Math Facts Football

You are the quarterback. A math fact appears above the field, and four receivers run their routes, each wearing a number. Only one of those numbers is the answer. Tap that receiver, or press their number on the keyboard, to throw the ball. Pick the right one and it is caught; pick a wrong one and the pass falls incomplete.

The wrong numbers are the answers children really give. For 7 × 8 they might be 48, 63 or 57, so a fact that is only half remembered is easy to throw away. Meanwhile the pass rush is coming, and if you have not thrown when it arrives you are sacked for a loss of 5 yards. The receivers keep running while you think, so waiting longer can mean a longer catch, if you can stand the pressure.

Every drive starts on your own 25 with four downs to gain 10 yards. Reach the end zone for a touchdown and 7 points. A game is four drives. Choose the facts before kick-off, from addition, subtraction, multiplication and division, and choose a defense: Rookie, Pro or All-Pro, each rushing faster than the last. Your best score against each defense is saved on this device.

Frequently asked questions

How do you play Math Facts Football?

Read the fact, find the receiver whose jersey shows the answer, and tap that receiver or press their number from 1 to 4. A right throw is caught for however many yards the receiver is downfield. A wrong throw is incomplete, and waiting until the rush arrives is a sack. Four drives make a game.

How many yards does a catch gain?

As many as the receiver is past the line of scrimmage when you throw. The four receivers run routes of different lengths, from a short one that stops at 7 yards to a deep one that goes 30, and they keep going while you decide. Throwing early is safe; waiting can turn a 5-yard catch into a 20-yard one.

What is the difference between the defenses?

How long you have before the pass rush gets to you: 10 seconds against the Rookie defense, 7 against Pro and 5 against All-Pro. A bar under the field shows the rush coming. Each defense keeps its own best score, so a high score against All-Pro is worth more than one against the Rookies.

Which facts are in the game?

Multiplication is selected at the start. The buttons above the defenses add or swap in addition, subtraction and division, and any mix works. Both numbers run from 1 to 9 unless “Change what to practise” says otherwise, so a single times table can have the field to itself.

What happens to the facts I miss?

Every wrong throw and every sack is listed at the end of the game with the right answer, and remembered on this device. A button under the results prints a worksheet of only those facts, so the next practice session starts where this game found the gaps.