✦ SPARKBOUND

A MENTAL MATH QUEST

Make ten. Shape the story.

Build bridges, battle a rival, and fill magical orders with smart number moves.

No timers. New boards every time.

CHOOSE A GAME

Three ways to make ten

Every game uses a different rule. All three train number relationships.

TEN ROWS

Repair the moon bridge

1/4
LUMI

The bridge needs one more glowing row.

HOW TO PLAY

Choose a game

QUEST COMPLETE

The path is open!

You made ten with a number move.

0number moves
0first try
+0story sparks
STORY BEAT

The moon bridge shines over the courtyard.

THE STORY

Sparkbound: where numbers make magic

Lumi, Cloudling and Nyx at the academy on a moonlit night

THE ACADEMY

A school that runs on ten

Sparkbound Academy stands on a hill above a moonlit courtyard. It has a silver Moon Tower, a glowing bridge to reach it, and a Night Market in the lanes below.

Everything here runs on one old magic: the magic of ten, and the numbers that fit together to build it. When a frame of ten is filled exactly, light wakes up. When a gap is left, the light waits.

THE STORM

The night the lights went out

One violet night, a storm rolled in and hid the moon. Without moonlight, the academy could not wake up. The Moon Bridge went dark and its moonstones fell asleep. Down in the lanes, the Night Market's lanterns went out just before opening night.

Nyx, the academy's top rival mage, grabbed the Storm Key from its lock before the lightning could steal it. Cloudling, the academy's small storm cloud, was caught on the far side of the bridge when the stones went dark.

There is only one night to put it all right. The market must be ready by moonrise, and the bridge must shine before the moon disappears.

YOUR PART

You are the newest apprentice

Lumi, the academy's best path-finder, asked for your help first. You do not need a wand. You use number moves: seeing what is missing, fitting the right piece, and choosing a smart pair. Every move that makes ten wakes a little more light.

At the end of every quest, a Story Vault waits, guarded by three runes. You open it by picturing the missing part in your head.

WHAT THEY ARE TRYING TO DO

Three quests, one goal

Lumi and the dark Moon Bridge

Ten Rows

Lumi must rebuild the Moon Bridge, one glowing row at a time. Then she can cross to the far side, where Cloudling is waiting and the silver Moon Tower stands.

Nyx with the Storm Key at the card table

Duel

Nyx is keeping the Storm Key safe, and she will only hand it over to someone who plays fair and thinks in pairs. Claim four columns and the key goes back where it belongs.

The dark Night Market with creatures waiting

Orders

Mira runs the shop, and you pack glowstone orders for her customers: Pip and a lantern fox, Ember and a dragon egg, and Oro's rooftop couriers. Fill every order exactly before the lanterns rise, and the Night Market opens.

THE BIG GOAL

Light the whole academy again

When all three quests are done, the storm clouds clear and the moon shines again. The bridge glows, the key goes home, and lanterns bloom across every rooftop. The whole academy is lit by numbers that fit together.

Nobody does it alone. Every friend who joins the quest makes the light a little stronger.

STORY SPARKS

Where the sparks come from

Every Story Spark you earn is a real piece of that returning light. Collect enough, and old friends, artifacts and little companions will find their way to you.

Nobody knows exactly who will turn up next.

COLLECTION

Your Story Sparks

0sparks

PARENT VIEW

Learning snapshot

Sessions0completed
First try0%before a hint
Strategy moves0fits, splits and pairs
Current focusMake 10foundation

Keep the progress safe

Restore from a progress code

What the games record

A correct result only counts after a fit, split, or pair-selection action. Speed is not used for mastery.

Weekly oral check

Ask these away from the tablet. Notice whether your child answers from a relationship or counts on their fingers.

Reset local progress

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