The family of layered cubes [frap-0003]

To pass from one cube size to another, we first fix a physical model. Let \(C_N\) be an \(N\times N\times N\) array of unit cubies, with coordinates \((i,j,k)\in {1,...,N}^3\). A visible cubie is a surface cell, so at least one coordinate is \(1\) or \(N\). A cell with three boundary coordinates is a corner; with exactly two it is an edge; with exactly one it is a center. This is a description of positions, before we decide which labels a player can see.

The resulting counts are immediate: there are \(8\) corners, \(12(N-2)\) edge cubies, and \(6(N-2)^2\) center cubies. Their sum is the number of surface cells. The count already explains why changing \(N\) is more than making a larger drawing. New edge and center positions appear, and those positions can fall into different move orbits. Bonzio, Loi and Peruzzi use this cubie decomposition in their general model [bonzio2018nxnxn, Sections 2--3]; Salkinder gives a parallel orbit and configuration analysis [salkinder2021nxnxn, Section 2].

The abstract-to-cube handoff is made explicit in how the cube models connect. In the \(N=3\) case, the 54 facet-colored incidence positions group into corner and edge sticker fibers, with six fixed centers supplying the frame; the resulting action is the fixed-frame coordinate model used later. For larger \(N\), the new center and coupled-edge orbits prevent this from being a single ordinary-cube coordinate space.