The Six Face Letters: U, D, L, R, F, B
Standard Western Rubik's Cube notation (developed by David Singmaster in the late 1970s) names the six outer layers of the cube by their position relative to how you hold the puzzle, not by their sticker colors:
U— Up (the top layer, facing the ceiling).D— Down (the bottom layer, facing the floor).R— Right (the layer under your right hand).L— Left (the layer under your left hand).F— Front (the layer facing your eyes).B— Back (the layer facing away from you).
Why use relative directions instead of colors? Because the same algorithm—such as inserting a corner with R' D' R D—works identically on all four sides of the cube. In our interactive trainer and 7-step beginner's guide, we keep the white center on top (U) and the yellow center on the bottom (D) for the entire solve. When you start in the home position with the red center in front (F), the green center is on the left (L), the blue center is on the right (R), and the orange center is at the back (B).
U), red is Front (F), blue is Right (R), green is Left (L), yellow is Down (D), and orange is Back (B).Three Types of Turns: Plain, Prime ('), and Double (2)
Every face letter can appear in three forms, each representing a 90-degree or 180-degree rotation of that outer layer:
- Plain letter (
R,U,F) — 90° clockwise. Turn that single face one quarter turn (90 degrees) in the direction of a clock hand, as if you were looking straight at that face. - Letter with a prime symbol (
R',U',F') — 90° counterclockwise. Spoken aloud as “R prime” or “R inverted”. Turn that face one quarter turn (90 degrees) against the clock hand, looking straight at that face. A prime move is the exact inverse of the plain move:Rfollowed byR'cancels out. - Letter with a two (
R2,U2,D2) — 180° half turn. Turn that face two quarter turns (180 degrees). For a half turn, clockwise and counterclockwise end in the exact same position, so whichever direction feels more comfortable for your wrist is valid.
Reading strings of moves: Moves are read from left to right, separated by spaces. For example, R U R' U' means: turn the Right face 90° clockwise, then the Up face 90° clockwise, then the Right face 90° counterclockwise, and finally the Up face 90° counterclockwise.
The Golden Rule: Look Straight at the Face You Are Turning
The single biggest source of mistakes for beginners is judging “clockwise” from the front of the cube instead of from the face being turned. In Rubik's Cube notation, clockwise and counterclockwise are always defined as if a wall clock were painted directly on that specific face and you were looking straight at its center sticker.
R, L, U, D, F, B.'): the hand sweeps from 12 → 9 → 6 → 3. Used for R', L', U', D', F', B'.R), its left edge borders the front face. Turning R clockwise lifts that front-right edge upward.Why Opposite Faces Feel Reversed from the Front
When you solve the cube, you do not tilt your head to look under the bottom face or behind the back face on every turn. Instead, your eyes stay on the front face while your fingers move the layers. Because opposite faces face in opposite directions in 3D space, a clockwise turn on one side moves the front stickers in the opposite direction of a clockwise turn on its opposing side:
- Right (
R) vs. Left (L): When you look at the right face from the right, turning it clockwise (12 o'clock toward 3 o'clock) pushes the front-right column upward (away from you). When you look at the left face from the left, 3 o'clock is the edge facing you! TurningLclockwise from 12 to 3 pulls the front-left column downward (toward you). - Up (
U) vs. Down (D): Looking down at the top face from above, a clockwise turn (U) pushes the front-top row to the left. Looking up at the bottom face from underneath, a clockwise turn (D) pushes the front-bottom row to the right. - Front (
F) vs. Back (B): You already look straight at the front face, soFtilts its top row to the right (like a steering wheel turned right). Looking at the back face from behind the cube, a clockwise turn (B) pushes the top-back row to the left from your front perspective.
R' — right layer downL' — left layer upU' — top layer rightD' — bottom layer leftF' — front counterB' — back top goes rightComplete 18-Move Reference Table
Use this table whenever you want to verify how a symbol in an algorithm translates into a physical hand gesture while looking at the front face of the cube:
| Symbol | Layer & Rotation | What You See from the Front | Inverse Move |
|---|---|---|---|
R | Right face, 90° clockwise | Right column moves up (away from you) | R' |
R' | Right face, 90° counterclockwise | Right column moves down (toward you) | R |
R2 | Right face, 180° half turn | Right column flips upside down (2 clicks) | R2 |
L | Left face, 90° clockwise | Left column moves down (toward you) | L' |
L' | Left face, 90° counterclockwise | Left column moves up (away from you) | L |
L2 | Left face, 180° half turn | Left column flips upside down (2 clicks) | L2 |
U | Up (top) face, 90° clockwise | Top row slides to the left | U' |
U' | Up (top) face, 90° counterclockwise | Top row slides to the right | U |
U2 | Up (top) face, 180° half turn | Top row rotates halfway around (2 clicks) | U2 |
D | Down (bottom) face, 90° clockwise | Bottom row slides to the right | D' |
D' | Down (bottom) face, 90° counterclockwise | Bottom row slides to the left | D |
D2 | Down (bottom) face, 180° half turn | Bottom row rotates halfway around (2 clicks) | D2 |
F | Front face, 90° clockwise | Front face turns clockwise (top goes right) | F' |
F' | Front face, 90° counterclockwise | Front face turns counterclockwise (top goes left) | F |
F2 | Front face, 180° half turn | Front face flips upside down (2 clicks) | F2 |
B | Back face, 90° clockwise | Back face turns so its top edge moves left | B' |
B' | Back face, 90° counterclockwise | Back face turns so its top edge moves right | B |
B2 | Back face, 180° half turn | Back face flips upside down (2 clicks) | B2 |
Whole-Cube Rotations vs. Layer Turns
Sometimes you need to rotate the entire cube in your hands without twisting any layers relative to each other—for example, to bring the blue center or green center to the front before starting a formula. In advanced speedcubing notation, whole-cube rotations are written with lowercase letters x, y, and z:
y/y'— rotating the whole cube horizontally around the vertical axis (like turning a globe), keeping the white center on top (U) and the yellow center on the bottom (D).x/x'— tilting the whole cube forward or backward along the Right-Left axis.z/z'— tilting the whole cube sideways along the Front-Back axis.
In the rubik.page beginner's method, you never need x or z tilts: white stays on top from the very first turn to the solved cube. Whenever a stage asks you to work on a different side, the lesson explicitly tells you which center color to face (for example, “Hold the cube with white on top and blue in front”), and the letters F, R, L, and B on the 3D cube centers update automatically to match your new hold.
How to Avoid the 3 Most Common Notation Mistakes
- Confusing
DandD'during bottom four-move algorithms. BecauseDis viewed from below,Dpushes the front-bottom row to the right andD'pulls it to the left. InR' D' R D, the second move (D') always goes left and the fourth move (D) always returns right. - Turning the whole cube in the middle of an algorithm. Once you start a formula like
R U R' U'or the Fish (R D R' D R D2 R'), keep the same center facing you until the entire sequence is finished. If you rotate the whole cube mid-formula,RandFwill point to the wrong faces and scramble your progress. - Skipping the final move of a four-move trigger. In Stage 2 (White Corners) and Stage 7 (Twisting Last-Layer Corners), beginners often stop after the third move (
R' D' RorR U R') because the corner sticker already looks aligned. Always finish the fourth turn (DorU') so the surrounding layers stay synchronized.