Numberjacks

From Wikipedia, the free encyclopedia
Jump to: navigation, search
Numberjacks
Numberjacks 0-9.jpg
The 10 Numberjacks
Format Children's television series
Written by Chris Ellis
Starring

Dylan Robertson (voices of 0 and 1),
Robert Watson (voice of 2),
Alice Baker (voice of 3),
Jonathan Beech (voice of 4),
Laura Maasland (voice of 5),
Oliver Keogh (voice of 6),
Roz Ellis (voices of 7 and 9),
Harry Munday (voice of 8),
Bob Golding
(voices of the Problem Blob and the Puzzler),
Rachel Preece
(voices of the Shape Japer and

the Spooky Spoon),
Ross Mullan (the Numbertaker),
Country of origin United Kingdom
No. of series 2
No. of episodes 65 (2 specials) (List of episodes)
Production
Running time 15 minutes
Broadcast
Original channel CBeebies
Tiny Pop (2013-present)
TV Asahi (Japan)
RTÉjr (Ireland)
ABC1 (Australia) (2007-2011)
TV2 (New Zealand) (New Zealand)
Original run 16 October 2006 – 11 December 2009

Numberjacks is a children's British television series that originally aired in the UK between October 2006[1] and 2009. Re-runs of the episodes are shown regularly on CBeebies and occasionally on BBC2. It is produced by Open Mind Productions for the BBC and features a mixture of computer-generated animation and live action.

Synopsis[edit]

The Numberjacks are animated characters - the numbers 0 to 9 - who live in an ordinary sofa and solve problems outside. Each episode has the same structure. At the beginning of the episode, some of the Numberjacks will be engaged in an activity that will have relevance to the problem that is later discovered. Then an "agent" (a live-action child) will call in and describe the problem that is occurring. One or two of the Numberjacks will go out into the real world to solve the problem, while the remaining Numberjacks stay in their base and watch their progress on a screen. As soon as the problem is understood, 5 imagines what else could go wrong if it wasn't solved.

Once outside, the Numberjacks are shown in a live-action setting (although themselves still animated). They diagnose the problem by examination and with help from additional ideas from the agents, who call into the base. The problem could be caused by an antagonist or a younger Numberjack escaping from the sofa and inadvertently making things go wrong. Problems are solved by using "Brain Gain," a magical force of power.

Once solved, the Numberjacks return to their base, replay what happened on a screen and then challenge the viewer to think about a related problem and to "call the Numberjacks."

The problems encountered are all based around simple mathematical concepts and the programme is intended to stimulate young children's interest in mathematics. On satellite, digital and cable TV, a link to Numberjacks often appears on a corner of screen. This link sometimes appears on for example, gardening programs as a way of helping people with basic numeracy.

Characters[edit]

Protagonists[edit]

The Numberjacks are the heroes. Each of the numbers 0 through 9 is an individual character, and each is broadly the age of his or her number. The male Numberjacks are even numbers and the female Numberjacks are odd numbers.

Small numbers[edit]

  • 0: He can make things disappear as shown in "The Trouble with Nothing". He is the only numberjack with no buddy blocks at all, but once a hero in "Zero the Hero". He is the youngest Numberjack.
  • 1: She is 0's best friend. She made one problem in "One More Time", but was solved by herself when Brain Gain changed her mind. 1 is also 0's room mate.
  • 2: He seems to like helping other numberjacks. He doesn't count properly, making other people count incorrectly, like in "Out for the Count". He's the only numberjack with wide bottom, due to his shape.

Members[edit]

  • 3: The last member launched to the real world. She has a full collection of beautiful things and her buddy blocks can only turn into cylinders, which was called Circle Sticks twice. Also, she hops in the Brain Gain machine most of the time.
  • 4: The first member launched to the real world. He is 3's best friend and he can get more problems than other members. He can be anything like green, tiny, big, same sides, etc.
  • 5: The only member who can imagine what will happen if no problems solved. Her buddy blocks can turn into buddy tiles, and have more feelings than other buddy blocks. She was twice gone to the real world with 3, but 3 would always gone by herself.
  • 6: He can shrink himself as shown in "Sphere Today Gone Tomorrow" and "Forward Thinking". He was separated into halves (two 3s) in "Nine Lives", but went back to 6 in the end. His buddy blocks can turn into buddy sticks and buddy tiles.

