The Skewb is a cube where you don't turn the faces, but instead turn exactly half the cube around the corners. The cube is bisected 4 ways, perpendicular to each of the 4 main diagonals. It therefore consists of 8 corner pieces and 6 square face pieces.
This puzzle was invented by Tony Durham. When Uwe Mèffert originally started to produce it, it was called the Pyraminx Cube, but Douglas Hofstadter coined the name Skewb in his column in the Scientific American (July 1982). This column is reprinted in his book MetaMagical Themas.
The Skewb is closely related to the Pyraminx, which also has 4 axes of rotation. The six edge pieces of the pyraminx correspond to the 6 square faces of the Skewb, and the four corner pieces (without the tips) correspond to four of the corners of the Skewb. On the Halpern-Meier pyramid the 4 centres correspond to the other 4 Skewb corners except that rotation of the centres is not visible. Note that the solutions below will only use turns of 4 non-adjacent of the corners of the Skewb, i.e. four which correspond to the corners of the pyraminx.
The Skewb also comes in other forms, like the Creative Puzzleball, Mickey's Challenge, and several other spherical ones. The Skewb Diamond is an octahedral version, and the Ultimate Skewb a dodecahedral one. All these puzzles have essentially the same pieces, which differ only in their colouring. Sometimes there are identical pieces, or the orientation of some pieces are visible on one puzzle but not on another variant. The solutions below are designed for the standard Skewb, in which the orientation of the faces does not matter. If you have a Skewb variant where the face orientation does matter, like some of the puzzleball variants, then the solution to the Ultimate Skewb will be more appropriate.
The Beachball, Diamond and Ultimate Skewb have separate pages devoted to them.
Another way of describing the last condition is that the relative position of the two tetrads also defines a kind of twist, which must be equal to the twist of the fixed tetrad. This leaves 6!·4!·36/4 = 3,149,280 positions.
Every position can be solved in at most 11 moves (8.3636 on average). Several years ago I used a computer search to find God's Algorithm, i.e. the shortest solution for each position. Other people have done this also, and the result is shown in the following table:
Moves | Positions |
---|---|
0 | 1 |
1 | 8 |
2 | 48 |
3 | 288 |
4 | 1,728 |
5 | 10,248 |
6 | 59,304 |
7 | 315,198 |
8 | 1,225,483 |
9 | 1,455,856 |
10 | 81,028 |
11 | 90 |
Total | 3,149,280 |
In Sloane's On-Line Encyclopedia of Integer Sequences this is included as sequence A079745.
There now follow 3 different solutions. The first solution below closely follows that of the pyraminx.
3 top corners | 3 |
3 top faces | 12 |
bottom corner | 1 |
3 bottom faces | 6 |
4 free corners | 11 |
total: | 33 moves |
Phase 1: Solve 3 top corners
Rotate L, R, and B so that the colours of the corners match.
Phase 2: Solve 3 top faces
Phase 3: Solve the D corner.
Phase 4: Solve the D faces.
Effect | Solution | ||
1. | Anti-clockwise | RLDL'D'R' | |
2. | Clockwise | RDLD'L'R' |
Phase 5: Solve the final 4 corners.
