Seven games. One path through the math cliff.

Numbercade looks like an arcade, but the cabinets are in an order. This page shows the whole route: what each game teaches, world by world, which Common Core standards that content covers, and where your kid should probably start.

The path

Play them in this order (or don't; we're a website, not your teacher)

The sequence follows how the math itself builds. Order of operations and the structure of expressions come first, because everything downstream is written in that language. Proportional reasoning comes second, because it is the single biggest idea of the middle grades. Equations come third, and they use both. Slope is the capstone that turns equations into pictures. The last three games are parallel branches: geometry, roots and exponents, and probability each lean on games 1 to 3, but not on each other.

1
Order Up! Order of operations, parentheses, the distributive property. Grades 5-6.
2
Fruit Market Fractions on the number line, ratios, unit rates, percents. Grades 4-7.
3
Equation Pirates One-step to multi-step equations, inverse operations, checking. Grades 6-8.
4
Slope Quest Slope, rise over run, y = mx + b. Grades 7-8.
5
Master Builder Surface area, similar triangles, angles, transformations. Grades 6-8.
6
Crystal Caverns Squares, square roots, exponent rules, estimation. Grades 6-8.
7
Loot Lab Probability, complements, compound events. Grades 7-8.
The full map

Every world, every concept, every standard

We audited the actual lessons and challenges in each game (not the marketing copy) and mapped each world to the Common Core State Standards its content covers. Depth is our honesty column: core means the world teaches and practices the standard's central skill; partial means it covers part of the standard; enrichment means the content goes beyond the grades 4-8 standards (we mark the nearest high school code); review is a boss world that mixes the earlier worlds. Scroll the table sideways on a phone.

GameWorldConcepts taughtCommon Core standard(s)GradesDepth
1. Order Up! 1. Prep StationOrder of operations without parentheses; multiply and divide before add and subtract; left to right within a rank; reordering with the signs attached6.EE.A.2c5-6partial
2. Parentheses PantryGrouping symbols; nested parentheses evaluated inside out; whole-number exponents in expressions5.OA.A.1, 6.EE.A.15-6core
3. Tray ServiceDistributive property, numeric (6 x 102 in your head) and symbolic (3(x + 4)); factoring out a common factor6.EE.A.3, 6.NS.B.4, 7.EE.A.16-7core
4. Mix and MatchCommutative and associative properties; when swapping breaks (subtraction, division); strategic regrouping for mental math; equivalent expressions6.EE.A.3, 6.EE.A.45-6core
5. The Critic's TableBoss: mixed review of worlds 1 to 4review of the above5-6review
2. Fruit Market 1. Sprout IsleA fraction as one number on the number line; comparing with benchmarks; equivalent fractions; simplifying; estimation; fractions greater than 13.NF.A.2, 3.NF.A.3, 4.NF.A.1, 4.NF.A.23-5core
2. Market BayRatio language ("for every"); part-to-part vs part-to-whole; simplifying ratios; unit rate as the value of one6.RP.A.1, 6.RP.A.2, 6.RP.A.3b6core
3. Ledger LagoonRatio tables; scaling vs the additive trap; unit-rate strategy; cross-multiplication and why it works; testing whether a trade is proportional6.RP.A.3a, 7.RP.A.26-7core
4. Boost BazaarPercent as per 100; benchmark percents; percent of a number; percent increase and decrease; the markup-then-discount round trip6.RP.A.3c, 7.RP.A.36-7core
5. Scam CoveBoss: multistep ratio and percent problems disguised as crooked offers; checking unit rates before you trade7.RP.A.3 + review7core
3. Equation Pirates 1. Windmill VillageThe unknown as x; one-step add and subtract equations; inverse operations; keeping both sides equal; substituting to check; tape diagrams6.EE.B.5, 6.EE.B.76core
2. Orange TownOne-step multiply and divide equations (3x = 21, x/4 = 5); the invisible multiplication sign; comparing strategies6.EE.B.76core
3. Syrup IslandTwo-step equations; which operation to undo first; checking solutions7.EE.B.4a7core
4. BaratieVariables on both sides; parentheses via the distributive property; multi-step solving8.EE.C.7b, 7.EE.B.4a7-8core
5. Arlong ParkBoss: test strategies; evaluating expressions by structure instead of solving; cross-multiplying proportions; rereading what the question asksreview + HS A-SSE.A.27-8enrichment
4. Slope Quest 1. The Ramp BuilderSlope as rise over run; reading slope from a graph; positive, negative, zero, and undefined slope; comparing steepness8.EE.B.57-8partial
2. The Mine ShaftSlope formula from two points; negative coordinates; finding a missing coordinate from a known slope8.EE.B.6, 8.F.B.48partial
3. The Crystal Bridgey = mx + b; identifying slope and y-intercept; matching equations to graphs; writing the equation of a line8.EE.B.6, 8.F.A.38core
4. Diamond SummitMixed test-style review: slope from points, steepness comparison, slope in context, writing equationsreview of worlds 1 to 38review
5. Nether FortressBoss: converting standard form Ax + By = C to slope-intercept form; reading the slope out of standard formHS A-CED.A.4 (nearest)8+enrichment
5. Master Builder 1. Wool WrappingSurface area of rectangular prisms via nets and the formula; cube shortcut; surface area vs volume6.G.A.4, 7.G.B.66-7core
2. Statue ScalingSimilar triangles; scale factor; corresponding sides; cross-multiplying to find a missing side7.G.A.1, 8.G.A.47-8partial
3. Angle AnvilTriangle angle sum; angles on a straight line; corresponding angles in similar triangles; algebraic angle problems7.G.B.5, 8.G.A.57-8core
4. Redstone GridTranslations, reflections, and 90-degree rotations with coordinates; identifying which transformation maps one shape to another8.G.A.3, 8.G.A.1, 8.G.A.28core
5. The Ender BuildBoss: mixed review of surface area, similarity, angles, and transformationsreview of worlds 1 to 46-8review
6. Crystal Caverns 1. Torchlight TunnelSquaring; square roots of perfect squares; recognizing perfect squares; the root-is-not-halving trap; the area-and-side model8.EE.A.2, 6.EE.A.16-8partial
2. Echo ChasmEstimating irrational square roots by trapping them between perfect squares; placing roots on a number line8.NS.A.28core
3. Geode GrottoEvaluating powers; the product rule for same-base powers; missing exponents; comparing powers6.EE.A.1, 8.EE.A.16-8partial
4. Crystal ForgeSimplifying radicals (the square root of 8 becomes 2 times the square root of 2); radical equivalenceHS N-RN.A.2 (nearest)8+enrichment
5. The Deep DarkBoss: order of operations with roots and powers; distributing over radical expressions; why the root of a sum is not the sum of the roots8.EE.A.2 + 6.EE.A.2c applied8core
7. Loot Lab 1. Spawn ZoneProbability of a simple event as favorable over total; marbles, dice, and spinners; probability as a number from 0 to 17.SP.C.5, 7.SP.C.7a7core
2. Trade PlazaComplements: P(not A) = 1 minus P(A); certain and impossible events7.SP.C.5, 7.SP.C.7a7core
3. Obby of IndependenceIndependent compound events by multiplying; coin-and-die combos; draws with replacement; combined-choice sample spaces7.SP.C.8a-b; HS S-CP.A.27-8partial
4. No-Replacement NexusDependent events without replacement ("the bag shrinks"); step-by-step conditional reasoning; with vs without replacementHS S-CP.A.3/S-CP.B.6 (nearest)8+enrichment
5. Tycoon TowerBoss: mixed review including the sum of two spinners (a true sample-space count) and without-replacement draws7.SP.C.8b + review7-8core