Big numbers[edit]

  • 7: The only numberjack who can make seven colours of the rainbow as shown in "Seven Wonders". She was once a storyteller in 1 and 0's (roommates) bedroom.
  • 8: He is close to 4 at the gym. he once jumped in the Brain Gain machine, but went too excited he forgot to stop. He was once trapped in the Puzzler's Puzzle Bubble.
  • 9, The biggest number of the Numberjacks. Her buddy blocks like being neat and tidy, and the third buddy blocks that can stay in a square. She is a really nice Numberjack.

Antagonists[edit]

There are five evil villains, the "Meanies", who often cause trouble for people. The Problem Blob, the Puzzler, and the Numbertaker are male, while the Shape Japer and the Spooky Spoon are female.

  • The Problem Blob, a green blob with a single eye on the tip of his long tongue who spits out lumps of green slime that cause anything they touch to suffer from a particular problem. He is usually found in dark corners and doesn’t speak, only heaving and spluttering and making noises. No one likes The Problem Blob. He can also blob the numberjacks. In Almost Human, numberjack 4 gets slimed. The Problem Blob is the meanie that causes the most trouble than any meanie.
  • The Shape Japer, a purple sphere with a mean face who causes problems by changing the shape or size of objects. She flies though the air and doesn’t speak much, but laughs a lot (In "Slide and Turn", Shape Japer speaks several words). She is able to change her shape from sphere to cube at will. She still shows a smile even when she's not happy. In season 2, her teeth are semi-circles instead of triangles.
  • The Puzzler: A bald, floating head with some orange hair, a pair of green glasses, a moustache, an earring and a goatee who traps the Numberjacks inside a puzzle bubble or causes other problems and sets mathematical puzzles that must be solved before the problems will go away. He is arguably the most fearsome enemy of the Numberjacks, as any Numberjack unable to solve one of his puzzles would be trapped in a puzzle bubble for all eternity. He is quite intellectual, and is secretly pleased when the Numberjacks solve his puzzles. In season 2, the Puzzler doesn't pop anymore, but instead leaving the numberjacks. However, the Puzzler still speaks often in a rhyme. The Puzzler is the hardest meanie to defeat.
  • Spooky Spoon: An anthropomorphic pink spoon who mixes things up, which the Numberjacks have to sort out. She wears a yellow necklace and she can hide as a regular spoon, even though she's pink. She thinks herself superior to everyone around and has a strong dislike for 5, whom she views as a rival. In season 2, her mouth has an inner part instead of a hollow. Spooky spoon is the easiest meanie to defeat.
  • The Numbertaker (a parody of The Undertaker): A white-coated live action man with an exaggerated top hat who removes numbers or numbers of things. As numbers themselves, the Numberjacks must be particularly careful when dealing with him. He uses a "number sucker upper", a "number grabber", a net, a magnet, a long pointed pole, a hook and sometimes his own hand to steal things. He sometimes becomes his alter ego and is the Numbermaker, causing problems by creating higher numbers of things. He never speaks in any of his appearances, although he rarely smiles. He has been multiplied twice, at both occasions the multiple versions of him despised each other and ended up sucking each other up in "Into The Teens" and "Half Time". Also in "Half Time", he halved 4 twice, and 3 inadvertently doubled 4 three times, which meant that 4 needed the Numbertaker to halve him again.

Episode list[edit]

Series 1, consisting of 45 15-minute episodes, first aired on 16 October 2006. Series 2, consisting of 20 15-minute episodes first aired on CBeebies in 2009.[1]>


# Episode Original Air date Overview DVD release
Series 1: 2006-2007
1 The Trouble With Nothing 16 October 2006 0 makes things disappear and 6 flies out to sort everything out. This is the first episode when a Numberjack makes problem.

