Và bây giờ chúng ta bắt đầu... học chơi rubic
Bước 1 và bước 2 xin nhường cho các bạn tự nghiên cứu
Bước 3: Trước khi thực hiện bước này xin bạn lưu ý về quy ước các mặt như ở trên, đồng thời đồng ý với một quy ước về chiều quay như sau:
- Vặn cái đinh ốc vào (vào)
- Tháo cái đinh ốc ra (ra)
Để hoàn thành bước 3, bạn phải quay cục rubic sao cho vị trí của các khối cần hoán đổi như hình dưới đây
Bây giờ ta quay như sau: cam vào 1, vàng ra 1, cam ra 1, vàng ra 1, xanh lá ra 1, vàng vào 1, xanh lá vào 1
Nghĩa là: quay lớp màu cam theo chiều vặn cái đinh ốc vào 1 vòng, quay lớp màu vàng theo chiều vặn cái đinh ốc ra 1 vòng, quay lớp màu cam theo chiều vặn cái đinh ốc ra 1 vòng...
Các vị trí khác làm tương tự (bạn cũng không nên máy móc quá, hãy linh động một tí nhé)
Bước 4: bước này sẽ làm như một trong hai hình 4A hoặc 4B. Trước khi thực hiện quay, bạn hãy chú ý sự di chuyển của các khối ở mặt dưới (màu vàng) theo mỗi cách quay như sau:
Kiểu 1:
đỏ ra 1, vàng vào 2, đỏ vào 1, vàng vào 1, đỏ ra 1, vàng vào 1, đỏ vào 1
Kiểu 2:
đỏ vào 1, cam ra 1, xanh lá vào 1, đỏ ra 1, cam vào 1, xanh lá vào 2, đỏ vào 1, cam ra 1, xanh lá vào 1
Nếu quay như kiểu 1 thì các khối rubic sẽ di chuyển theo hình bên, màu của các khối rubic bị sẽ không thay đổi. Nếu bạn quay kiểu 2 thì các khối rubic quay tương tự nhưng từ 1->2 và từ 2->3 màu thay đổi, còn từ 3->1 màu không đổi
Kết hợp hai kiểu quay trên để thực hiện bước 4A
Bước cuối cùng:
Lời kết: đây có thể không phải là cách hay nhất hoặc nhanh nhât, tuy nhiên nếu so sánh với những hướng dẫn khác thì có lẽ sẽ dễ thực hiện hơn , mình mình xin cam kết rằng nếu bạn đã thực hiện theo hướng dẫn này mà vẫn không thành công thì mình xin... đào một cái lỗ để chôn bạn... ý nhầm , để chôn hết sách vở của mình
Video hướng dẫn
Tham khảo bài viết bằng tiếng anh :
The annotated practical guide for solving the Rubik's cube
| Copyright (C) 2002 Oren Ben-Kiki. |
This document may be freely redistributed unchanged. |
The cube
The guide contains an ASCII image of three faces of the cube, using it to name several of its faces, edges and corners. Keep in mind that the name of each part of the cube depends on the way you hold it. In many cases, to perform some operation you'll first need to orient the whole cube first.
Also note that not all pieces of the cube are given names. Don't worry about it. In each step of the solution, you'll only have to worry about the part of the cube you can see at one glance, which means three faces at most.
|
|
Faces |
||||
ULR
/ | \
UL | UR
/ | \
ULB LR URB
| | |
| L | R |
| DLR |
| / \ |
| DL DR |
| / \ |
DLB D DRB
\ /
BL BR
\ /
BLR
|
![]() |
![]() |
![]() |
||
|
Edges |
![]() |
Corners |
|||
![]() |
![]() |
||||
Notation
Instead of using abstract names, the guide uses visual notation for each operation (as much as that is possible in ASCII). Using this notation, the operations can be specified in a terse and intuitive manner.
Single face operations
Each of these operations rotates one of the cube faces. The guide describes them in terms of corner to corner rotation. As one corner and some edges aren't named (are hidden from view in the cube chart), they are specified using ?. The names (and mnemonics) of each operation are based on the way they effect the "front most" corner or edge.
Starting from a cube with its edge oriented towards you, you'll find that by rotating the whole cube a bit to the left, it becomes easy to rotate the left face with your left hand, and similarly for the right one. Likewise, the upper face is easy to rotate with the left hand, and the lower face with the right hand. Since the same four face moves are used over and over again, you'll find that "muscle memory" makes them very easy to perform, compared with solutions requiring you to rotate the "front" face (or the "back" face - shudder).
