{"id":20613240,"url":"https://github.com/robiningelbrecht/speedcubing-glossary","last_synced_at":"2026-02-04T05:40:45.290Z","repository":{"id":175643027,"uuid":"654155375","full_name":"robiningelbrecht/speedcubing-glossary","owner":"robiningelbrecht","description":"A glossary of some of the most common speedcubing terms and 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align=\"center\"\u003e\nA glossary of some of the most common speedcubing terms and acronyms.\n\u003c/p\u003e\n\n---\n\n\u003c!--START_SECTION:glossary--\u003e\n\u003cp align=\"center\"\u003e\n    \u003ca href=\"#A\"\u003eA\u003c/a\u003e\n |     \u003ca href=\"#B\"\u003eB\u003c/a\u003e\n |     \u003ca href=\"#C\"\u003eC\u003c/a\u003e\n |     \u003ca href=\"#D\"\u003eD\u003c/a\u003e\n |     \u003ca href=\"#E\"\u003eE\u003c/a\u003e\n |     \u003ca href=\"#F\"\u003eF\u003c/a\u003e\n |     \u003ca href=\"#G\"\u003eG\u003c/a\u003e\n |     \u003ca href=\"#H\"\u003eH\u003c/a\u003e\n |     \u003ca href=\"#I\"\u003eI\u003c/a\u003e\n |     \u003ca href=\"#L\"\u003eL\u003c/a\u003e\n |     \u003ca href=\"#M\"\u003eM\u003c/a\u003e\n |     \u003ca href=\"#N\"\u003eN\u003c/a\u003e\n |     \u003ca href=\"#O\"\u003eO\u003c/a\u003e\n |     \u003ca href=\"#P\"\u003eP\u003c/a\u003e\n |     \u003ca href=\"#Q\"\u003eQ\u003c/a\u003e\n |     \u003ca href=\"#R\"\u003eR\u003c/a\u003e\n |     \u003ca href=\"#S\"\u003eS\u003c/a\u003e\n |     \u003ca href=\"#T\"\u003eT\u003c/a\u003e\n |     \u003ca href=\"#U\"\u003eU\u003c/a\u003e\n |     \u003ca href=\"#V\"\u003eV\u003c/a\u003e\n |     \u003ca href=\"#W\"\u003eW\u003c/a\u003e\n |     \u003ca href=\"#Y\"\u003eY\u003c/a\u003e\n |     \u003ca href=\"#Z\"\u003eZ\u003c/a\u003e\n |     \u003ca href=\"#0-9\"\u003e0-9\u003c/a\u003e\n\u003c/p\u003e\n\n\n## A\n\n\u003ctable\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eAlgorithm\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eAn algorithm is a sequence of moves designed to achieve a particular outcome on a puzzle.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eAnti-Sune\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eThe inverse of the Sune algorithm, the Anti-Sune algorithm re-orients 3 corners anticlockwise.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eAo5, Ao12, ...\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eMost of the bragging rights within the community go to the best averages solves. An Average of 5 (Ao5) is calculated using any five consecutive solves.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eAUF\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eAdjusting \u0026quot;U\u0026quot; Face\u003c/td\u003e\n    \u003c/tr\u003e\n\u003c/table\u003e\n\n## B\n\n\u003ctable\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eBandaged cube\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003ePuzzles which restrict the ways you can turn them by having the mechanism designed to get in the way and be annoying.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eBeginner\u0026#039;s method\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eA beginner\u0026#039;s method refers to Speed-solving methods designed for beginners, which often have many steps to simplify the process.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eBLD\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eBlindfolded speedcubing - refers to solving cubes blindfolded.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eBLE\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eBrooks\u0026#039; Last Edge. These algorithms insert an edge into your your last F2L slot and orient the corners of the last layer.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eBlockbuilding\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eBlockbuilding generally refers to inuitively solving blocks of pieces around the cube, in contrast to algorithmic speedcubing approaches.\u003c/td\u003e\n    \u003c/tr\u003e\n\u003c/table\u003e\n\n## C\n\n\u003ctable\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eCenter\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eRefers to the middle piece on each side of a Rubik\u0026#039;s cube. For bigger cubes, it refers to the pieces with only one colour.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eCentre piece\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eA centre piece is a piece, or pieces resp., in the middle of a cube.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eCFOP\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eThe most common Speed-solving method, which solves the cube in the following sequence: Cross-F2L-OLL-PLL\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eCLL\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eCorners of Last Layer. These algorithms solve the corners of the last layer, as their name suggests.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eCLS\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eCorner Last Slot. CLS algorithms solve the last F2L corner and orient your last layer at the same time. They are used when the edge of your final F2L pair is already solved, and the last layer edges are oriented.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eCMLL\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eCorners of the Last Layer in a Roux solve\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eCOLL\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eCorners and Orientation of Last Layer. COLL algorithms are used to orient and permute the corners of your last layer at the same time.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eColour Neutrality\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eThe solver is able to create the cross on any colour, and therefore has 6 different options for cross to pick from\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eColour scheme\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eThe color layout of the cube.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eCommutator\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eA sequence of moves of the form A-B-A\u0026#039;-B\u0026#039;. Example: (R\u0026#039; D\u0026#039; R) (U) (R\u0026#039; D R) (U\u0026#039;)\n\n\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eConjugate\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eA  sequence of moves of the form A-B-A\u0026#039;. Example: (R U2 R\u0026#039;) (R\u0026#039; F R F\u0026#039;) (R U2 R\u0026#039;)\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eCore\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eThe center point of the entire puzzle which all pieces revolve around. It never participates in the solving process. It\u0026#039;s purely there for functionality to hold the puzzle together.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eCorner\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eRefers to the corner pieces on the Rubik\u0026#039;s cube, which are the pieces with three different colours.