Agents: 33, 42, 16, 68 Numberjacks: 0, 1, 3, 4, 5, 6

Volume 1
2 Going Wrong Going Long 17 October 2006 The Problem Blob makes the boys pencil get longer and the man's mop and the boys straw. 4 sorts him out. 3 can't go out even if she's taller than 4.

Agents: 16, 28, 68, 53 Numberjacks: 3, 4, 5, 6

Volume 1
3 Sphere Today Gone Tomorrow 18 October 2006 The Shape Japer turns every sphere into a cube. 6 sorts her out.

Agents: 28, 33, 101, 70 Numberjacks: 3, 4, 5, 6

Volume 2
4 In Out Shake It All About 19 October 2006 The Puzzler makes his eyes come out on both sides of him, making them turn, his glasses and nose on top: It's making everything outside and not in. 3 and 5 sort him out, once they are freed from the Puzzle Bubble.

Agents: 70, 94, 42, 53 Numberjacks: 3, 4, 5, 6

Volume 1
5 One More Time 20 October 2006 When everyone passes under a bridge, they become one higher number: 4 turns into a 5, then 6. It's 1 that's causing all the trouble. Brain Gain changes 1's mind to make things one less.

Agents: 53, 28, 94, 68 Numberjacks: 1, 3, 4, 5, 6

Volume 2
6 Forward Thinking 23 October 2006 The Problem Blob is back - and things go backwards and forwards. 6 hitches a lift. This is the first appearance of The Problem Blob's eye.

Agents: 16, 33, 53, 85 Numberjacks: 0, 1, 2, 3, 4, 5, 6

Volume 3
7 Seven Wonders 24 October 2006 4 finds things add up to 7 when the Puzzler's about, and 7 is caught by the Puzzler.

Agents: 53, 42, 70, 16 Numberjacks: 1, 3, 4, 5, 6, 7

Volume 3
8 Getting Heavy 25 October 2006 Spooky Spoon wants to be higher than everyone else, so she is swapping light things and heavy things to put people down on the ground - 5 and 3 fly out.

Agents: 53, 16, 68, 85 Numberjacks: 3, 4, 5, 6, 9

Volume 2
9 Belongings 26 October 2006 Things don't belong when Spooky Spoon mixes things up - another problem for 5. In this episode, Spooky's trapped with a fork and a knife because of her last name (Spoon).

Agents: 16, 33, 68, 42 Numberjacks: 3, 4, 5, 6

Volume 3
10 4 He's A Jolly Good Fellow 27 October 2006 The Numbertaker is taking all the fours he can find - will 4 be able to escape his clutches?

Agents: 28, 68, 101 Numberjacks: 3, 4, 5, 6

Volume 1
11 Boxing Day 30 October 2006 Boxes go wrong when the Shape Japer plays tricks - but 6 can do the trick too, when the Shape Japer puts him in a box.

Agents: 85, 33, 101, 94 Numberjacks: 3 (The Numberjack-in-the-box), 4, 5, 6

Volume 1
12 Out of Order 31 October 2006 Spooky Spoon makes sure things are well out of order - until 5 sorts her out.

Agents: 47, 96, 73, 88 Numberjacks: 1, 2, 3, 4, 5, 6

TBA
13 Nine Lives 1 November 2006 The Puzzler has 9 trapped in a puzzle bubble - 6 and 3 come to the rescue. In this episode, 6 turns into two 3's.

Agents: 25, 34, 88, 100 Numberjacks: 3, 4, 5, 6 (two 3s), 9

Volume 2
14 Takeaway 2 November 2006 Not just a few problems, lots of them - 4 makes the Numbertaker take more than he wants to.

Agents: 28, 101 (Although mixed up with 42), 85, 70 Numberjacks: 3, 4, 5, 6

Volume 4
15 The Cuck-Cuck-Cuck-Oo-Oo-Oo Bird 3 November 2006 There's a pattern to the problems the Puzzler causes - and 5 has to break that pattern.

