recursal/Fanatic-Fandom huggingface dataset:
Out For The Count

**Out For The Count** is the 19th episode of Season 1. It originally aired on February 22, 2007.

## Summary

Two is out and about and making everyone count incorrectly – Six goes after him.

## Plot

Two, Four, and Five are in the gym. Four and Five begin playing catch, but after five catches, Four drops the ball due to Two exclaiming, "Eight!". They try to start again, but Two distracts them by exclaiming random numbers. Five and Four shoo Two away and he hops off in a huff, still chanting numbers. They resume their game of catch, but then the alarm goes off.

It turns out that there are two boys playing Snakes and Ladders, but they're counting erroneously. For instance, when one boy rolls a five, he miscounts two as five. Three wants to go as she can count, but Four points out that Three can't quite count perfectly yet, so Six is sent instead because he can count perfectly. Three sulkily tries to convince Four that she can count perfectly by rapidly counting to ten, but he pays her no notice.

Six is launched, lands on a vehicle, and goes into where the boys are playing their game and continuing to count wrong. Agent 61 reports more problems, this time in a cake shop: a woman asked for four cakes, but the woman running the cake shop clumsily gives her ten instead. The agents wonder if something or someone is getting in the way of these people's counting, and encourage further investigation.

As it turns out, Two is in the room with the Snakes and Ladders, and he is unintentionally making them count wrongly by chanting numbers like he was doing in the gym. Six is on his way to the cake shop (going past a cat) when more trouble starts happening at the park: Two has accidentally made a woman feel the need to give eighteen tennis rackets to only two children. Even worse, when she runs out of rackets, she starts to give them other items instead—- namely a net, shovel, mop, sponge, oar, snorkel, pair of flippers, and a broom.

Five imagines a girl getting eight candles on her fifth birthday cake, the Goldilocks story turning into Goldilocks and the Four Bears, and the Dancing Cow growing four extra legs. Then, the Numberjacks and agents come up with a solution— if counting incorrectly was what made the people unable to count, maybe brain gain about counting correctly would work.

Three activates the brain gain machine, and Six corrects all the bad counting. Then, a man starts to have trouble in his kitchen— he needs to add ten spoonfuls of flour but Two makes him want to add a hundred. The Numberjacks correct this and Six brings Two home. After the recap, Two learns to count to ten and Five asks the viewers what things they can count.

## Characters

* Numberjacks: Two, Three, Four, Five, Six
* Agents: 96, 61, 100, 25
* Meanie: None

## Trivia

* This was the first show/episode to air on Haribo Junior for a Special Edition After the release and the premiere of the Last Playhouse Haribo original series "Leginmate The DiarBot"
* Thomas, James and Percy make background appearances as toys.
Buddy Block

One with her Buddy BlockA **Buddy Block** is a living block.

A Numberjack and his/her Buddy Blocks have the same number and color; for example, One has one purple Buddy Block. Zero is the only Numberjack who has no Buddy Blocks because he is zero - which means nothing. One, four and nine have square patterned buddy blocks as seen in square dancing. Buddy blocks can also make a mark on the paper after flying on the jump pad in the gym room, also seen in square dancing.
Series 2

**Series 2** of *Numberjacks* premiered on CBeebies from the United Kingdom in 2009. It is the finale of the show as a whole.

## Episodes

1. Ups and Downs
2. On The Move
3. Very Shapely
4. Wee Three Phone Home
5. Did You Notice Anything?
6. Measured Response
7. Think Again
8. Carry On Counting
9. A Record in the Charts
10. Half Time
11. A Close Thing
12. A Circle At Both Ends
13. Matchmaking
14. A Different Sort
15. Areas Of Concern
16. The Dreaded Lurgi
17. Fraction Action
18. Interesting Times
19. More Ways Than One
20. Hundreds and Thousands
Seven

**Seven (7)** is a red Numberjack with brown eyes. Seven is bent in a curve along her body and gets exceedingly thinner as the shape approaches the eyes and mouth.

## Personality

Seven is enthusiastic, slightly “new age”, colourful and bright. She is a very good painter, especially of the seven colours of the rainbow. She sings well, is energetic, creative and almost always busy. She likes to read stories of Zero and One when they go to bed.

## Trivia

* Seven is the only Numberjack greater than Three that is not a number to count when returning to the sofa. Seven is also the only Numberjack seen only twice flying in or out of the sofa (Only Seaside Adventure and Wee Three Phone Home).