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eCorner Cutting\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eSpeed cube pieces have the ability to move slightly without the whole puzzle falling apart. This ability is called corner cutting.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eCorner piece\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eCorner pieces, as the name suggests, are located at the corners of the cube.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eCorner turning\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003euzzles which have their centers on the corner and everything rotates around the corner like a Skewb.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eCorner Twists\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eSometimes corners can twist in their place. A puzzle cannot be solved when a single corner twists in it\u0026#039;s place\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eCP\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eCorner Permutation\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eCPLL\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eCorner PLL\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eCR\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eContinental Record\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eCross\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eThe cross generally refers to correctly solving 4 edge pieces around a center piece, to form a \u0026#039;plus\u0026#039; or \u0026#039;cross\u0026#039; out of the center and edge stickers.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eCube\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eThe term cube is often used in place of Twisty Puzzle even if the puzzle isn\u0026#039;t cube shaped.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eCube notation\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eThe language we use to read and write algorithms.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eCube Rotation\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eRotating the cube in place without turning any of the sides. The three rotational axes used in cube notation are x y and z.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eCubelet\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eA single cube piece is sometimes called a cubelet or cubie.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eCubing\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eThe action of solving TwistyPuzzles.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eCuboid\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003e face turning puzzles where at least one of the dimensions is different from the others like a 3x3x5 or a 2x4x6.\u003c/td\u003e\n    \u003c/tr\u003e\n\u003c/table\u003e\n\n## D\n\n\u003ctable\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eDevil\u0026#039;s algorithm\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eA set of moves that when applied, repeatedly if necessary, will eventually return a Rubik\u0026#039;s Cube to a solved state regardless of the starting configuration.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eDevil\u0026#039;s number\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eRefers to the number of moves required to solve a cube from any starting configuration using a single repeating algorithm. Devil\u0026#039;s algorithm is the algorithm needed to achieve this task. To this day, neither man nor machine were able to calculate the devil\u0026#039;s algorithm, or the devil’s number, for the 2x2 cube or the other larger models. These calculations result in an unimaginably large number of possibilities that, so far, could not be captured.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eDNF\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eDid not finish. You get this penalty when you don\u0026#039;t finish the cube inspection in 15 seconds or the cube is not in solved position when you stop the timer.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eDNS\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eDid Not Start\u003c/td\u003e\n    \u003c/tr\u003e\n\u003c/table\u003e\n\n## E\n\n\u003ctable\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eEdge\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eRefers to the edge pieces on the Rubik\u0026#039;s cube, which have two different colours.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eEdge Control\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eIntentionally orienting last layer edges whilst solving the first two layers.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eEdge piece\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eEdge pieces are the outer pieces located between the corner pieces of a cube. A 3x3 cube, therefore, has one piece per side between the corner pieces, a 4x4 cube two pieces per side.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eEG\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eSpeed-solving method for a 2x2\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eELL\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eEdges of Last Layer\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eEO\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eEdge Orientation\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eEP\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eEdge Permutation\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eEPLL\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eEdge PLL, as in the subset of PLL algorithms that only move the edges\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eExtended Cross\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eSolving the cross and one F2L pair at the same time, also referred to as \u0026#039;X-Cross\u0026#039;\u003c/td\u003e\n    \u003c/tr\u003e\n\u003c/table\u003e\n\n## F\n\n\u003ctable\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eF2L\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eFirst 2 Layers. This step involves inserting “pairs” of corners and edges into the spaces around the four edges dependent on the centres\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eFace\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eA single surface of a Rubik\u0026#039;s cube.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eFewest moves\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eFewest moves means you solve a speed cube in as few moves as possible.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eFingertricks\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eRefers to any improvements to the way you actually perform the moves with your hands.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eFlorian Mod\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eCubes that are said to have a florian mod have curved corners to help the pieces to move more easily around each other.