Number Line Navigator Game
Use signed move tiles to reach a target on the number line.
Daily and practice math puzzles
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Controls & saved progress
Tap a signed tile or activate it with Tab and Enter/Space. A positive jump moves right; negative moves left. Each landing must avoid the stated blocked intervals.
Saved progress stays in this browser when available.
Best scores are separate for each level. Hints and Undo mark assistance; assisted rounds do not replace an unaided best.
How to Play Number Line Navigator
Start at the displayed integer and reach the target using a limited set of signed move tiles. A positive move jumps right; a negative move jumps left. Every tile may be used only once, even when another tile has the same signed value. You may finish before the jump limit if a legal route reaches the exact target.
Every landing must be within the outer range and outside any blocked interval. This is a discrete jumping model: a jump may pass over a blocked gap, but it cannot land inside one. The blocked interval and outer limits are stated in text as well as shown on the number line. A move with an invalid landing is rejected without consuming its tile.
The signed amount and the current position determine the next coordinate. The move order can matter because intermediate landings must be allowed. A final sum equal to the target does not make an illegal intermediate landing acceptable. Review Landing calculations to check the complete route one jump at a time.
Worked Signed Jumps and Landing Constraints
Starting at −4, a +7 jump lands at 3 because −4 + 7 = 3. A subsequent −2 jump lands at 1. If 1 is the target and both landings are allowed, the route is complete in two jumps. A negative starting coordinate does not reverse the meaning of a positive move: positive still means to the right.
Suppose the permitted outer range is −10 through 10 and the blocked landing interval is [−1, 1]. Starting at −4, a +7 jump lands at 3 and may pass over the gap. A +4 jump would land at 0 and is rejected. The bracketed blocked interval includes its endpoints, so −1 and 1 are also forbidden landings in that puzzle.
Bounds can make an otherwise correct sum unusable. From 8 in a range ending at 10, a +5 move would land at 13 and is rejected. You may need to use a negative tile first, creating room for a later positive jump. Tiles with identical values remain separate limited resources; using one does not consume the other, but each individual tile can be used only once.
Levels, Keyboard Moves and Saved Routes
Easy uses nonnegative positions, six tiles and at most four jumps without a blocked gap. Normal uses signed positions, eight tiles and up to five jumps. Hard provides ten tiles and six jumps. Normal and Hard include a blocked landing interval. Every generated task has a verified legal route, and the game accepts any valid alternative within the jump limit.
Choose a tile by touch or with Tab and Enter or Space. Undo restores the preceding landing and marks assistance. Reset route returns to the same start and also marks assistance. A hint searches from the current position with the unused tiles; if no winning continuation remains, it recommends Undo or Reset rather than proposing an impossible move.
Daily mode repeats the task for each UTC date and level; Practice offers another route through New puzzle. Your used tiles, position and completed result save locally when available. Wrong choices reduce the score by five points and each hint by fifteen, with a ten-point floor on completion. Assisted rounds do not replace an unaided best, and each distinct solved puzzle is recorded once. There is no timer, and play remains available when browser saving is blocked.
Frequently Asked Questions
Can I pass over a blocked gap?
Yes. Jumps may cross a gap, but every landing must remain within the outer range and outside blocked intervals.
Can I reuse a move tile?
No. Each individual tile can be used only once; separate tiles may have equal values.
Must I use every jump?
No. Any legal route that reaches the target within the jump limit is accepted.