![]() |
{ = ULB <- ULR <- URB <- ??? = U left
Mnemonic: The { points left, and is rounded (somewhat) like the letter U. |
|||
![]() |
} = ULB -> ULR -> URB -> ??? = U right Mnemonic: The } points right, and is rounded (somewhat) like the letter U. |
|||
![]() |
< = DRB <- DLR <- DRB <- BLR = D left Mnemonic: The < points left, and is angular like the Greek letter delta. |
|||
![]() |
> = DLB -> DLR -> DRB -> BLD = D right Mnemonic: The > points right, and is angular like the Greek letter delta. |
|||
![]() |
v( = ULR -> DLR -> DRB -> URB = R down Mnemonic: The ( describes the arc performed by the ULR corner. |
|||
![]() |
^( = DLR -> ULR -> URB -> DRB = R up Mnemonic: The ( describes the arc performed by the DLR corner. |
|||
![]() |
)v = ULR -> DLR -> DLB -> ULB = L down Mnemonic: The ) describes the arc performed by the ULR corner. |
|||
![]() |
)^ = DLR -> ULR -> ULB -> DLB = L up Mnemonic: The ) describes the arc performed by the DLR corner. |
|||
![]() |
v = UL -> DL -> BR -> ?? = C down Mnemonic: The v points down. |
|||
|
||||
![]() |
^ = BR -> DL -> UL -> ?? = C up Mnemonic: The ^ points up. |
|||
|
ULR operations
There are four basic ways to manipulate the ULR corner. It turns out that all corner operations (and some of the edge operations) can be expressed in terms of these motions.
As these operations are so basic to the solution, they are assigned special shorthand notation of their own, instead of being specified each time as a set of face operations. This makes it much easier to memorize (and understand/feel) the solution.
![]() |
)> = )v > )^ = ULR -> DRB = ULR to right Mnemonic: The ) describes the arc performed by the ULR corner. |
|||||
|
||||||
![]() |
)< = )v < )^ = ULR <- DRB = ULR from right Mnemonic: The ) describes the arc performed by the ULR corner. |
|||||
|
||||||
![]() |
<( = v( < ^( = DLB <- ULR = ULR to left Mnemonic: The ( describes the arc performed by the ULR corner. |
|||||
|
||||||
![]() |
>( = v( > ^) = DLB -> ULR = ULR from left Mnemonic: The ( describes the arc performed by the ULR corner. |
|||||
|
UL operations
There are three basic ways to manipulate the UL edge. It turns out that all remaining (edge) operations that aren't covered by ULR movements can be expressed in terms of these motions.
Again, as these operations are so basic to the solution, they are assigned special shorthand notation of their own, instead of being specified each time as a set of face operations. This makes it much easier to memorize (and understand/feel) the solution.
![]() |
|> = v > ^ = UL -> DR = UL to right Mnemonic: The | describes the motion performed by the UL edge. |
||||||
|
|||||||
![]() |
|< = v < ^ = UL <- DR = UL from right Mnemonic: The | describes the motion performed by the UL edge. |
||||||
|
|||||||
![]() |
|>> = v > > ^ = UL <-> DR = UL exchange Mnemonic: The | describes the motion performed by the UL edge. |
||||||
|
The solution
Once you have mastered the basic operations, solving the cube becomes reasonably easy to do (and remember). The solution consists of the following 9 steps:
1. Position 1st layer (U) corners
Orient the cube so that your chosen first layer is the upper face. You now need to bring the four corners of the proper color to their positions. There are two cases you need to be able to handle:
Corner in D : ULR from.
If the corner is in the down face, orient the cube so its proper place is at the ULR corner. Rotate the down face until the corner is at either DLB or DRB. Then employ the "ULR from left" or "ULR from right" operations. The corner will now be in place. In two out of three cases, it is possible to also properly orient the corner in the process, by choosing the appropriate "ULR from" variant.
Corner in U : First, ULR to.
If the corner is in the upper face, but at the wrong position, turn the cube so it is at ULR. Then employ either "ULR to left" or "ULR to right". The corner will now be in the down face. Bring it up to its proper place as described above.
