Notation Guide
Every method and algorithm on this site uses standard cube notation. Learn it once, use it everywhere.
The six faces
Hold your cube however feels natural and pick a face to face you - that becomes your reference orientation for a sequence of moves. Each face has a letter:
- U - Up (top face)
- D - Down (bottom face)
- L - Left face
- R - Right face
- F - Front face (facing you)
- B - Back face
Basic moves
A single letter means: turn that face 90° clockwise, looking directly at that face.
R = turn the right face clockwise. U = turn the top face clockwise.
Prime moves ( ' )
An apostrophe means counter-clockwise instead.
R' ("R prime") = turn the right face counter-clockwise. U' = turn the top face counter-clockwise.
Double moves ( 2 )
A 2 means turn that face 180° - halfway around, so clockwise or counter-clockwise gives the same result.
R2 = turn the right face twice (180°).
Wide moves (lowercase)
On 4x4 and larger puzzles, a lowercase letter means turn two layers together from that side, not just the outer layer.
r = turn the right two layers together, clockwise.
Middle-layer and rotation moves
- M - the middle layer between L and R, turning in the same direction as L
- E - the middle layer between U and D, turning in the same direction as D
- S - the middle layer between F and B, turning in the same direction as F
- x, y, z - rotate the entire cube (no stickers change relative to each other) around the R, U, or F axis
Reading a sequence
Moves are read left to right, one at a time. For example R U R' U' means: turn R clockwise, then U clockwise, then R counter-clockwise, then U counter-clockwise. This particular four-move sequence is nicknamed the "sexy move" and shows up everywhere - see the Algorithm Library.
Pyraminx notation
The Pyraminx uses its own set of letters for its four corner-tips and the layers behind them:
- U, L, R, B - turn that layer (the corner piece plus the two edge pieces behind it)
- u, l, r, b (lowercase) - turn only the small tip at that corner
- A prime ( ' ) still means counter-clockwise, same as the cube
Tips can always be turned freely to match their neighbors at the very end, since they never affect any other piece - see the Algorithm Library for details.
Common notation mistakes to avoid
- Confusing a "2" with a repeated move. R2 is one 180° turn, not "do R twice in a row while reassessing" - it's the same end result either way, but reading it as one step keeps algorithms readable at speed.
- Losing track of orientation mid-algorithm. Notation always assumes you're looking straight at the face you're naming. If you rotate the whole cube (x, y, or z) partway through a sequence, every letter after that rotation refers to the new orientation, not the one you started with.
- Mixing up B and D. B (Back) and D (Down) are easy to swap when you're new - B is always the face directly opposite F, not the bottom.
Ready to put this into practice? Continue to the Beginner Method.
Notation FAQ
What does R U R' U' mean on a Rubik's Cube?
Turn the right face clockwise, turn the top face clockwise, turn the right face counter-clockwise, then turn the top face counter-clockwise. This is the "sexy move" and appears inside many longer algorithms in the Algorithm Library.
What does the apostrophe mean in cube notation?
It's called "prime" and means turn that face counter-clockwise instead of the default clockwise - R' is the right face turned counter-clockwise.
What's the difference between uppercase and lowercase letters?
Uppercase (R) turns only the single outer layer. Lowercase (r) is a wide move that turns two layers together at once, which matters on 4x4 and larger puzzles.
Does Pyraminx use the same notation as the Rubik's Cube?
It shares the same core rules - a letter for a layer, a prime for counter-clockwise - but uses its own corner letters (U, L, R, B) plus lowercase tip moves that only turn the small corner tip.