Haunted House

Seven places · Ten rooms each · One Pumpkin King

1 — Who is going in?
2 — Where are you going?
3 — Choose your level
4 — Choose your character
5 — Do you want it read to you?
6 — How is the house decorated?
🎃 Practice
What is waiting
You start on the porch. Answer to get in, then one problem per room — ten in all, and never the same kind twice.
You carry 3 jack-o'-lanterns. A wrong answer costs half a lantern and you may try again — you get a hint, not the answer.
The Pumpkin King is in the room with you. Every half lantern you lose, he is closer. At nothing, he has you.
Some rooms hold a multi-step problem — one you cannot finish in a single move. Every grade gets at least one of them a run, and Grade 5 up gets two.
A chest may appear once you are below full lanterns: the hardest kind of problem your grade has, worth half a lantern back. Wrong costs nothing. Later rooms can hold a grand chest instead — a multi-step problem, and it pays double: a whole lantern. Chests pay in light, and light is candy at the door.
A red-rimmed shortcut hatch in the floor — labelled, you cannot miss it — skips three rooms and pays for all three, as if you had got each right first time — but a wrong answer down there costs a whole lantern. Opening the chest or the hatch stops the room's clock; it starts again from the same second when you come back.
Every problem runs a candy clock — 30 seconds up to Grade 1, then a minute in Grade 2, growing half a minute each grade to three minutes from Grade 6 up. It never costs you anything to be slow — but answer while it is still running and you take up to 4 extra sweets, more the faster you are.
What you carry out is decided by the lanterns you still have — ten sweets for each one, on top of whatever you picked up inside. Come out dark and you come out poor.
A perfect run — every room right first time, fast, all three lanterns carried out — is exactly 100 sweets, so your bucket is a score out of 100. It puts you in one of five categories: 0–19, 20–39, 40–59, 60–79 and 80–100.
Get out of a place with 60 or more and the next one opens — the graveyard, the forest, the mountain, the cave, the dungeon, the castle — but only for the grade you beat it at. Open the graveyard at Grade 4 and Grade 5 still starts back at the house. The more you play a grade, the harder that grade gets — the hard types come out and the wrong answers start sitting right next to the right one. It never leaves the grade you picked: choose Grade 4 and all ten rooms are Grade 4.
Get all the way out of the castle — the last of the seven — and your character goes home, to whoever has been waiting up. Every character has a different family.
Rather listen than read? Turn on read-aloud mode above: every question is read out — not the answers — and the clock is put away. Get a question wrong first time and it is remembered: at the end you are offered a bonus round of the same kinds of problem. It wins back a little candy, never as much as getting it right first time, and there is nothing to lose.
Keys 1–4 answer, Enter continues.