Agents: 14, 47, 73, 96 Numberjacks: 3, 4, 5, 6

Volume 4
16 Stop And Go 19 February 2007 Things don't move when they should, like a walking trash bin etc. - 6 has got to sort Spooky Spoon out.

Agents: 34, 52, 73, 100 Numberjacks: 0, 3, 4, 5, 6

TBA
17 Off Colour 20 February 2007 Spooky Spoon wants to be the most colourful character around, by taking other yellow, red, and blue things - 4 is out to stop her.

Agents: 88, 34, 25, 100 Numberjacks: 3, 4, 5, 6

Volume 1
18 A Game Of Two Halves 21 February 2007 The Shape Japer makes half a load of trouble, and 4 has to make things whole again.

Agents: 14, 47, 73, 96 Numberjacks: 2, 3, 4, 5, 6

Volume 3
19 Out For The Count 22 February 2007 2 is out and about and making everyone count incorrectly - 6 goes after him.

Agents: 96, 61, 100, 25 Numberjacks: 2, 3, 4, 5, 6

Volume 4
20 The Container Drainer 23 February 2007 Everything is empty thanks to the Puzzler - 3 helps 5 to fill things up again but not without 3 getting caught by the Puzzler.

Agents: 25, 61, 96, 100 Numberjacks, 2, 3, 4, 5, 6

Volume 5
21 Tens Moments 26 February 2007 1 and 0 get out and about and make ten of everything - creating more work for 5.

Agents: 25, 52, 61, 88 Numberjacks: 0, 1, 3, 4, 5, 6

TBA
22 3 Things Good 27 February 2007 3 is out on her own trying to do battle with the Shape Japer, who does not like things in threes.

Agents: 25, 34, 88, 100 Numberjacks: 1, 2, 3, 4, 5, 6

Volume 4
23 Say What You Mean 28 February 2007 Be clear what you mean or the Problem Blob will make trouble for you, as 4 finds out. In this episode, the Problem Blob sticks on two walls and a cube-shaped bush.

Agents: 34, 47, 100, 14 Numberjacks: 3, 4, 5, 6

Volume 5
24 One Won 1 March 2007 There's only one of everything, thanks to the Numbertaker - 6 sorts things with help from 1.

Agents: 55, 68, 70, 94 Numberjacks: 1, 3, 4, 5, 6

Volume 2
25 Tricky Sixes 2 March 2007 The Numbertaker likes two lots of three today - 6 is the Numberjack to sort him out. This is the first appearance of the Numbermaker.

Agents: 42, 85, 55, 68 Numberjacks: 3, 4, 5, 6

TBA
26 May The Fours Be With You 5 March 2007 The Shape Japer is after things that come in eights - 4 goes on the mission. In this episode, the Shape Japer stays as a cube, and become good eight at the end.

Agents: 16, 42, 68, 101, Numberjacks: 2, 3, 4, 5, 6, 8

Volume 5
27 Best Estimate 6 March 2007 The Problem Blob makes things go wrong when people can't estimate - 5 to the rescue. Problem Blob's first word is "What?".

Agents: 28, 55, 70, 101 Numberjacks: 3, 4, 5, 6

Volume 2
28 On and Off 7 March 2007 Spooky Spoon is mixing things up again, so instead of being on things are off - 4 is on the case.

Agents: 16, 33, 68, 85 Numberjacks, 3, 4, 5, 6

TBA
29 Zero the Hero 8 March 2007 0 to the rescue when just for once, the Numberjacks are the problem, not the answer!

Agents: 33, 55, 85 Numberjacks: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9

Volume 3
30 Bad Circles 9 March 2007 The Shape Japer is making bad circles by entering the circular hollow and say "Circle -- BAD" - 6 gets ready to sort her out. This is another episode with 2D Shape Japer (A circle).

Agents: 28, 42, 70, 94 Numberjacks: 3, 4, 5, 6

Volume 6
31 Famous Fives 12 March 2007 The Puzzler sets the problem - and 5 is the right Numberjack to sort it out.

