Online 5x5 Solver
Calculate the solution for your scrambled Rubik's Cube in 20 steps. Input the colors of your cube and the program will guide you through the solution.
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A 5x5 grid requires you use the numbers 1 to 5, and so on. The numbers in each heavily outlined set of squares, called cages, must combine (in any order) to produce the target number in the top corner using the mathematic operation indicated (+, -, ×, ÷). Free online puzzles. Cool math games. (More addictive than Sudoku. Get the free '5x5 Matrix calculator' widget for your website, blog, Wordpress, Blogger, or iGoogle. Find more Mathematics widgets in Wolfram Alpha.
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What Can You Do With This Rubik Solver?
- Solve your scrambled Rubik's Cube - if you have a cube you couldn't solve for a long time this program will help you.
- Play online - hit the scramble button and try to solve it in your web browser dragging the layers with your mouse or using the allocated buttons or your keyboard.
- Generate Rubik's Cube images - you can save the scrambled cube as a picture clicking on the 'Generate image' checkbox. Many formats and settings are available.
- Save a scramble - Set up a scramble pattern and press the Solve button. Your scheme will be encoded in the link of the solution page which you can open later.
- Discover the cube - learn notation, try patterns etc.
This program finds the solution in approximately 20 steps (God's algorithm) in most cases. For this your setup needs to be a valid configuration, using the western color scheme.
Boggle 5x5 Solver
The solver uses client side scripts and is functional in most common web browsers without any additional extension. If the program doesn't respond please make sure that scripts are enabled on your browser. For iPhone, Android or other mobile users with a small screen resolution the program automatically switches to a smaller view to fit your device. The site uses cookies to enhance the user experience.
How to use the Rubik's Cube Solver?
You have to set the colors of your scrambled cube, press the Solve button and the program will show you the steps (rotations) needed to get it fixed. There are three different views to choose from, select the one you like the most.
The program is working with any color scheme which uses these six colors: white, red, blue, orange, green, and yellow. It doesn't matter if the colors are not in this order on your cube because the program automatically determines the color settings according to the middle pieces. Unfortunately only a layer-by-layer solution is available if your cube is not using the classic color scheme.
Set up a scramble
There are many ways to set up the scrambled cube. You can pick a color on the palette, then paste it on one of the fields. You can also do multiple clicks on a field to change its color. Generate a random scramble, and reset the cube to the solved position with the Reset button. Apply any basic rotation by clicking on one of the permutation buttons or by pressing the corresponding buttons on your keyboard: R, L, U, D, F and B. Drag a field with your mouse and rotate in the desired direction. Under the permutation buttons you can see the description of each button to help you understand what they mean.
Following the solution steps
After you set a valid scramble you can try to solve it online using the rotation buttons, or click the Solve button and the program will show you the solution. Please be patient because depending on your internet connection and computer configuration this can take a while. When the program finds the steps it might ask you to reorient the puzzle in your hands because it will always solve the cube starting from the bottom layer.
Online 5x5 Solver 3x3
Please double check your puzzle when the solver says Invalid scramble. You might have swapped one or more pieces. Go back to the scramble page and try to find the problem. If the program throws this error many times in a row then your cube might have been assembled in an unsolvable configuration. In this case you have to take it apart and build it in the solved state.
After the orientation is right go ahead and apply the rotations given by the online Rubik's Cube solver. Respect the initial orientation, and make all the rotations right because if you miss one or make a wrong turn you end up with a scrambled cube. Be careful with the double turns which mean a 180 degree turn of a face. These are marked with x2. You can play back the solution with the desired speed or click through the steps one by one any time you want. If you don't understand what the letters mean then click on them to see the illustration. For this to work you have to activate the Animate rotations feature with the allocated checkbox. You might also find useful the Rubik's Cube Notation page where you can find a detailed explanation about what the letters mean in the solution algorithm. A YouTube video is also available to demonstrate the operation of this program.