* She shares the same voice actress as Nine.
* It is possible that 7 used to go on missions in the past.
* She can speak French and German (at least a bit) as shown in the audio story Football Crazy.

## Missions

* Seaside Adventure with One, Two, Three, Four, Six, Eight and Nine (Numbertaker, Problem Blob, Puzzler, Shape Japer and Spooky Spoon)
* Seven Wonders with Four (Puzzler)
* Wee Three Phone Home with Three, Eight and Nine (Puzzler)
* Zero the Hero (She got stuck in the cafe)

## Gallery

Seven in Zero the Hero causing problems/troubles.
Meanie song

Every meanie has a song. The song describes the meanie. The meanie song will play on the screen after they spotted the meanie.

SONG LYRICS

NUMBERTAKER

♪ Numbertaker, Numbertaker, have you seen the Numbertaker? ♪

♪ Taking all the numbers he can see ♪

♪ Picking, nicking, getting, snatching ♪

♪ As mean a Numbertaker as can be ♪

♪ With his number sucker-upper, he's the number mucker-upper ♪

♪ He's as mean a Numbertaker as can be! ♪

SPOOKY SPOON

♪ Uh-oh. ♪

♪ 1, 2, 3. ♪

♪ She's Mean. ♪

♪ She's Bossy. ♪

♪ She's Very Cruel. ♪

♪ She Thinks She's Great. ♪

♪ She Thinks She's Cool. ♪

♪ She's Only Plastic. ♪

♪ But She Thinks She's Fantastic. ♪

♪ Because she thinks she is. ♪

♪ Spooky Spoon! ♪

SHAPE JAPER

♪ Looks like the Shape Japer's back ♪

♪ Shape Japer, she's really very strange ♪

♪ Shape Japer, she loves to make things change ♪

♪ Changing faces, changing sides ♪

♪ Changing shapes every single time ♪

♪ Changing shapes is the Japer's game ♪

♪ The Shape Japer's back again *♪*

PUZZLER

♪ Let me tell you what I'm talking about ♪

♪ The Puzzler, ♪

♪ The Puzzler, ♪

♪ He’s got a twisted mind, ♪

♪ His bubbles mean trouble, ♪

♪ If you get trapped inside, ♪

♪ You better start thinking, ♪

♪ If the puzzler has got you, ♪

♪ Cause if you can’t solve the puzzle out, the puzzler will solve you. ♪

PROBLEM BLOB

♪ If you spot a blob of slime ♪

♪ Guess what big slob can buy? ♪

♪ Uh-oh! ♪

♪ Great big and blobbery, blobbery ♪

♪ Great big trouble, he's the *floppery*, snoppery Problem Blob. ♪
Number

A **number** is a mathematical object used to count, measure, and label. The original examples are the natural numbers 1, 2, 3, 4 and so forth. A notational symbol that represents a number is called a numeral. In addition to their use in counting and measuring, numerals are often used for labels (as with telephone numbers), for ordering (as with serial numbers), and for codes (as with ISBNs). In common usage, *number* may refer to a symbol, a word, or a mathematical abstraction.

## Number types in *Numberjacks*

* Numberjacks
* Agent Numbers
* Landing numbers
* Emergency numbers
Gym

The **Gym Room** is a room in the Numberjacks' Sofa, where the Numberjacks play.

## Features

* A playground-like structure.
* An abacus-like structure.
* A thermometer, to tell what the temperature is.

## Gym Games

* A board game with hovering dice.
* Hopscotch. Numberjacks can jump one or two or more squares at a time.
* Thinky Jump.
* Jump Pad. Numberjacks can jump on a jump pad, which flings them to a paper to stamp on number prints.
* Circle Slide. The object of the game is to slide on the dotted line and stop at a red circle.
* Direction Machine. There are six yellow bulbs on the machine; four of them are on each point of a green tetragram-shaped platform. One is below the platform while the other one is above it.
* Skittles. Numberjacks play Skittles by rolling the ball to knock down Buddy Blocks.
* Bloop Ball Bounce.

## Trivia

* In Counting Down to Christmas, Zero messed with the sofa's plumbing and flooded the gym with water, which turned into an ice skating rink, so that some Numberjacks can skate around. At the end of the episode, the ice floor was turned into snow.

