Numberjacks - Season 1

Season 1

Episodes

The Trouble with Nothing
Zero makes things disappear and Six flies out to sort everything out.

Going Wrong, Going Long
The Problem Blob is making things longer, so Four flies out to stop the blob.

Sphere Today, Gone Tomorrow
Six flies out when the Shape Japer is turning spheres into cubes.

In, Out, Shake It All About
Things that should be inside end up outside - Five takes Three out there to help sort the Puzzler out.

One More Time
When One goes out alone there's one more of everything - Four rides the railway to the rescue.

Forward Thinking
The Problem Blob is back - making things go backwards and forwards. Six hitches a lift.

Seven Wonders
Four finds things add up to seven when the Puzzler's about, with a kidnapped Seven.

Getting Heavy
Spooky Spoon is making light things heavy - Five and Three fly out.

Belongings
Things don't belong when Spooky Spoon mixes things up - another problem for Five.

4 He's a Jolly Good Fellow
The Numbertaker is taking all the fours he can find - will Four escape his clutches?

Boxing Day
Boxes go wrong when the Shape Japer plays tricks - but Six can do the trick too!

Out of Order
Spooky Spoon makes sure things are well out of order - until Five sorts her out.

Nine Lives
The Puzzler has Nine trapped in a puzzle bubble - Six and Three come to the rescue.

Takeaway
Not just a few problems, lots of them - Four makes the Numbertaker take more than he wants to.

The Cuck-Cuck-Cuck-Oo-Oo-Oo Bird
There's a pattern to the problems the Puzzler causes - and Five has to break that pattern.

Stop and Go
Things don't move when they should - Six has got to sort Spooky Spoon out.

Off Colour
Spooky Spoon wants to be the most colourful character around - Four is out to stop her.

A Game of Two Halves
The Shape Japer makes half a load of trouble, and Four has to make things whole again.

Out for the Count
Two is out and about and making everyone count wrongly - Six is after him.

The Container Drainer
Everything is empty thanks to the Puzzler - Three helps Five to fill things up again, until Three gets kidnapped by the Puzzler.

Tens Moments
One and Zero get out and about and make ten of everything - Five has got more work to do.

3 Things Good
Three is out on her own trying to do battle with the Shape Japer, who does not like things in threes.

Say What You Mean
Be clear what you mean or the Problem Blob will make trouble for you, as Four finds out.

One Won
The Numbertaker is making everything just one of them- Six sorts things with help from One.

Tricky Sixes
The Numbertaker likes two lots of three today - Six is the Numberjack to sort him out.

Tricky Sixes
The Shape Japer is after things that come in eights - Four goes on the mission.

Best Estimate
The Problem Blob makes things go wrong when people can't estimate - Five to the rescue.

On and Off
Spooky Spoon is mixing things up again, so instead of being on things are off - Four is on the case.

Zero the Hero
Zero comes to the rescue when just for once, all the other nine Numberjacks are the problem and not the answer!

Bad Circles
The Shape Japer is making bad circles - Six is ready to sort her out.

Famous Fives
The Puzzler sets the problem - and Five is the right Numberjack to sort it out.

Fair Shares
Things aren't being shared fairly, thanks to the Problem Blob - Six makes everything all right.

Being 3
The Numbertaker is taking threes today - but he can't take Numberjack Three!

Into the Teens
The Numbertaker adds ten more things - Four has to sort him out.

Slide and Turn
The Shape Japer is moving things and causing problems - Five goes out there.

Six of One
The Problem Blob is making trouble with sixes - Numberjack Six to the rescue.

Time Trouble
Time passes very strangely - thanks to Spooky Spoon. Five investigates.

1, 2, 3, Go
It's 1, 2, 3 - pattern time! Three battles with the Puzzler.

More 4
The Shape Japer makes trouble with symmetry - Four goes out to sort things out.

Almost Human
The Problem Blob causes trouble, with Four getting slimed and having to be a human, and the man sitting on the table getting the behaviours of a Numberjack!

Two, Four, Six, Eight
The Numbertaker takes all the even numbers (except the zeroes) - Six and Eight fly out to put things right.

Round and Round
The Problem Blob has gotten people going around in circles - can Five restore things to normal?

Square Dancing
The Shape Japer's about - and One, Four, and Nine sort out problems with squares.

Data Day
Spooky Spoon is mixing things up - Three gets ready to take her on.

How? What? Check!
Five sorts out the Puzzler's problems - and checks to make sure.
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