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Beginner course · 0/8 stages
Eight stages, five short algorithms, and one four-move trigger that does half the work. No talent required — just a cube and about an afternoon of stubbornness.
Stage 1
Here's the secret nobody tells beginners: you don't solve stickers, you solve pieces. A cube has three kinds. The six centers never move relative to each other — the white center is always opposite yellow, green always opposite blue, red always opposite orange. They are the cube's compass.
Around them live twelve edges (two stickers each) and eight corners (three stickers each). An edge with white and green on it belongs in exactly one place: between the white and green centers. Once you see the cube this way, scrambles stop looking like chaos and start looking like a sorting problem.
Before moving on, learn to read moves — it takes two minutes and every lesson below uses it. Our notation guide has the whole alphabet.
Pick up your cube and find the white–green edge right now. Naming pieces out loud feels silly and works absurdly well.
Stage 2
We start with a flower. Hold the cube with the yellow center facing up, then bring the four white edge stickers up around it — white petals, yellow heart. Ignore corners completely; they'll only distract you.
There's no algorithm for this stage, and that's deliberate. Each petal is one or two intuitive turns away, and figuring them out is how your hands learn what a turn actually does. If a petal you've placed keeps escaping, turn the top layer first to move it out of the firing line, then bring up the next one.
Stuck? Any white edge sticker can reach the top in at most two moves. Look at it, guess the move, try it. Wrong guesses cost nothing here.
Stage 3
Now each petal travels home. Look at a petal's other sticker — the one facing sideways. Turn the top layer until that sticker sits directly above the center of the same color: green above green, red above red. Then turn that face twice (F2). The petal dives to the bottom, white side down, exactly where it belongs.
Repeat four times and the flower becomes a white cross on the bottom, with every cross edge matching the center beside it. That match matters — a white cross with mismatched sides is a pretty lie, and it will fall apart in the next stage.
Stage 4
Time to learn the most useful four moves in cubing. Find a white corner in the top layer and steer it until it hovers over the slot it belongs to (its three colors tell you which one). Hold the cube so that corner is at the front-right, then run the trigger — as many times as it takes for the corner to drop in white-side-down. Sometimes it's one round, sometimes five. It always works.
Corner already stuck in the bottom but wrong? One trigger pops it back up to the top layer, where you can steer it properly.
Say it as a chant while you turn: right-out, down-out, right-in, down-in. Rhythm beats memory.
Stage 5
Two thirds of the cube falls to one idea now. Find a top-layer edge with no yellow on it. Turn the top until its front sticker matches the center below it — you'll see a little T of matching color. The edge's top sticker now points left or right, telling you which of two mirrored algorithms sends it home.
If a middle edge is already sitting in a slot but flipped or in the wrong slot, run either algorithm to eject it into the top layer, then place it properly. Nothing on this cube is ever truly stuck.
Stage 6
Flip your attention to the top face. Depending on your luck you'll see a lonely yellow center (a dot), an L-shape, a line — or occasionally a finished cross. One short algorithm walks you up that ladder: dot → L → line → cross.
Position matters before each run: hold the L in the top-left, or the line horizontal, then go. From a dot you'll run it three times; from a line just once. Don't worry about what the corners are doing — they're the next stage's problem.
Stage 7
The four yellow corners each have one correct seat, even if they sit in it twisted. Find a corner whose three colors match the three faces it touches — that one's seated. Hold it at the front-right and run the swapper: it cycles the other three corners while your anchor stays put. Check again; run it once more if needed.
No corner seated at all? Run the swapper from any angle once — it will always seat at least one, giving you an anchor for round two.
Seated ≠ solved. A corner can be in the right seat but twisted — that's fine here. Position first, orientation last.
Stage 8
Here's the strange part, and where most beginners panic when nothing looks solved mid-way: trust the trigger. Hold the cube with an unsolved yellow corner at the front-right. Run the same R' D' R D trigger from Stage 4 until that one corner's yellow faces up (two or four rounds). The rest of the cube will look wrecked. It isn't.
Without rotating the cube, turn only the top layer to bring the next unsolved corner to the front-right and trigger again. When the last corner clicks, the wreckage snaps back into six solid faces like it was never gone. Turn the top to line up the final layer — and put your hands down. You just solved the cube.
Mid-stage chaos is the method working. The only mistake possible here is rotating the whole cube between corners — don't.
Your turn
Scramble it, then walk the stages right here — drag the backdrop to orbit, drag a sticker to turn.