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PBL

U and D are oriented. Solve their corner permutations; cases with U and D exchanged remain separate. U and D turns finish the alignment. Permute both layers after orienting both faces.

8 cases · 167 algorithms

Proven optimum for every case.

Definition of the set: Speedsolving wiki (Ortega Method), Speedsolving wiki (PBL).

How to read this page
  • Each case is seen from above: the top face in the middle, the top layer's stickers on its sides, the front face at the bottom.
  • Colours of the puzzle in the application. Grey marks what the case does not look at.
  • Lengths: each move counts 1, an inner slice 2, a rotation 0. The "setup" presents the puzzle as drawn and does not count.
  • In each case, the best available optimal algorithm comes first, then the others by increasing ease score. When no optimal writing is available, all algorithms are ranked by this score (lower is easier).
  • "Play" starts from a position of the case and runs the algorithm to the set’s goal. Usually, the starting position is obtained by running the algorithm backwards from the solved puzzle. For a partial goal, the player may start from a representative position of the case in the application; the puzzle is not necessarily fully solved at the end.

Adj Adj

Optimum 7 moves

14 algorithms

First algorithm: (U) x U2 B U2 z B2 U2 B U2

Adj

Optimum 9 moves

32 algorithms

First algorithm: (U2) L' U x' L' U2 L U' L' U2 L2

Bar 1

Optimum 9 moves

22 algorithms

First algorithm: y L y' U' L U2 L' U x U L2 U2

Adj Opp

Optimum 7 moves

18 algorithms

First algorithm: L' U x' L' U2 L U' L

Diag 1

Optimum 11 moves

16 algorithms

First algorithm: L' U L' U' x' L U2 L U L y L' U2

Opp Adj

Optimum 7 moves

25 algorithms

First algorithm: x U' B y B' U2 B U' B

Opp

Optimum 11 moves

24 algorithms

First algorithm: L B' U2 B' L' B' L U2 B L' B

Opp Opp

Optimum 3 moves

16 algorithms

First algorithm: x' U2 L2 U2

Algorithms