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eFMC\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eFewest Moves Challenge\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eFridrich Method\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eAlso known as CFOP, the most common Speed-solving method, which solves the cube in the following sequence: Cross-F2L-OLL-PLL\u003c/td\u003e\n    \u003c/tr\u003e\n\u003c/table\u003e\n\n## G\n\n\u003ctable\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eGear puzzle\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eA series of puzzles which have gears as a component of the pieces. As you turn the puzzle the gears spin.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eGlobal average\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eOverall average time it takes to solve a twisty puzzle.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eGod\u0026#039;s number\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eGod\u0026#039;s number, also called \u0026quot;God\u0026#039;s algorithm\u0026quot;, is the maximum number of moves needed to solve a cube, regardless of the starting configuration.\u003c/td\u003e\n    \u003c/tr\u003e\n\u003c/table\u003e\n\n## H\n\n\u003ctable\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eHalf-Turn\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eAny 180 degree turn of the Rubik\u0026#039;s cube.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eHedgeslammer\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eRefers to the move sequence F R\u0026#039; F\u0026#039; R\u003c/td\u003e\n    \u003c/tr\u003e\n\u003c/table\u003e\n\n## I\n\n\u003ctable\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eInspection\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eThe time used to inspect the cube before starting a solve. In WCA competitions, the maximum inspection time is 15 seconds.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eInternal edges\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003ePieces usually found on even layered cubes.\u003c/td\u003e\n    \u003c/tr\u003e\n\u003c/table\u003e\n\n## L\n\n\u003ctable\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eLayer\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eRefers to all of the pieces which make up one rotational side of a Rubik\u0026#039;s cube.\n\n\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eLBL\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eLayer By Layer\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eLL\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eLast layer\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eLock-up / locking\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eLock-up or locking are terms used to describe when the cube jams. When a piece, one or even multiple layers are misaligned, you won’t be able to execute the turn correctly and the cube locks up. \u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eLook-Ahead\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003ePlanning future stages of a speedsolve whilst executing moves to solve the pieces of the current stage.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eLSE\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eLast Six Edges in a Roux solve\u003c/td\u003e\n    \u003c/tr\u003e\n\u003c/table\u003e\n\n## M\n\n\u003ctable\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eM2\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eA blindfolded speedcubing method\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eMagLev\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eMagLev is short for magnetic levitation or magnetic levitation force, respectively. Cubes with MagLev construction have in their tensioning system two superimposed magnets whose like poles face, and thus repel, each other.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eMagnetic Cube\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eCube with magnets on the pieces which attract each other, allowing the cube to snap into alignment and less likely to lock up from misalignment.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eMBLD\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eMulti-blindfolded speedcubing - refers to solving cubes blindfolded.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eMechanism\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eThe components of a twisty puzzle that allow it to fit together and actually work.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eMisscramble\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eWhen a competitor gets a scrambles cube that does not match the computer generated scramble intended for that solve.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eMo3\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eMean of 3\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eMod\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eAny kind of modification done to a puzzle.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eMove Count\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eThe number of moves used in a Rubik\u0026#039;s cube solve.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eMultislotting\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eIntentionally inserting F2L pairs in a manner which influences subsequent F2L pairs in your favour.\u003c/td\u003e\n    \u003c/tr\u003e\n\u003c/table\u003e\n\n## N\n\n\u003ctable\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eN by N by N\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eFace turning puzzles with the same dimensions on all sides like a 3x3x3, 7x7x7 or 21x21x21.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eNiklas\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eThe algorithm R U\u0026#039; L\u0026#039; U R\u0026#039; U\u0026#039; L, which re-orients 3 corners clockwise.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eNR\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eNational Record\u003c/td\u003e\n    \u003c/tr\u003e\n\u003c/table\u003e\n\n## O\n\n\u003ctable\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eOH\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eOne-Handed speedcubing - refers to solving cubes with one hand.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eOLL\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eOrientation of Last Layer\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eOLLCP\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eOrientation of Last Layer + Corner Permutation\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eOP\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eOld Pochmann, a blindfolded speedcubing method\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eOrtega\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eSpeed-solving method for a 2x2\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eOvershooting\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eOvershooting describes a rotation that goes further than desired. For example, you intend to rotate a layer by 90 degrees, but due to high speed, it overshoots and turns 180 degrees instead.