Effect | Solution | Alternative solution | ||
1. | DLR-, DRB-, DBL- | (L R D')3 | (DR'D'R)3 (RL'R'L)3 (LD'L'D)3 | |
2. | DLR+, DRB+, DBL+ | (R' L' D)3 | (D'LDL')3 (L'RLR')3 (R'DRD')3 | |
3. | DBL-, DRB+ | (LDL'D') R (B'D'BD) R' | (RL'R'L)3 (LR'L'R)3 | |
4. | DLR+, BLR+, DRB-, DBL- | L'B' RD' B'L R'D RB'R' | (RD'R'D)3 (BL'B'L)3 |
Effect | Solution | Alternative 1 | Alternative 2 | ||
1. | DLR->BRL->DLR, LDB->RBD->LDB | D' (RL'RL) D (R'BR'B') | (LDL'D')3 | ||
2. | DLR->BRL->DLR, LDB->BDR->LDB | (LD'L'D) B (L'RLR') B' | (L'RLR')3 | ||
3. | DLR->BRL->LRD, LDB->DRB->BLD | (D'RDR') (BR'B'R) | (RDR'D')3 (DR'D'R)3 | ||
4. | DLR->BRL->LRD, LDB->RBD->BLD | (LD'L'D) (R'DRD') | (DL'D'L)3 (LRL'R')3 | ||
5. | DLR->BRL->RDL, LDB->DRB->DBL | R' (LD'L'D) L'RL | (DR'D'R)3 (RB'R'B)3 | ||
6. | DLR->BRL->LRD, LDB->BDR->BLD | L (R'DRD') RL'R' | (D'LDL')3 (L'BLB')3 | ||
7. | DLR->LBR->LRD, LDB->BDR->BLD | (L'DLD') R' (DL'D'L) R | (B'LBL')3 (LDL'D')3 (BL'B'L)3 | ||
8. | DLR->RLB->DLR, LDB->BDR->LDB | (D'LDL') B (RL'R'L) B' | (DL'D'L)3 (LR'L'R)3 (DL'D'L)3 | R (DL'D'L)3 R' | |
9. | DLR->RLB->DLR, LDB->DRB->LDB | D' (LR'L'R) D (L'BLB') | (R'DRD')3 (L'RLR')3 (R'DRD')3 | B (DL'D'L)3 B' |
3 top corners | 3 |
3 top faces | 12 |
top corner | 6 |
bottom corner | 1 |
bottom layer | 11 |
total: | 33 moves |
Phases 1-2:
See solution 1.
Phase 3: Place the top corner correct.
Effect | Solution | ||
1. | BRL- | LD'L' R'D'R | |
2. | BRL+ | R'DR LDL' |
Effect | Solution | ||
1. | DLR->BRL | B' D'L'DL B | |
2. | DLR->RLB | B' L'D'LD B | |
3. | DLR->LBR | B RDR'D' B' |
Phase 4: Solve the D corner.
Phase 5: Solve the bottom layer.
There are three categories, depending on the position of the faces. For each sequence the effect on the corner twists is given.
Effect | Solution | ||
1. | DBL-, DRB+ | (LDL'D') R (B'D'BD) R' | |
2. | DBL+, DRB- | R (D'B'DB) R' (DLD'L') | |
3. | DBL+, DRB+, DLR+ | (R' L' D)3 | |
4. | DBL-, DRB-, DLR- | (L R D')3 |
Effect | Solution | ||
1. | Corners are correct | RL' BDB'D' RLR | |
2. | DBL-, DRB+ | (R'D'RD) (RL'R'L) | |
3. | DBL+, DRB- | (RL'R'L) (DLD'L') | |
4. | DBL+, DRB+, DLR+ | B'LBL RD' RL'RL' D | |
5. | DBL-, DRB-, DLR- | R'LR' B'L' RD'RD B |
Effect | Solution | ||
1. | Corners are correct | L'R B'D'BD L'RL' | |
2. | DBL-, DRB+ | (LDL'D') (L'RLR') | |
3. | DBL+, DRB- | (L'RLR') (D'R'DR) | |
4. | DBL+, DRB+, DLR+ | B' D'R'DR' LBRL'R | |
5. | DBL-, DRB-, DLR- | BR'B'R' L'DL'RL'RD' |
3 top corners | 3 |
top corner | 5 |
bottom corner | 1 |
3 bottom corners | 6 |
6 faces | 18 |
total: | 32 moves |
Phase 1:
See solution 1.
Phase 2: Solve the top corner
Effect | Solution | ||
1. | BRL- | RDRDR | |
2. | BRL+ | R'D'R'D'R' |
Effect | Solution | ||
1. | DLR->BRL | D'RD'R' | |
2. | DLR->RLB | R'D'R | |
3. | DLR->LBR | LDL' |
Phase 3: Solve the D corner.
Phase 4: Orient the bottom corners.
Effect | Solution | ||
1. | DBL-, DRB+ | LR'L' D'RD | |
2. | DBL+, DRB- | D'R'D LRL' |
Effect | Solution | ||
1. | DBL+, DRB+, DLR+ | R'L'R'L'R'L' | |
2. | DBL-, DRB-, DLR- | LRLRLR |
Phase 5: Position the faces
Effect | Solution | ||
1. | DL-LR DR-DB | D'R'DR DLD'L' | |
2. | DL-DB DR-LR | R'D'RDLDL'D' | |
3. | DL-DR DB-LR | D' R'D'RD LDL' | |
4. | DR->BL->LR->DR | R'D'RD B'L'BL | |
5. | DL->DR->LR->DL | R' D'L'DL B'R'BR' |