After you successfully solved your puzzle go back to scramble a new cube.
Image generator
The online Rubik's Cube image generator could create jpg, png and gif pictures but now its simplified version is creating only .svg files. Another useful feature of this online application is that you can save the scrambled cube as an image in svg format with a few clicks. To give this a try click the Generate Image button. Once the picture is generated you have to close and open it again if you make changes to the configuration.
For animated interactive 3D cube widgets please visit this page.
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Rules For Playing KenKen®
The numbers you use in a KenKen puzzle depend on the size of the grid you choose. A 3 x 3 grid (3 squares across, 3 squares down) means you use the numbers 1, 2, and 3. In a 4 x 4 grid, use numbers 1 to 4. A 5x5 grid requires you use the numbers 1 to 5, and so on.
The numbers in each heavily outlined set of squares, called cages, must combine (in any order) to produce the target number in the top corner using the mathematic operation indicated (+, -, ×, ÷).
Here's how you play:
- Use each number only once per row, once per column.
- Cages with just one square should be filled in with the target number in the top corner.
- A number can be repeated within a cage as long as it is not in the same row or column.
Rules For Playing KenKen®
The numbers you use in a KenKen puzzle depend on the size of the grid you choose. A 3 x 3 grid (3 squares across, 3 squares down) means you use the numbers 1, 2, and 3. In a 4 x 4 grid, use numbers 1 to 4. A 5x5 grid requires you use the numbers 1 to 5, and so on.
The numbers in each heavily outlined set of squares, called cages, must combine (in any order) to produce the target number in the top corner using the mathematic operation indicated (+, -, ×, ÷).
Here's how you play:
- Use each number only once per row, once per column.
- Cages with just one square should be filled in with the target number in the top corner.
- A number can be repeated within a cage as long as it is not in the same row or column.
®KenKen قواعد لعبة
إختر حجم الشبكة.
إملأ الأرقام من 1 حتى رقم حجم الشبكة.
لا تكرّر الرقم ذاته في أي صف أو عامود. إن الأرقام الموجودة في كل مجموعة من المربعات المسطرة بشكل متقطع والتي تدعى أقفاصا، يجب أن تجمع (بأي ترتيب كان) لتعطي الرقم الهدف المذكور في الزاوية عبر استخدام العملية الحسابية المذكورة.
يجب ملء الأقفاص التي تحتوي على مربع واحد فقط بالرقم الهدف الموجود في الزاوية.
يمكن تكرار الرقم ذاته في قفص واحد طالما أنه ليس مذكورا في الصف أو العامود ذاته.
انقر مصطلح 'التحقق' في أي وقت للتأكد من صحة الحلّ.
1) 选择方格大小。
2) 填入一个数字(最小为 1,最大不超过方格大小)。
3) 任何一行或一列不要有相同的数字。
4) 粗线框(称为笼子)内所有格子中的数字用标明的运算符号计算后(按照任何 顺序),应当得到上角的目标数字。
5) 若笼子内只有一个格子,则应当填入上角的目标数字。
6) 笼子内的数字可以重复,只要相同的数字不在同一行或者同一列。
7) 可以随时按“检查”以查看答案是否正确。
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1) Choisissez une taille de grille.
2) Remplissez la grille de chiffres de 1 à la taille de la grille.
3) Chaque chiffre ne peut être présent qu’une et une seule fois dans n’importe quelle ligne ou colonne.
4) Il est nécessaire de combiner les chiffres (dans n’importe quel ordre) dans chaque ensemble de cases, appelé « région », délimité par des lignes en gras, de façon à obtenir le chiffre cible dans l’angle supérieur de la région, en effectuant l’opération mathématique avec l’opérateur indiqué.
5) Vous devez utiliser le chiffre cible dans l’angle supérieur pour remplir les régions à une seule case.
