rules to play rubiks cube

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Rules to play Rubiks Cube

Rubik's Cube is a 3-D combination puzzle,Originally called the Magic Cube.
1. Learn how the cube works
Pay attention to the mechanism of the puzzle. You can even take it apart if you like just turn a face about 45 degrees and pop out the edge piece (the one with two stickers) with a screwdriver. Just remember to put it back in its solved state, or otherwise theres a 1112 chance that its unsolvable.
2. Try to solve small parts of the cube
Trying to solve for example a single layer or to construct a little 2 by 2 by 2 cube is great workout for the brain. And its fun.
3. Think of a logical order of solving the pieces
Think about different orders the obvious face by face approach isnt actually at all smart. Divide your solution in numerous steps, as ten little problems are easier than a single difficult one.
4. Try to execute your plan
The first stages might be easy after a bit of practice. Remember to write down notes about your findings, such as the effects of a certain sequence of moves. Illustrations are rather useful. You might want to invent a notation to write down move sequences. This proves decisive especially in the last parts, as its often necessary to back up a few moves.
5. Optimize your system
After having solved the cube which might have taken a good few months you can still continue finding new challenges. Try figuring out more move sequences and alter the steps of your method. With a lot of work you might even be able to solve the puzzle in less than 100 turns every time.
6. Try speed solving
Theres an ever growing community of Rubiks cube enthusiasts calling themselves speed cubers. These people have created highly optimized solving systems and might know up to hundreds of move sequences by heart. Just ask for tips in one of the many speed cubing forums.
7. Solve the cross
Set into position the four edge pieces that contain white. (You should be able to do this by yourself without needing algorithms.) All four edge pieces can be placed in a maximum of eight moves (five or six in general).Place the cross at the bottom. Turn the cube over 180
8. Background
The Strategy of 8 Corners was first developed by one of my classmate, Mr. Edward Leung. The basic rules of his original design include eges are easier to move corners edges on the middle slice (planes without corners) are the easiest to move the symmetry of the cube should be exploited More basic rules have been discovered, and are used to reselect the algorithms used.
9. General
We usually start the cube in a random configuration. The aim is to solve the cube. That is, to restore it back to the configuration where each face shows only one colour.An algorithm is any sequence of movements with an interesting result (e.g. twisting a corner by 120
10. Parts of the Cube
Names are assigned to parts of the cube. All names are relative to the spatial directions irrespective of colour of the faces.The six faces are called Right, Left, Up, Down, Front, and Back. Although they are perfectly symmetric, algorithms concentrates their movements on the RDUF faces (in descending priority). Observation are nearly always made on FU faces. Thus, the algorithms usually move faces easiest to move and observations are on faces easiest to observe.The twelve edges are called by the name of the two faces forming the edge e.g. UR. When calling a single edge, UR can be called RU also.The eight corners are called by the name of the three faces forming the corner.


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