middles round it
- A twisted corner can still be home
- Keep the same face towards you between runs
- Two runs at most once a corner is anchored. Count, do not spam.
Common mistakes
- Holding the anchor corner at the back-right — this one anchors the FRONT-right
- Hoping to see yellow on top — not yet
- Turning the whole cube between runs
- Missing a corner that is home but twisted