Agents: 16, 42, 68, 94 Numberjacks: 1, 2, 3, 4, 5, 6,

Volume 6
32 Fair Shares 13 March 2007 Things aren't being shared fairly, thanks to the Problem Blob - 6 makes everything all right.

Agents: 28, 101, 85, 33 Numberjacks: 1, 2, 3, 4, 5, 6, 7, 8,

Volume 4
33 Being 3 14 March 2007 The Numbertaker is taking threes today - but he can't take Numberjack 3: In this episode, 3 turns into a 4.

Agents: 28, 55, 70, 101 Numberjacks: 1, 3, 4, 5, 6

Volume 3
34 Into the Teens 15 March 2007 The Numbertaker has added ten more than 1 - 4 has to sort him out. 4 turns into a 14, and the Numbertaker turns into eleven.

Agents: 33, 55, 70, 85 Numberjacks: 1, 3, 4, 5, 6, 7, 8, 9

Volume 6
35 Slide and Turn 16 March 2007 The Shape Japer is moving things and causing problems - 5 goes out there.

Agents: 17, 41, 60, 106 Numberjacks: 1, 2, 3, 4, 5, 6,

TBA
36 Six Of One 19 March 2007 The Problem Blob is making trouble with sixes - Numberjack 6 to the rescue.

Agents: 22, 41, 60, 106 Numberjacks: 0, 1, 2, 3, 4, 5, 6,

TBA
37 Time Trouble 20 March 2007 Time passes very strangely - thanks to Spooky Spoon. 5 investigates. This is the first appearance of the Beeper.

Agents: 38, 54, 79, 95 Numberjacks: 3, 4, 5, 6

Volume 5
38 1, 2, 3, Go 21 March 2007 It's 1, 2, 3 - pattern time! 3 battles with the Puzzler. This is the only episode where the Brain Gain machine hasn't been used.

Agents: 17, 54, 60, 106 Numberjacks: 1, 2, 3, 4, 5, 6, 9

TBA
39 More 4 22 March 2007 The Shape Japer makes trouble with symmetry - 4 goes out to sort things out. In this episode 4 gets an extra bit of body.

Agents: 17, 22, 41, 38 Numberjacks: 3, 4, 5, 6, 7, 8,

TBA
40 Almost Human 23 March 2007 The Problem Blob causes trouble - and 4 tries out being a human being. There is a special Numberjack known as the Numberjack Man (played by Steven Lim), known as 4's temporary replacement.

Agents: 79, 83, 95, 106 Numberjacks: 3, 4, 5, 6

TBA
41 Two, Four, Six, Eight 26 March 2007 The Numbertaker takes all the even numbers - 6 and 8 fly out to put things right.

Agents: 79, 54, 57, 17 Numberjacks: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9

Volume 5
42 Round and Round 27 March 2007 The Problem Blob has gotten people going around in circles - can 5 restore things to normal?

Agents: 41, 60, 83, 106 Numberjacks: 1, 2, 3, 4, 5, 6,

TBA
43 Square Dancing 28 March 2007 The Shape Japer's about - and 1, 4, and 9 sort out problems with squares.

Agents: 22, 41, 79, 95 Numberjacks: 1, 3, 4, 5, 6, 9

TBA
44 Data Day 29 March 2007 Spooky Spoon is mixing things up again and makes things at a cafe behave like party things and vice versa - 3 gets ready to take her on.

Agent: 17, 54, 60, 106 Numberjacks: 3, 4, 5, 6

Volume 4
45 How? What? Check! 30 March 2007 5 sorts out the Puzzler's problems - and checks to make sure.

Agents: 22, 38, 83, 95 Numberjacks: 3, 4, 5, 6

TBA
Series 1 Specials
1 Counting Down To Christmas TBA The Numbertaker, the Shape Japer, and Spooky Spoon make Christmas go wrong, and Agent 20 is one of the victims. 5 and 6 fly out and save Christmas Day with help from 3 and some other agents. In this episode, the Meanies are together.