\u003c/td\u003e\n    \u003c/tr\u003e\n\u003c/table\u003e\n\n## P\n\n\u003ctable\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eParity\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eParity in a Speed-solving context generally refers to additional steps required to solve a puzzle in cases where there are (or appear to be) an odd number of piece swaps on a cube.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003ePattern\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eDescribes specific permutations in which a puzzle looks really cool, like the checkerboard pattern or the cube in a cube pattern\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003ePB\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eIf a speedcuber solves a puzzle faster than they have ever done before, it is known as a PB or personal best. \u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003ePBL\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003ePermutation of Both Layers, a step used in some common 2x2 methods which permute the top and bottom layer corners.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003ePerm\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eSuch as G-Perm. Nickname used when talking about the PLL algorithms\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003ePermutation\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eDescribes the position a puzzle is currently in.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003ePetrus Method\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eA 3x3 Speed-solving method developed by Lars Petrus which has a strong emphasis on blockbuilding.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003ePLL\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003ePermutation of Last Layer\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003ePopping\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eSince the pieces of a cube can move around it is possible for them to pop out completely. It can be caused by loose tensions, rough turning, or be result of the mechanism that is used in a specific puzzle.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003ePR\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003ePersonal Record (official PB, in competition)\u003c/td\u003e\n    \u003c/tr\u003e\n\u003c/table\u003e\n\n## Q\n\n\u003ctable\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eQuarter Turn\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eAny 90 degree turn of the Rubik\u0026#039;s cube.\u003c/td\u003e\n    \u003c/tr\u003e\n\u003c/table\u003e\n\n## R\n\n\u003ctable\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eReduction\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eA common big cube solving method whereby the cuber solves the center pieces into place, followed by pairing up edge pieces to effectively \u0026#039;reduce\u0026#039; the big cube to a 3x3.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eRoux\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eA 3x3 Speed-solving method developed by Gilles Roux in which 1x2x3 blocks are built on the left and right sides of the cube to begin the solve.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eRubik\u0026#039;s Cube\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003ea puzzle in the form of a plastic cube covered with multicoloured squares, which the player attempts to twist and turn so that all the squares on each face are of the same colour.\u003c/td\u003e\n    \u003c/tr\u003e\n\u003c/table\u003e\n\n## S\n\n\u003ctable\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eScramble\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eA scramble is another simple term that consists of 20 randomly generated moves in standard notation that will leave the cube in an unsolved state ready for a solver to attempt\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eSculpted design\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eThe term \u0026#039;sculpted design\u0026#039; describes puzzles with a special surface.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eSexy Move\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eRefers to the move sequence R U R\u0026#039; U\u0026#039;\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eShape mod\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eA puzzle which uses the same mechanism as a simple puzzle like a 3x3 but different shaped pieces to add complexities like shape shifting.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eShape shifting\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003ePuzzles that change shape as you scramble them. \u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eSide\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eA single surface of a Rubik\u0026#039;s cube.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eSledgehammer\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eRefers to the move sequence R\u0026#039; F R F\u0026#039;\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eSlice Move\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eOn a 3x3, a slice move refers to the notated moves M, E, and S.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eSmart Cube\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eUsually a 3x3 with the capability to connect to apps or a computer which allows a program to track your moves, start and stop timers, keep a log of what turns you did when you solved.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eSolve\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eSolved describes the permutation in which the puzzle is done. Almost all twisty puzzles have only one solved permutation.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eSpeed mod\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eModification of a puzzle not to change the solving process but to make the puzzle turn better.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eSpeedcube\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eTwisty puzzles that are designed for speed and are suitable to be used in competitions.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eSpeedcubing\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eThe action of solving TwistyPuzzles as fast as possible\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eStack mat\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eA timer which requires both hands to be placed on either side of it for it to start and stop.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eSticker mod\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eWhen the stickers on a puzzle are changed to something different like a shepherd cube where the stickers are arrows and you need to get all the arrows pointing the same way on all sides.