Rows marked partial or enrichment are deliberate honesty, not gaps we are hiding: where a world covers part of a standard we say which part, and where the games run past grade 8 (simplifying radicals, standard-form conversions, without-replacement probability) we name the nearest high school code instead of stretching a middle school one. The audit notes live in our repo's curriculum map and get updated whenever a game's worlds change.

Which game first?

Start where your kid is, not where the alphabet is

The arcade has a grade picker that highlights the same recommendations; here they are in words.

Grade 4 or 5

Start with Order Up! and Fruit Market. Fruit Market's first isle is fraction foundations on the number line, which meets a fourth grader exactly where the cliff starts, and Order Up! builds the operation-order habits everything else assumes.

Grade 6

Start with Fruit Market (ratios and percents are the heart of grade 6) and Equation Pirates (one-step equations are on the menu this year). Visit Order Up! first if order of operations still wobbles.

Grade 7

Start with Equation Pirates (two-step equations are the grade 7 main event) and add Loot Lab, since probability is the grade 7 topic most schools sprint past. Master Builder and Crystal Caverns are natural next stops.

Grade 8

Start with Slope Quest and Crystal Caverns: slope, linear equations, roots, and exponent rules are the core of grade 8. Jump back to Equation Pirates first if solving equations is the wobble.

What this alignment does and does not claim. The table above describes content coverage: which standards the games' lessons and problems address. It is not a claim that playing Numbercade causes mastery of those standards, and no standards alignment from any company is. Numbercade has not itself been tested in an efficacy study; in the federal ESSA evidence tiers we are Tier 4, Demonstrates a Rationale, and we say so plainly.

What we can show you is the research behind the design choices, mechanic by mechanic, with citations: that lives on our why it works page and on each game's "The Research" screen.

The path starts at cabinet 1.

All seven games are free during soft launch. Pick your grade on the arcade page and it will point at the right cabinet.

Play free