The bridge needs one more glowing row.
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
QUEST COMPLETE
The path is open!
You made ten with a number move.
The moon bridge shines over the courtyard.
THE STORY
Sparkbound: where numbers make magic
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

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.

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.

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
PARENT VIEW
Learning snapshot
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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