6) Il est possible d’utiliser un chiffre plusieurs fois dans une région tant qu’il ne se trouve pas dans la même ligne ou la même colonne.
7) Appuyez sur Vérifier à n’importe quel moment pour voir si votre solution est bonne.
×
1) Spielfeld auswählen.
2) Zahlen von 1 bis n (n = Größe des Spielfelds) eintragen.
3) Jede Zahl darf pro Zeile und Spalte nur einmal vorkommen.
4) Die Zahlen in jedem fett umrandeten Kästchenblock müssen zusammen (in beliebiger Reihenfolge) durch Addieren, Subtrahieren, Multiplizieren oder Dividieren die Zahl ergeben, die oben links im Kästchenblock steht. Die Rechenart wird durch das Rechenzeichen im Kästchen angezeigt.
5) Wenn ein Kästchenblock aus nur einem Kästchen besteht, muss in das Kästchen die Zahl eingetragen werden, die oben links im Kästchen steht.
6) Eine Zahl kann in einem Kästchenblock wiederholt werden, solange sie sich nicht in der gleichen Zeile oder Spalte befindet.
7) Um zu kontrollieren, ob die Lösung richtig ist, kann jederzeit auf 'Kontrollieren' geklickt werden.
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כללי משחק KENKEN®
א. בחר את גודל הלוח.
ב. מלא את המספרים מ-1 ועד לגודל הלוח.
ג. אסור למספר לחזור על עצמו באותה שורה או עמודה.
ד. המספרים בכל קבוצת משבצות המוקפת בקו עבה, הנקראת 'כלוב', חייבים להצטרף (בסדר כלשהו) כך שיתקבל מספר המטרה המופיע בפינה העליונה תוך שימוש בפעולת החשבון הנקובה.
ה. בכלובים בעלי משבצת אחת בלבד ימולא מספר המטרה המופיע בפינה העליונה.
ו. ניתן לחזור על אותו מספר בתוך כלוב כל עוד הוא לא חוזר על עצמו באותה שורה או עמודה.
ז. הקש על בדוק בכל עת כדי לראות האם פתרונך נכון.
1) Scegliere una grandezza di griglia.
2) Inserire i numeri da 1 alla grandezza della griglia.
3) Non inserire lo stesso numero in una fila o colonna.
4) I numeri che si trovano all’interno di una serie di caselle dal bordo più annerito, dette gabbie, devono, insieme (in qualsiasi ordine), dare il risultato indicato nell’angolo superiore utilizzando l’operazione matematica indicata.
5) Le gabbie composte da una singola casella devono essere riempite con il risultato da ottenere, indicato nell’angolo superiore.
6) È possibile inserire lo stesso numero all’interno di una gabbia purché non si trovi nella medesima fila o colonna.
7) Premere Controlla in qualsiasi momento per verificare se la soluzione prescelta è esatta.
×
1) パズルのサイズを選択する
2)1からパズルのマス数までの数をマスに入れていく
3) 縦列、横列ともに、同一列内に同じ数字を入れることはできない
4) 太線で区切られた枠内をケージ(ブロック)という。ケージ左上の隅にあるのが計算記号とターゲット数字。この計算記号で計算して、答えがターゲット数字となるように、ケージの中のマスに数字を入れていく。(数字の順番はどんな順番でもかまわない)
5) ケージにマスがひとつしかない場合は、ターゲット数字をそのまま入れる
6) ケージ内に同じ数字があってもかまわないが、縦列、横列ともに同一列内に同じ数字を入れることはできない
7) 入れた数字が正しいかどうかは、「チェック」ボタンで確認できる
×
KENKEN® 플레이 규칙
1) 먼저 퍼즐 사이즈를 선택합니다.
2) 1부터 퍼즐 사이즈까지 숫자를 입력합니다.
3) 가로 세로 같은 줄에는 같은 숫자를 반복할 수 없습니다.