Agents: 20, 77, 49 Numberjacks: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9,

Volume 5 (Release Date: 24 November 2008)
2 Seaside Adventure TBA The Numberjacks have a holiday at the beach, only to face troubles with the Meanies!

Agents: 39, 91, 121, 122, 20 Numberjacks: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9

Volume 6 (Release Date: 3 August 2009)
Series 2 (2009) [1]
1 Ups and Downs 26 October 2009 Spooky Spoon is turning everything upside down, so 8 is sent out to help 4. Agents: 18 (Turned upside down), 37, 58 Numberjacks: 0, 1, 2, 3, 4, 5, 6, 8 TBA
2 On the Move 27 October 2009 The Problem Blob is making things move when they shouldn't, so 5 is sent out to stop him. Agents: 81, 44, 63 Numberjacks: 3, 4, 5, 6 TBA
3 Very Shapely 28 October 2009 The Shape Japer is causing problems again by stretching the shapes of things - 6 is after her, but one problem is when two circular hoops are turned into ovals. Agents: 99, 72, 27 Numberjacks: 1, 3, 4, 5, 6 TBA
4 Wee Three Phone Home 29 October 2009 The Puzzler is causing some people to repeat his silly movements - 3 is sent out to stop him, and must solve three puzzles by herself as she lost contact with 4,5 and 6. Agents: 108, 12, 63 Numberjacks: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, TBA
5 Did You Notice Anything? 30 October 2009 The Numbertaker is taking away people's noticing skills, and then plays tricks on them without them noticing - 4 is sent out to defeat him. Agents: 81, 108, 27 Numberjacks: 3, 4, 5, 6, TBA
6 Measured Response 2 November 2009 Things are changing length thanks to the Shape Japer, so 6 is sent out to change them back, this is the first episode in season 2 with the appearance of Buddy Sticks. Agents: 72, 44, 37 Numberjacks: 3, 4, 5, 6 TBA
7 Think Again 3 November 2009 3 and 4 are playing in the gym when 5 discovers that Spooky Spoon is mixing things up again. Agents: 58, 63, 99 Numberjacks: 3, 4, 5, 6 TBA
8 Carry On Counting 4 November 2009 6 is sent out to do battle with the Problem Blob, who is causing people to go back to the beginning of things, sliming 6. Brain Gain helps 6. Agents: 12, 108, 81 Numberjacks: 0, 3, 4, 5, 6, 7, 8 TBA
9 A Record In the Charts 5 November 2009 4 is sent out to defeat the Puzzler, who is stopping the cafe customers from remembering whether they have had too much food or not. Agents: 27, 72, 44 Numberjacks: 3, 4, 5, 6, 7, 8, 9 TBA
10 Half Time 6 November 2009 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. Agents: 37, 58, 99 Numberjacks: 3, 4, 5, 6, 8 TBA
11 A Close Thing 9 November 2009 A girl can't get near her teddy, and grown ups need help with things being too close. 6 flies out to sort the Problem Blob. Agents: 58, 37, 18 Numberjacks: 2, 3, 4, 5, 6 TBA
12 A Circle at Both Ends 10 November 2009 3's buddy blocks become cylinders (Circle Sticks). 5 has to fly out when people have trouble with cylinder-shaped things, thanks to the Shape Japer. Agents: 44, 63, 81 Numberjacks: 3, 4, 5, 6 TBA
13 Matchmaking 11 November 2009 Numberjack 1 plays a trick on Numberjack 4, always making the number of buddy blocks on the seesaw unbalanced. 3 flies out to sort the Numbertaker, who takes then adds anything so they don't match. Agents: 99, 72, 27 Numberjacks: 1, 3, 4, 5, 6 TBA
14 A Different Sort 12 November 2009 0 and 1 are failing to help 3 sort her beautiful things. 4 flies out to stop Spooky Spoon sorting things out. In this episode, 4 becomes green, tiny, big, then wiggly wobbly. Agents: 12, 108, 63 Numberjacks: 0, 1, 3, 4, 5, 6, 8, 9 TBA
15 Areas of Concern 13 November 2009 In the gym, 6 and his buddy tiles are making patterns on the floor and flying around. 6 flies out to defeat the Puzzler. Agents: 18, 37, 99 Numberjacks: 3, 4, 5, 6 TBA
16 The Dreaded Lurgi 7 December 2009 In the gym 6 can't jump on the seesaw - and 4 feels ill too - they've both got the dreaded lurgi. 5 flies out to investigate and stop the Problem Blob from making people go up and down, round and round. In the meantime, 3 gets lurgi too, and agents help out.

