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.
🏚️The House 1 of 7
Room 1 / 10
🍬0
Restless
🎁 Bonus chest
⬇ Shortcut · skip 3
30.0scandy clock
Topics
Untick anything not taught yet, and the game will never ask it.
How this works
A maths game. Ten rooms, one question each, and something behind you.
🎃 If you are playing
Type your name, choose where to go, choose your school year, and pick a character.
Every room asks you one maths question. Answer ten and you are out of the house.
You carry three lanterns. A wrong answer costs half a one —
you get a hint and another go. You are never told the answer.
The Pumpkin King steps closer every time your light drops.
If it all goes out, he has you.
Right answers are sweets. Quick answers are more sweets —
but taking your time never costs you anything.
A glowing chest is free to try: get it right and you win back half a lantern.
A purple grand chest holds a problem that takes more than one step —
and gives back a whole lantern.
A perfect run is 100 sweets. Your bucket is your score out of 100,
and it puts you in one of five categories.
The red hatch skips three rooms, and you still get the sweets for all
three — but get it wrong down there and it costs a whole lantern.
It is spooky, not scary. Nothing jumps out at you, and nothing in here is real.
🫖 If you are the grown-up
Thirteen levels, Kindergarten through Grade 12, with 100 kinds of problem per grade (1,300 in all), the numbers made fresh
every time. Every kind is used once before any comes back, even across many runs, and each room
is a little harder than the one before — the first room is always one of the easiest.
Choose topics (under the grades) lists every topic of the grade with an example, grouped
by area. Untick whatever has not been taught yet and it is never asked.
The level you pick is the level you get. As a level is replayed it gets harder from the
inside: harder types, and wrong answers that sit close to the right one.
The score is out of 100. Ten rooms at up to 7 sweets (3 for right first time, up to 4 for
speed) plus 10 for each of three lanterns carried out. The report card shows where every sweet came
from and where the rest went, and places the run in one of five categories, twenty points each.
Multi-step problems are guaranteed, not random. Every grade has them — one room a
run at the lower grades, two from Grade 5 up, plus a grand chest that holds another and
pays double. They are the ones that ask for a plan rather than a fact.
A wrong answer gives a hint, never the answer. The working is shown once they have it
right, or when the last lantern goes.
The clock never punishes. Running it down only forfeits the speed bonus — a slow
thinker loses nothing.
A 🔊 button beside the question reads it out loud on demand. It is always there for
Kindergarten to Grade 2, bonus round included, whether read-aloud is on or not.
The voice is a natural-sounding one (the same as Haunted Tens and Dog Day). Questions are made up on the spot, so they are spoken by a voice model that runs inside this page — it downloads about 90 MB once, then works on its own. Until it is ready, offline, or on a slow device, the device’s own voice reads instead. Voice on the front page switches between the two.
Read-aloud mode (step 5 on the front page) reads each question out loud — not the
four answers — and removes the clock entirely.
A bonus round at the end offers fresh problems of exactly the kinds they got wrong first
time, for a few sweets back (never as many as a right first answer), with nothing at stake. Offered after a loss too.
The report card gives first-try accuracy and names the topics worth practising.
Nothing leaves this device. No account, no network, no adverts, no tracking. Progress is
saved in this browser alone, and the whole game is one file that works offline.
Keys 1–4 answer, Enter continues.
You can open this again with How this works on the front page.