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Seasons & Episodes
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Summary
6 saves the day when the Number-taker is taking hundreds and thousands.
Summary
When the Puzzler bubbles 8, 4 has to find three different ways making eight to release him.
Summary
7 tells the story of how 3, 4, 5, and 6 had to sort out day and night when Spooky Spoon mixed things up.
Summary
The Shape Japer is splitting things into fractions, and 3 is on the case.
Summary
5 to the rescue when things are going up and down and round and round, all thanks to the Problem Blob.
Summary
The Puzzler is making things bigger and smaller – 6 and the buddy tiles save the day.
Summary
Spooky Spoon is jumping things about – and 4 is the one to sort her out.
Summary
Numbers don’t match when the Numbertaker’s about - until 3 saves the day.
Summary
The Shape Japer is having fun with cylinders - 5 to the rescue!
Summary
A girl can't get near to her teddy, and grown ups need help with things being too close. 6 flies out to sort the Problem Blob.
Summary
The Numbertaker is halving the numbers of everything - 4 is sent out to stop him. In this episode, 4 turns into a 1, a 2 and an 8.
Summary
People need more information – so 4 goes out there battling with the Puzzler.
Summary
People need to carry on counting, not start again – 6 sorts out the Problem Blob.
Summary
Sometimes it’s good to think again, as 5 discovers when she’s dealing with Spooky Spoon’s latest stirrings.
Summary
The Shape Japer’s changing the lengths of things – 6 and his buddy sticks are on the case!
Summary
The Numbertaker’s causing problems, but strangely people don’t notice. 4 to the rescue!
Summary
The Puzzler sets a puzzle, and 3 is up to the challenge, with a little help from, 7, 8, and 9.
Summary
The Shape Japer is into extreme shapes – 6 gets busy sorting things out.
Summary
People keep counting when they don’t need to - thanks to the Problem Blob. 5 sorts things out.
Summary
The Spooky Spoon is turning everything upside down, so 1 and 8 are sent out to help 4.
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Summary
Numbers 3, 4 and 5 are in the gym standing among a mixture of colourful circles, playing the circle game. The Agents call in reporting problems at the beach - 6 takes on the mission. Objects are behaving strangely - they've taken on a life of their own. It's the Shape Japer causing mayhem.
Summary
Spooky Spoon makes sure things are well out of order - until 5 sorts her out.
Summary
Boxes go wrong when the Shape Japer plays tricks - but 6 can do the trick too!
Summary
The Numbertaker is taking all the fours he can find - will 4 be able to escape his clutches?
Summary
Things don't belong when Spooky Spoon mixes things up - another problem for 5.
Summary
The Problem Blob is causing trouble - and things can't stop going forwards. 6 hitches a lift in a remote control car to help set things right.
Summary
When 1 goes out alone there's one more of everything - 4 rides the railway to the rescue.
Summary
Things that should be inside end up outside - 5 takes 3 out there to help sort the Puzzler out.
Summary
The Shape Japer is turning spheres into cubes - 6 has a scare on the marble run.
Summary
The episode opens with 3 trying to convince 4 that she is taller than him. The alarm goes and an agent says there is a boy having trouble with his pencil. 4 takes the mission to see what is wrong. Can he help?
Summary
Things keep vanishing. Numberjacks 3 and 4 discover that 0 has disappeared too and is causing things to vanish. He is evading all attempts to get him back. When 3 helps out on the Brain Gain machine, everything is tripled but order is finally restored.
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Summary
What starts as a happy holiday in the sun soon gets more complicated as all the Meanies try to make like hard for the Numberjacks. Only after much excitement do things get back to normal.
Summary
The Numberjacks save Christmas Day
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