Understanding Sigils
Each zone turns a face
Every section of the placemat relates to a face of the cube. Tap a red zone to turn that face clockwise, or a blue zone to turn it anticlockwise. Press Scramble to begin.
Select a sigil above

How to Hold the Cube

Tap a zone to turn that face

Hold your cube against the placemat. The colour doesn't matter — this method is colour neutral. Use your finger as a hook to drag the U face towards you with either your left or right hand. Always keep the cube steady along at least one axis. Tap any zone to see it on the cube.

Tap a zone

Sigil Cube · Companion Guide

Red turns right.
Blue turns back.

The Sigil Method is a new visual language for solving the Rubik's Cube. Instead of memorising letter strings, you follow a glowing pattern — a sigil — drawn right on screen.

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The Idea

Every solve is a sequence of patterns

Traditional cube notation uses letters like R, U', F — turn the right face clockwise, top face anticlockwise, front face clockwise. Experienced solvers read these like sheet music, but for beginners it's a wall of code.

The Sigil Method maps each move to a region on a placemat behind the cube. A sequence of moves becomes a connected line — a sigil — that you can see and follow step by step.

The Placemat

Red is clockwise. Blue is anticlockwise.

The placemat is split into eight triangular zones — one for each face move. Every clockwise turn lives in a RED zone. Every anticlockwise turn lives in a BLUE zone, like the poles of a magnet.

U U' L' L R R' F F' M M' CLOCKWISE ANTI-CW
Clockwise
Anticlockwise
U
Top face
clockwise
U'
Top face
anticlockwise
R
Right face
clockwise
R'
Right face
anticlockwise
L
Left face
clockwise
L'
Left face
anticlockwise
F
Front face
clockwise
F'
Front face
anticlockwise

The apostrophe ' always means anticlockwise. No apostrophe means clockwise. That's the only rule worth memorising.

Reading a Sigil

A line that tells you where to go

Each move in a sequence is placed as a numbered dot in the matching zone of the placemat. Dots are connected in order, forming the sigil. The active dot glows large — completed dots shrink and dim, so the trail falls away behind you.

Example — Sigil 1 · White Corners

Insert Right

U
R
U'
R'

Insert Left

U'
L'
U
L

The Seven Sigils

One for every stage of the solve

Start with Placemat to see where each move lands. Add Sigil to see the pattern emerge. Add Cube to see it all in action.

The Solve

Seven sigils. One solved cube.

Follow these stages in order. Each sigil builds on the last. Take your time — the placemat always shows you where to go next.

White Cross
Build a white cross on the bottom face — no sigil needed

Hold the cube with white on top. Solve the four white edge pieces so they form a cross on the white face, with each edge's side colour matching its centre. This stage is intuitive — rotate and place freely. When done, flip the cube over so white is on the bottom.

1
White Corners — Sigil 1
Insert the four white corner pieces

Find a white corner piece in the top layer. Rotate U until it sits directly above its destination slot. Fire Insert Right or Insert Left depending on which side the slot is on. If the corner is already in the slot but twisted wrong, apply the sigil up to three times to cycle it out and back in correctly.

Insert Right
U
R
U'
R'
Insert Left
U'
L'
U
L
2
Middle Layer — Sigil 2
Insert the four middle-layer edges

Look at the top layer for an edge piece with no yellow. Rotate U until that edge's top colour matches a side centre, then check which way it needs to go into the middle ring. Fire Insert Right or Insert Left accordingly. Repeat for all four middle edges.

Insert Right
U
R
U'
R'
U'
F'
U
F
Insert Left
U'
L'
U
L
U
F
U'
F'
3
Yellow Cross — Sigil 3
Make a yellow cross on top

Look at the top face. You'll see a dot, a boomerang (L-shape), or a line. Orient the pattern then fire Sigil 3. A dot needs two applications, a boomerang needs one, and a line needs one with the line running left to right. Keep applying until a yellow cross appears.

Sigil 3
F
R
U
R'
U'
F'
4
Yellow Face — Sigil 4 Sune
Turn all four top corners yellow

Find a corner with yellow already facing up — the "fish head". Position it front-right and fire Sune Right, or front-left for Sune Left. Repeat, repositioning the fish each time, until the entire top face is yellow.

Sune Right
R
U
R'
U
R
U
U
R'
Sune Left
L'
U'
L
U'
L'
U'
U'
L
5
Corner Positions — Sigil 5 J-Perm
Move the top corners into their correct positions

Look at the sides of the top layer for "headlights" — two corners on the same side showing the same colour. Rotate U until the headlights face left, then fire J-Perm. If there are no headlights anywhere, fire it once to create them, then recheck and repeat.

J-Perm
R
U
R'
F'
R
U
R'
U'
R'
F
R
R
U'
R'
6
Edge Cycle — Sigil 6 U-Perm
Cycle the top edges into their final positions

The corners are correct. Now the edges need to cycle into place. Fire U-Perm. If one application doesn't solve it, a second always will. However — if two opposite edges are in the right place but flipped the wrong way (parity), you must fire Sigil 7 Parity Fix first, then return to U-Perm to finish.

U-Perm
R
U'
R
U
R
U
R
U'
R'
U'
R
R
7
Parity Fix — Sigil 7
Only when two edges are flipped in place

Occasionally two top edges will be in the correct position but facing the wrong way — neither U-Perm nor J-Perm will fix this. This is called parity. Fire Sigil 7 to swap them both simultaneously, then complete the solve with U-Perm.

Parity Fix
M
M
U'
U'
M
M