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CLL/EG (Kirjava-Meep)

The four D corners show D on the bottom but may be permuted within their orbits. Centres are ignored. Solve all corners from an oriented D face.

5 cases · 55 algorithms

Proven optimum for every case.

Definition of the set: Meep.

How to read this page
  • Each case is drawn on a flat net of the puzzle’s faces. Grey marks the stickers that the case does not constrain.
  • 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.

Pi

Optimum 4 moves

8 algorithms

First algorithm: R U' R' B

Diag-Pi

Optimum 6 moves

11 algorithms

First algorithm: U B' U' R B' R

Diag-Peanut

Optimum 6 moves

11 algorithms

First algorithm: R' L U L' R U'

Peanut

Optimum 6 moves

13 algorithms

First algorithm: L' R L B U' B'

Diag

Optimum 7 moves

12 algorithms

First algorithm: R U R L' R U' L

Algorithms