Skewb Solver
How to enter your Skewb
Hold the Skewb with one face toward you: that is Front, and the face pointing at the ceiling is Up. To see Right, Left or Back, turn the whole puzzle on the table so that face comes round to you, keeping Up on top; for Up tip it toward you, for Down tip it away. Paint each face as it looks from there: the diamond in the middle is the centre, the four triangles are the corners.
Each colour appears on five stickers, one centre and four corners, and the counter turns red until it does. Any colour scheme works: the corner at the top right of the front face never moves in a solution, so the solver reads the scheme from it. Keep holding the puzzle the way you painted it.
What the moves mean
The moves are the ones used in competition scrambles. Each turns half the puzzle, a third of a turn, around one corner, clockwise as you look straight at that corner. With Up on top and Front toward you: R turns around the corner at the bottom right at the back, U around the top left at the back, L around the bottom left at the front, and B around the bottom left at the back. A dash, R', turns the other way. The stickers that are about to move are outlined on the net, and Step walks through the solution one move at a time.
Why it is always the shortest solution
With one corner held still, a Skewb has 3,149,280 positions, and none is more than 11 moves from solved; by the page's own count only 90 need all eleven. The solver searches solutions in order of length, ruling out any branch that two exact tables, one for the centres and corner twists, one for the corner places and twists, show cannot finish in time. Neither table ever overestimates, so the first solution it finds is a shortest one.
Before it went up, the whole puzzle was mapped by brute force, all 3,149,280 positions, and for 300 of them chosen at random the solver's answer was exactly as short as the true distance.
When it says your Skewb cannot be right
A Skewb cannot twist a single corner in place or swap two centres by turning, so a painted net that needs either is reported rather than searched forever. If it happens, look for a corner whose three colours go round in the wrong order, or two stickers painted in each other's place. If the painting is right and it still will not solve, the puzzle has been taken apart and put back wrongly.
More twisty puzzles
The same shortest-solution solvers handle the 2x2 cube and the Pyraminx, and the cube timer makes competition-style Skewb scrambles for practice. We do not make twisty puzzles; if what you enjoy is a puzzle you can turn over in your hands, our mechanical puzzles are the other kind, with no algorithms at all. There are more solvers on the puzzle tools page.
Frequently Asked Questions
How do you solve a Skewb?
Beginners usually solve one layer first, a face with its four corners, then the other four corners, and finish with the centres, each stage with a short repeated sequence. To solve a particular scrambled Skewb in the fewest moves, paint it into this solver and follow the moves.
What is God's number for the Skewb?
Eleven. With one corner held still a Skewb has 3,149,280 positions, and every one can be solved in 11 moves or fewer. Only 90 need all eleven.
What do R, U, L and B mean on a Skewb?
Each turns half the puzzle a third of a turn around one corner, clockwise as you look at that corner. With Up on top and Front toward you, R is the corner at the bottom right at the back, U the top left at the back, L the bottom left at the front and B the bottom left at the back.
How many positions does a Skewb have?
3,149,280, counting positions that differ only by turning the whole puzzle as the same.
Why can't my Skewb be solved?
A real Skewb cannot twist one corner in place or swap two centres by turning. If yours seems to, a sticker is painted wrong, or the puzzle has been taken apart and reassembled.