4) 한 개나 여러 개의 칸이 굵은 검은 테로 둘러싸여 있는 것을 케이지라고 부르며, 각 케이지의 상단 왼쪽 코너에 숫자와 수학 기호가 나와 있습니다. 그 수학 계산법을 사용해서 그 타깃 수치가 나오도록 해당 케이지 내에 있는 칸 속에 숫자를 입력해야 합니다.
Boggle 5x5 Solver Online
5) 칸이 하나 뿐인 케이지에는 상단 왼쪽 코너에 나온 타깃 숫자를 그대로 입력해야 합니다.
6) 한 케이지 속에 같은 숫자를 반복할 수 있지만, 가로나 세로로 같은 줄에 있는 칸에는 같은 숫자를 반복할 수 없습니다.
7) 언제든지 <확인>을 클릭하면 답이 맞았는 지 확인할 수 있습니다. ×
1) Escolher o tamanho da grelha.
2) Inserir os números de 1 até ao tamanho da grelha.
3) Não se pode repetir nenhum número na mesma fila ou coluna.
4) Os números dentro de cada conjunto de quadrados demarcados com linhas carregadas, chamados jaulas, devem combinar (em qualquer ordem) de forma a produzir o número pretendido, indicado no canto superior, usando a operação matemática indicada.
5) As jaulas com apenas um quadrado devem ser preenchidas com o número pretendido, indicado no canto superior.
6) Pode repetir-se um número na mesma jaula, desde que não se repita na mesma fila ou coluna.
7) Sempre que deseje ver se a sua solução é a correcta, prima Verificar.
×
1) odaberite veličinu zagonetke.
2) Upišite brojeve izmedu 1 I odabrane veličine zagonetke.
3) upisani broj ne smije biti ponovljen u istom retku ili stupcu.
4) Brojevi unutar kvadrata opisanih debljom linijon (kavezi) moraju dati rezultat naznačen u gornjem lijevom kutu korištenjem naznačene mathematičke operacije.
5) U kaveze koji se sastoje od samo jednog kvadrata potrebno je upisati broj naznačen u gornjem lijevom kutu tog kvadrata.
6) Unutar jednog kaveza brojevi se mogu ponavljati ukoliko nisu u istom retku ili stupcu.
7) pritisnite provjera u bilo kojem trenutku vidjeti ispravnost vaše rješenje. ×
1) Escoger un tamaño de cuadrícula.
2) Rellenar los números desde el 1 hasta el tamaño de la cuadrícula.
3) No repetir ningún número en ninguna fila ni columna.
4) Los números en cada grupo de casillas con borde grueso, llamadas jaulas, tienen que combinarse (en cualquier orden) para producir el número proyectado en la esquina superior usando la operación matemática indicada.
5) Las jaulas con solo una casilla deben ser rellenadas con el número proyectado en la esquina superior.
6) Un número puede ser repetido dentro de una jaula en tanto que no esté en la misma fila o columna.
7) Pulsas Comprobar en cualquier momento para ver si tu solución es correcta.
×
玩KenKen 游戏时,您填写的数字将取决于方格之数目。
3x3方格(3横排方格,3竖列方格)意味着您要填写数字1、2和3。
在4x4方格的游戏中,请使用1到4;5x5方格请填写1到5,依此类推。
粗线框(称为笼子)内所有格子中的数字用标明的运算符号计算后(按照任何顺序),应当得到上角的目标数字(+, -, x, ÷)。
如何玩游戏:
1) 选择方格的数目和困难程度(最容易、容易、中等、困难、专家)。
2) 任何一行或一列不要有相同的数字。
3) 若笼子内只有一个格子,则应当填入上角的目标数字。
4) 笼子内的数字可以重复,只要相同的数字不在同一行或者同一列。
5) 您可以随时按“检查”以查看答案是否正确!
