Calculation
A page of sums that reveals a hidden sentence as players solve them.
Ciphers, keypads and arithmetic that gate something real — the next station, the homework, the escape-room door. You set the difficulty; the generator keeps it solvable.
Give away characters to dial the difficulty down, and put the reward in the completion message.
A page of sums that reveals a hidden sentence as players solve them.
Your sentence, encrypted. Players decipher the code to read the hidden message.
A digital lock: players pick the right cards to find the code that opens it.
A chain of challenges; each one ends in a code that unlocks the next.
A sudoku generated in seconds, at the difficulty you choose.
An online multiplication game for the times tables 1 to 12: every right answer colours in a square of a hidden picture, and any multiplication a child misses comes back until it sticks. It prints as a worksheet or a times table chart too.
A short story, a few categories of items, and a grid of crosses and dots. Players work the numbered clues into the grid until every pairing is placed — and every clue set is proved to have exactly one answer, so it never comes down to guessing.
Chain a scavenger hunt across stations: each one ends in a code that opens the next challenge.
Calculation exercises hiding a sentence worth reading behind the answers.
A keypad activity with a hidden message behind it needs no teacher explanation — the lock does the instructing.
Every answer is a letter. Get the sums right and the message writes itself across the top.
Your picture, a pin per riddle, and a route that draws itself as each step is solved.
The 2, 5 and 10 times tables as a grid with a hidden picture. Every right answer paints part of a rocket, and a finished grid earns a diploma.
A keypad that opens to one code. Put the clue anywhere you like: in the instructions, in another activity, or on a note under a chair.
A message in cipher that tells them where to go next. One station of an escape room, or the whole of it.
A 4 × 4 grid with one solution, and each number confirmed as it goes in. Sudoku for ages five and up.
A sentence, a link, a next-step instruction. Everything else is generated around it.
Cipher, keypad, arithmetic or a station chain — and how many freebies you hand out.
With tracking on you see attempts live, so you know who is stuck before they tell you.
Yes — a scavenger hunt strings stations together, each unlocked by the previous code.
A completion message can hold text, a code for a physical lock, or a link to the next activity.
Several print cleanly — cryptograms and calculations work as sheets, with the code checked in class.
Free for 60 player sessions a month. No card, no trial clock.