2. Orient 1st layer (U) corners
You can "twist" each corner in one of two directions.
![]() |
Twist ULR clockwise : >( )> Mnemonic: Think of moving the DLB corner to DRB via ULR. Along its way it twists ULR in the direction it travels (clockwise). |
|||||
|
||||||
![]() |
Twist ULR widdershins : )< <( Mnemonic: Think of taking the DRB corner to DLB via ULR. Along its way it twists ULR in the direction it travels (widdershins). For those of you who don't read Terry Pratchet - 'widdershins' means 'the other way', or in this context, counter-clockwise. |
|||||
|
3. Position 1st layer (U) edges
Orient the cube so that your chosen first layer is the upper face. You now need to bring the four edges of the proper color to their positions. There are three cases you need to be able to handle:
Edge in D : UL from/exchange.
If the edge is in the down face, turn the cube so its proper place is at the UL edge. If the edge needs to be flipped, rotate the down face until it is at DL, then employ the "UL Exchange" operations. Otherwise, rotate the down face until the edge is at DR, then employ the "UL from right" operation. The edge should now be in place (and properly oriented).
Edge in U : First, UL to.
If the corner is in the upper face, but at the wrong position, turn the cube so it is at UL. Then do "UL to right". The edge will now be in the down face. Bring it up to its rightful place as described above.
Edge in middle : Adapt step 8.
Step 8 describes how to rotate three edges in a single face without moving anything else in the cube. To adapt it, rotate the upper face so that the edge you want to move will be adjacent to its target position. Orient the cube so both are at the down face and apply step 8 to bring the edge to its target position. Then re-orient the cube and rotate the upper face back to its proper position.
4. Orient 1st layer (U) edges
It is usually possible to bring the edges to the first layer so they will already be oriented properly. However, sometimes they start at the middle layer, or at the right place in the upper layer, and are initially flipped. Or maybe you used the "wrong" way of bringing them to their proper position. Either way, you now need to flip them in place. Orient the cube so that the first layer is the upper one and the edge you want to flip is in the UL position, and do either of the following:
![]() |
Flip UL : |>> > |< Mnemonic: Flipping the edge down and then bringing it up without a flip will cause it to be flipped "in place". |
||||||
|
|||||||
![]() |
Flip UL : |> < |>> Mnemonic: You can also do the same thing in reverse, first bringing the edge down without a flip and then flipping it up. The end result is the same - flipping "in place". |
||||||
|
Having a reverse way to flip an edge will prove vital in step 9.
5. 2nd layer edges (1st is U)
At this point your first layer is complete. The second layer contains only edges. You need to position each in its place. This time, take care that each edge is brought to place in the correct orientation (if it isn't, use one of the following operations to bring another edge to its place and try again).
These are edge operations that are caused by corner motion, which is rather surprising. This makes the mnemonics a bit of a stretch.
![]() |
DR -> LR : > )< < >( Mnemonic: Think of moving DR "away" to the right, then bringing it "back" to place by doing the "ULR from right" operation. Now all that's left is restoring ULR from the other direction. |
||||||||||
|
|||||||||||
![]() |
DL -> LR : < >( > )< Mnemonic: Think of moving DL "away" to the left, then bringing it "back" to place by doing the "ULR from left" operation. Now all that's left is restoring ULR from the other direction. |
||||||||||
|
6. Position 3rd layer (R) corners
At this point your second layer is complete. This leaves just the third layer to be solved. In the first layer you could "just do things". Trying to do the same for the third layer would make a mess of the first and second layers. The solution is to make use of the fact that while doing an operation messes up these layers, doing its reverse fixes the damage. The trick is to apply the operation to one part of the third layer and its reverse to another part. This achieves some effect in the third layer while leaving the first and seconds layers intact.
At any rate, the first step is to position the third layer corners. You can get away with using just two operations (that are also easier to remember) that rotate between three third layer corners. However, I'm also giving here a way to exchange two adjacent corners. It can save a lot of moves, so it is worth memorizing even if it is somewhat magical.
Note that for the three-corner rotation, the cube must be oriented so the third layer is the right one. For the two-corner exchange, the cube must be oriented so the third layer is the down one.