Agents: 58, 81, 18, 12, 72, 44, 99, 37, 108, 63 Numberjacks: 0, 3, 4, 5, 6

TBA
17 Fraction Fiction 8 December 2009 3 and 4 argue over entertaining 5's buddy blocks. They try to share them but the blocks get bored and wander off. 3 flies out to beat the Shape Japer from cutting things to pieces. In this episode, the Shape Japer helps people four times. Agents: 12, 44, 72 Numberjacks: 3, 4, 5, 6 TBA
18 Interesting Times 9 December 2009 7 tells 0 and 1 a story about 3, 4, 5, and 6 going out one after the other; to sort out morning, daytime, evening and night time things, and Spooky Spoon herself. Agents: 37, 58, 99 Numberjacks: 0, 1, 3, 4, 5, 6, 7 TBA
19 More Ways Than One 10 December 2009 4, 5, and 6 are playing a version of Circle Slide, using different ways of moving. 4 goes out to rescue 8 who is trapped by the Puzzler by finding three ways to make an eight. Agents: 27, 63, 18 Numberjacks: 1, 2, 3, 4, 5, 6, 7, 8, 9, TBA
20 Hundreds and Thousands 11 December 2009 4 is in the Cozy Room taking photos of 1 and 0. A girl has a hundred or so beads to make a necklace but then has only ten, then one. 6 flies out to defeat the Numbertaker. In this episode, the sent Brain Gain is used by a hundred agents' thousand fingers. Agents: 44, 81, 108 Numberjacks: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, TBA

Awards[edit]

  • Awarded Best Schools Programme - 0-5 Years (for the episode "Nine Lives")[2]
  • Royal Television Society Educational Television Awards 2007
  • Awarded Best Schools Programme - 0-5 Years (for the episode "Zero the Hero")[3]

DVD releases[edit]

The Numberjacks are on Their Way (Volume 1)

  • 1. The Trouble With Nothing
  • 2. Going Wrong, Going Long
  • 4. In, Out, Shake It All About
  • 10. 4 He's a Jolly Good Fellow
  • 11. Boxing Day
  • 17. Off Colour

Calling All Agents (Volume 2)

  • 3. Sphere Today, Gone Tomorrow
  • 5. One More Time
  • 8. Getting Heavy
  • 13. Nine Lives
  • 24. One Won
  • 27. Best Estimate

Standing by to Zoom (Volume 3)

  • 6. Forward Thinking
  • 7. Seven Wonders
  • 9. Belongings
  • 18. A Game Of Two Halves
  • 29. Zero the Hero
  • 33. Being 3

Brain Gain (Volume 4)

  • 14. Takeaway
  • 15. The Cuck-Cuck-Cuck-Oo-Oo-Oo Bird
  • 19. Out For the Count
  • 22. 3 Things Good
  • 32. Fair Shares
  • 44. Data Day

Counting Down to Christmas (Volume 5)

  • 20. The Container Drainer
  • 23. Say What You Mean
  • 26. May the Fours Be With You
  • 37. Time Trouble
  • 41. Two, Four, Six, Eight
  • Special Episode: Counting Down to Christmas

Seaside Adventure (Volume 6)

  • 30. Bad Circles
  • 31. Famous Fives
  • 34. Into the Teens
  • Special Episode: Seaside Adventure (Feature Length - 45 mins)

References[edit]

External links[edit]