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eStickered\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eStickered cubes usually have a monochrome (often black) interior and coloured stickers\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eStickerless\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eStickerless cubes are made of coloured plastic pieces. This has the advantage that there are no stickers to be replaced.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eSub-X\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eA single solve or average that is under a certain time\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eSune\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eThe algorithm R U R\u0026#039; U R U2 R\u0026#039;\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eSuper cube\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003ePuzzles which require the center pieces to be rotated correctly for the puzzle to be solved.\u003c/td\u003e\n    \u003c/tr\u003e\n\u003c/table\u003e\n\n## T\n\n\u003ctable\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eTension\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eRefers to the tightness or looseness of a screw in the mechanism.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eThree by three\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003e A 3x3 refers to any Rubik\u0026#039;s Cube type puzzle with the dimensions 3x3x3 produced by a company other than Rubik\u0026#039;s.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eTop First\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eSpeed-solving method for a pyraminx\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eTorpedos\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eLittle pieces of plastic that are on the internal part of an edge piece which connect with the corner piece to provide stability.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eTPS\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eTurns Per Second\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eTruncated/trimmed mean\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eExclude the best and the worst times and then calculate the average of the remaining ones.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eTwisty Puzzle\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eThe politically correct term for Rubik\u0026#039;s Cube type puzzle. Any three dimensional puzzle with moving parts and the goal of achieving a solved state like the same color on each side counts as a Twisty Puzzle.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eTwo look OLL / PLL\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eComplete the OLL / PLL steps with two algorithms each\u003c/td\u003e\n    \u003c/tr\u003e\n\u003c/table\u003e\n\n## U\n\n\u003ctable\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eUWR\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eUnofficial World Record\u003c/td\u003e\n    \u003c/tr\u003e\n\u003c/table\u003e\n\n## V\n\n\u003ctable\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eV First\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eSpeed-solving method for a pyraminx\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eVLS\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eValk Last Slot. VLS algorithms solve the final F2L slot and OLL at the same time, in the cases where you have a connected F2L pair.\u003c/td\u003e\n    \u003c/tr\u003e\n\u003c/table\u003e\n\n## W\n\n\u003ctable\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eWCA\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eWorld Cube Association\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eWR\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eWorld Record\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eWV\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eWinter Variation. These algorithms are used to orient the corners of your last layer whilst you insert your final F2L pair, in the case where the pair is connected.\u003c/td\u003e\n    \u003c/tr\u003e\n\u003c/table\u003e\n\n## Y\n\n\u003ctable\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eYau\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eA big cube Speed-solving method proposed by Robert Yau, whereby the cross is solved before the cube is fully reduced to the 3x3 stage.\u003c/td\u003e\n    \u003c/tr\u003e\n\u003c/table\u003e\n\n## Z\n\n\u003ctable\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eZBF2L\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eZborowski-Bruchem First 2 Layers. These algorithms solve the final F2L pair and orient the edges of the last layer to set up for ZBLL.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eZBLL\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eZborowski-Bruchem Last Layer. These algorithms solve the entire last layer in 1 step, when the last layer edges are oriented.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003eZZ\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eA 3x3 Speed-solving method created by Zbiginiew Zborowski in which the first step involves orienting all edges on the cube.\u003c/td\u003e\n    \u003c/tr\u003e\n\u003c/table\u003e\n\n## 0-9\n\n\u003ctable\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003e+2\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eThe standard time penalty in WCA competitions, plus two seconds.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003e2-gen (or 3-gen or etc)\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eAn algorithm that only moves 2 faces (or 3 or etc).\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003e2GLL\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003e2-Generator Last Layer. These algorithms are used for the ZBLL cases which require only edge permutation and corner orientation.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003e2LLL\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003e2 Look Last Layer - solving the last layer in two steps or \u0026#039;looks\u0026#039;. For the CFOP method, this generally refers to OLL and PLL.\u003c/td\u003e\n    \u003c/tr\u003e\n    \u003ctr\u003e\n        \u003ctd\u003e\u003cstrong\u003e3-style\u003c/strong\u003e\u003c/td\u003e\n        \u003ctd\u003eA blindfolded speedcubing method\u003c/td\u003e\n    \u003c/tr\u003e\n\u003c/table\u003e\n\n\u003c!--END_SECTION:glossary--\u003e\n\n# Acknowledgement\n\nThis glossary is based on data gathered from:\n\n* https://ruwix.com/the-rubiks-cube/cubing-terminology-abbreviations-commonly-used-expressions/\n* https://www.cubeskills.com/tools/glossary\n* https://www.youtube.com/watch?v=9SaTC5WxLk0\n* https://www.speedcubereview.com/cubing-terms.html\n* https://www.cubeless.ch/eng/glossary\n","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Frobiningelbrecht%2Fspeedcubing-glossary","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Frobiningelbrecht%2Fspeedcubing-glossary","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Frobiningelbrecht%2Fspeedcubing-glossary/lists"}