# Blindfolded Cubing Glossary

Canonical language for this workspace.
Every lesson and reference sheet uses these words and no synonyms.

A term is added here once it has been *used correctly*, not merely met.
Terms introduced in a lesson sit in the queue at the bottom until then.

## Terms

**Notation (URFDLB, primes, doubles, slices, wide moves)**:
Established prior knowledge — CFOP speedsolver.
Lessons assume `M`, `r`/`Rw`, `x y z` and finger tricks need no explanation.

**Speffz**:
The lettering scheme naming each of the 24 stickers of one piece type, generated by taking faces in the order U L F R B D and going clockwise from each face's top-left.
_Avoid_: the letter scheme, sticker names

**Buffer**:
The one piece position every other piece passes through. DF for edges, UFR for corners.
Its own stickers are never targets.
_Avoid_: home slot, start piece

**Target**:
A sticker position to exchange the buffer with. One letter of the memo.
_Avoid_: destination, shot

**Shot**:
The single repeated operation of a blind solve — exchange the buffer's piece with the piece at a target, matched sticker for sticker.
M2, r2 and Old Pochmann are three different algorithms for it.
_Avoid_: swap, cycle, insert

**Tracing**:
Reading a scrambled cube into a sequence of targets by repeatedly asking where the buffer's piece belongs.
_Avoid_: memorising, scanning

**Cycle break**:
Starting a new cycle when the buffer's piece belongs in the buffer. Costs one extra target.
_Avoid_: restarting, new loop

**Memo**:
The ordered list of targets for one piece type.
_Avoid_: solution, sequence

**Setup**:
Turns that bring a target into the position the swap algorithm hits, undone immediately after the swap.
_Avoid_: alignment, pre-moves

**M2**:
The edge method whose swap is the move `M2` — buffer DF, target UB.
Its side effect also swaps UF with DB, which is why targets come in pairs.
_Avoid_: M-slice method

## Queue — introduced, awaiting evidence

Promote to **Terms** once used correctly in a drill or a question.

- Parity — named in lessons 1 and 2; cannot occur in edges-only solves, so real exposure waits
  until corners join in stage 5