×
1. เลือกขนาดของตารางเกม
2. ใส่ตัวเลขจาก 1 ถึงเลขสูงสุดตามขนาดของตารางที่เลือก
3. ห้ามใส่ตัวเลขซ้ำซ้อนในแถวเดียวกันไม่ว่าจะแถวแนวนอนหรือแถวแนวตั้ง
4. พื้นที่ในกรอบเส้นหนาแต่ละกรอบเรียกว่า กรง ตัวเลขที่จะใส่ในช่องของแต่ละกรงเมื่อนำมาคำนวณกันแล้วจะต้องได้ผลลัพธ์ตามที่ตั้งเอาไว้ที่มุมบนซ้ายของแต่ละกรง ทั้งนี้การคำนวณจะต้องคำนวณตามเครื่องหมายบวกลบคูณหารที่ให้ไว้หลังตัวเลขผลลัพธ์
5. กรงที่มีช่องสำหรับใส่ตัวเลขเพียงช่องเดียวควรใส่ตัวเลขตามผลลัพท์ที่ตั้งเอาไว้ในมุมบนซ้ายของช่องนั้น ๆ
6. ตัวเลขภายในกรงสามารถใช้ซ้ำกันได้หากไม่ได้อยู่ในแถวเดียวกันไม่ว่าจะเป็นแถวแนวนอนหรือแถวแนวตั้ง
7. เมื่อใดต้องการดูว่าเลขตัวที่ใส่ลงไปถูกหรือไม่ให้กดที่คำว่า ดูผล
×
- To start, click on any square. A 'number ring' appears with that grid's possible numbers. These numbers will also show up on the left side above the grid as the 'Notes' box.
- Ready to fill a number in that square? Just click the one you want in the number ring. It will then appear in the middle of the square.
- Narrowed it down to a couple of numbers but still not totally sure? Click the numbers you want from the Notes box. They'll show up smaller in the square.
Hints: Also in the candidates bar are , :- Clicking will place all possible Notes in the square.
- Clicking will get rid of all the Notes in the square.
- If you'd like to repeat a note (notes) in another square, simply drag the number from the original square to the new one. Click here to see the video of how it works.
- When you've ruled out one of your notes, click on it again in the Notes box. The number will disappear from the square.
- When you fill in a number in a square (by selecting from the number ring), any notes in that square will disappear.
- Changed your mind about a number? In the number ring, click the red eraser icon to clear the square.
- To hide the number ring, click the red 'X.'
- How to Use the Keyboard: You can enter numbers and notes by using the keyboard. Once you’ve selected a square, you can press shift and a number key to enter (or delete) that number as a note. Or, to just enter a number in a square, press that number on the keyboard (no shift). To delete a number or note, press C.
EXPERT LEVEL PUZZLES
Expert level KenKen puzzles are the most challenging. Available in all sizes from 4x4 to 9x9.
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×NO-OP PUZZLES
NO-OP puzzles are like normal KenKen puzzles, but with one key difference: the operation symbols have been omitted so you must also figure out which mathematical operation to use. Unlimited play available to Premium members only.
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×Expert puzzles of this type are not available.
Please select different math operations.
×Hard puzzles of this type are not available.
Please select different math operations.
×NoOp puzzles of this type are not available.
Please select different puzzle size.
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No matter what you're looking for — learning or fun — KenKen.com has it! Free online puzzles. Cool math games. Number games. (More addictive than Sudoku or Kakuro? You decide!) Educational games for kids. Visit our For Teachers section for math teacher resources, our free KenKen Classroom program, and a message from Tetsuya Miyamoto, the Japanese educator behind KenKen. Miyamoto, chess master David Levy, and the rest of Team KenKen have crafted these math puzzles into great games for learning and brain training. Need even more KenKen? Check out our Will Shortz Presents books. Try our mobile app on iPhone and iPad or our Kindle version. Play on the New York Times puzzle page and NCTM website. Regardless of why, how, or where you play, KenKen are the math puzzles that make you smarter!
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