![]() |
ULR <-> URB <-> DLR : <( { >( }
Mnemonic: To rotate ULR to URB, take it to the left and then bring it back up to its new place. |
||||||||
|
|||||||||
![]() |
URB <-> ULR <-> DLR : { <( } >(
Mnemonic: To rotate URB to ULR, make it ULR, take it to the left and then bring it back up to its new place. |
||||||||
|
|||||||||
![]() |
(3rd is D) DLB <-> DLR : <( )> >( > > Mnemonic (not a very good one, I'm afraid): Think of the second move, ULR to DRB, as the motion that does the trick, as long as ULR is put out of the way first and restored afterward. It isn't how this really works, but it makes it a bit easier to remember. |
||||||||
|
|||||||||
7. Orient 3rd layer (U) corners
This is rather simple once you get the hang of using an operation and its reverse operation. To twist any pair of corners, orient the cube so the third layer is the upper face, and the first corner to twist is at ULR. Now do the following steps:
- Twist ULR as in step 2.
You can twist it in either direction. This, of course, messes the first and second layers.
- Move other corner to ULR using {/}s.
That is, by rotating just the upper face.
- REVERSE twist ULR as in step 2.
You must rotate the second corner (now in ULR) in the opposite direction from the first one. This rearranges the first and second layers.
- Re-orient U layer using {/}s.
You need to return the original ULR to its place, again by rotating just the upper face.
8. Position 3rd layer (D) edges
This works in a similar way to rotating a corner. There, by moving a corner from one place to another, a different corner was rotated. Here, by moving one edge in a path around the cube, the positions of three other edges are rotated (exchanged). Magically, nothing else is effected.
![]() |
BL <-> DR <-> BR : |> > > |> Mnemonic: The final step actually takes UL from the left, so the operation is to move UL right and take it from the left. Along its journey, UL somehow drags BL in the same direction, causing the rotation. |
||||||
|
|||||||
![]() |
DR <-> BL <-> BR : |< < < |< Mnemonic: The first step actually takes UL to the left, so the operation is to move UL left and take it from the right. Along its journey, UL somehow drags DR in the same direction, causing the rotation. |
||||||
|
9. Orient 3rd layer (U) edges
All that is left now is to orient the third layer edges. Flipping any pair of edges is simple, because we know how to flip and reverse flip an edge from step 4. To do so, orient the cube so the third layer is the upper face, and the first edge to flip is at UL. Now do the following steps:
- Flip UL as in step 4.
It doesn't matter which variant you use at this point. This messes the first layer.
- Move 2nd edge to UL using {/}s.
That is, by rotating just the upper face.
- REVERSE flip UL as in step 4.
You must flip the second edge (now in UL) using the reverse way from the first one. This rearranges the first layer.
- Re-orient U layer using {/}s.
You need to return the original UL to its place, again by rotating just the upper face.
That's all there is to it. When trying to memorize the solution, focus on ULR and UL operations. For example, it is much easier to remember "move UL to the left, then take it from the right" than memorizing the resulting series of 8 face operations.
Good luck!



























































Comments
Để chơi được cả 6 mặt không khó 1 chút nào bởi vì có công thức để quay cả.
Chẳng hạn
Bước 1: quay sao cho có 1 mặt có hình chữ thập rồi quay tiết cho ra hình chữ T
Bước 2: trên đà đó quay cho 5 mặt kia có hình chữ thập(dấu +, do 4ô cùng mày làm thành)=>Có công thức quay được cái này dù cho rubic có lộn xộn cỡ nào.
Bước 3: quay cho cả 6 mặt có hình chữ thập đó có thêm 2ô(cùng màu của mỗi mặt) ở cùng 1 hàng và ở 2 mé của hàng. Nói tóm lại là quay sao cho cho 2 hàng đủ 6ô cùng màu và hàng còn lại có 1 ô ở giữa(giống hình chữ T)=>Có công thức luôn.
Bước 4: Chỉ cần quay với công thức cuối cùng là quay ra đủ 6 mặt.
2. Vặn 1 mặt + 1 tầng.
3. Vặn 1 mặt + 2 tầng.
4. Vặn 1 mặt + 2 tầng + vị trí giữa của các mặt bên.
5. Lúc này chỉ còn 4 vị trí khác nhau, chỉ cần vặn về đúng 4 vị trí này là có 6 mặt.
RSS feed for comments to this post