Read any algorithm
Rubik’s Cube Notation
Every Rubik’s cube algorithm is just a string of letters like R U R’ U’. Each letter names a single move, and a small set of symbols tells you which way and how far to turn. Once you can read these tokens you can follow any method, tutorial or scramble on the site.
The convention below is the standard WCA / speedsolving notation. Hold the cube with one face toward you (the Front) and the green or chosen colour on top, and every move is described relative to that view.
Face turns
The six basic moves each turn one outer face a quarter-turn (90°) clockwise, as if you were looking straight at that face. They are the building blocks of every algorithm.
- F
Front
Turn the face pointing toward you clockwise (looking at the front face).
- B
Back
Turn the face pointing away from you clockwise (as seen from behind the cube).
- U
Up
Turn the top face clockwise (looking down at it from above).
- D
Down
Turn the bottom face clockwise (looking up at it from below).
- L
Left
Turn the left face clockwise (looking at it from the left).
- R
Right
Turn the right face clockwise (looking at it from the right).
Modifiers
A letter on its own means a single clockwise quarter-turn. A symbol after the letter changes how far, or in which direction, that face turns. The modifiers below apply to every move on this page.
- R'
Prime (counter-clockwise)
A prime ( ' ) means turn the same face a quarter-turn anti-clockwise instead of clockwise. R' is the exact reverse of R.
- R2
Double (half turn)
A 2 means turn the face a half-turn (180°). Direction does not matter for a half turn, so R2 and R2′ end in the same place.
Wide / double-layer turns
A wide turn moves the outer face together with the adjacent middle layer — two layers at once — in the same direction as the matching face turn. Written with a lowercase w (Rw) or simply a lowercase letter (r). Primes and 2 work the same way as on face turns.
- Fw
Wide Front (f)
Turn the front face plus the layer just behind it, clockwise. Also written f.
- Bw
Wide Back (b)
Turn the back face plus the layer in front of it, clockwise (seen from behind). Also written b.
- Uw
Wide Up (u)
Turn the top face plus the layer just below it, clockwise. Also written u.
- Dw
Wide Down (d)
Turn the bottom face plus the layer just above it, clockwise (seen from below). Also written d.
- Lw
Wide Left (l)
Turn the left face plus the layer just inside it, clockwise. Also written l.
- Rw
Wide Right (r)
Turn the right face plus the layer just inside it, clockwise. Also written r.
Slice moves
A slice move turns one of the three middle layers — the layers with no outer face. Each follows the direction of a specific neighbouring face, which is the part most people forget.
- M
Middle
Turn the middle slice between the L and R faces, in the same direction as an L turn (top moves toward you). M = Middle.
- E
Equator
Turn the horizontal slice between the U and D faces, in the same direction as a D turn. E = Equator.
- S
Standing
Turn the slice between the F and B faces, in the same direction as an F turn. S = Standing.
Cube rotations
A rotation spins the whole cube without changing how the pieces relate to each other — it just re-orients the puzzle in your hands so the next moves are easier to perform. Each follows the direction of a face turn.
- x
Rotate on R
Rotate the entire cube on the R axis, in the direction of an R turn (front rolls up to the top).
- y
Rotate on U
Rotate the entire cube on the U axis, in the direction of a U turn (front spins to the left).
- z
Rotate on F
Rotate the entire cube on the F axis, in the direction of an F turn (top tips to the left).
Putting it together
Reading left to right, you perform one token at a time. So R U R’ U’ means: turn Right clockwise, Up clockwise, Right anti-clockwise, then Up anti-clockwise — the famous “sexy move” used all over speedsolving. With the table above you can now decode any algorithm on these pages.
- Beginner method — a step-by-step layer-by-layer solve to put this notation to use.
- CFOP method — the standard speedcubing method — Cross, F2L, OLL and PLL.
- OLL algorithms — orient the last layer; every case written in this notation.
- PLL algorithms — permute the last layer; named perms with full algorithms.