## Biography by Seven, the Narrator

Seven loves the Gym Room, and all of the things which happen here.

It is great for jumping in the Gym Room. You can also use the jump pad. Numberjacks can jump on it, which flings them to a paper to stamp on number prints. Numberjacks can jump on a jump pad, which flings them to a paper to stamp on number prints.

Another great game is Circle Slide. The object of the game is to slide on the dotted line and stop at a red circle. It was the first appearance of Circle Slide in Bad Circles.

And about the game, Direction Machine. There are six yellow bulbs on the machine; four of them are on each point of a green tetragram-shaped platform. One is below the platform while the other one is above it. It was the first appearance of the Direction Machine in Boxing Day.

You can play skittles. Numberjacks play Skittles by rolling the ball to knock down Buddy blocks, as the young Numberjacks love to play this game.

Or playing with the Bloop Ball Game. Six loves to do this and the other Numberjacks. It was the first appearance of Bloop Ball Bounce in Forward Thinking.

The Numberjacks love to jump on giant Buddy blocks, as they can play Hopscotch.

They can also play Thinky Jump, to match the two things together Three loves to do this. The first appearance of Thinky Jump in Belongings.

Or play with the Hover Dice. Three and Four love to do this, as Five and Seven meet up. It was the first appearance of the game of Hover Dice in Seven Wonders.

The Gym Room is a great place to be.
Puzzler

**“Let me keep an eye on Puzzler, so when A FANDOM USER messes it up, I will sort it out!”**

*This page is protected.*

**Reason: Vandalism. Why does it have to be vandalism?**

## Behavior and Appearance

**Puzzler** is one of the five Meanies in *Numberjacks*. He likes to make some things disappear, make people doing strange things and adding an extra object. The Puzzler is a 3D-CGI-animated floating human head with green glasses, blue eyes and orange bubbles that look like head hair and facial hair. He appears to be a neckbeard. He mostly speaks in rhyme. Out of the other meanies, The Puzzler is the hardest meanie to defeat.

The Puzzler blows little bubbles out of His mouth to cause problems. He also traps Numberjacks in big Puzzle Bubbles.

The Puzzler gives missioning Numberjacks puzzling challenges, and when they've completed, they return everything to normal, but the Puzzler promises “{He'll} be back.” Before the Numberjacks return to the sofa.

## Episodes

Wee Three Phone Home [Three, Seven, Eight and Nine]

1, 2, 3, Go [Three and Nine]

In Out Shake It All About [Three and Five]

The Container Drainer [Three and Five]

Nine Lives [Three, Six and Nine]

A Record In The Charts [Four]

Seven Wonders [Four and Seven]

More Ways Than One [Four and Eight]

The Cuck-Cuck-Cuck-Oo-Oo-Oo Bird [Five]

Famous 5s [Five]

How? What? Check! [Five]

Areas Of Concern [Six]

Seaside Adventure [Along with the Problem Blob, the Shape Japer, Spooky Spoon and the Numbertaker] [One, Two, Three, Four, Six, Seven, Eight and Nine]

## Theme Song Lyrics

♪ Let me tell you what I'm talking about ♪

♪ The Puzzler, ♪

♪ The Puzzler, ♪

♪ He’s got a twisted mind, ♪

♪ His bubbles mean trouble, ♪

♪ If you get trapped inside, ♪

♪ You better start thinking, ♪

♪ If the puzzler has got you, ♪

♪ Cause if you can’t solve the puzzle out, the puzzler will solve yoooooooooooou! ♪

♪ Oh, yeah!. ♪

## Trivia

The Puzzler resembles of Al McWhiggin from Toy Story 2.

The Puzzler is the only meanie that will stop causing trouble on their own, when he makes a deal, he sticks with it, and offers no resistance, therefor theoretically making him the nicest meanie.

The Puzzler doesn't have eyelids, instead his glasses act like eyelids while the glass bends around like rubber.
Numberjacks merchandise

**Numberjacks merchandise** is merchandise for the television series *Numberjacks*. Merchandise for the show has been consistently released since 2007, starting with DVD releases.

Several different types of books were also released in 2008, 2009, and 2010.

Almost all merchandise was released in 2008 including:

* Four craft kits for a Numberjack Three tambourine (which depicted her as red), a clock, a reward chart, and a mobile.
* Socks featuring the Numberjacks (in sizes 3-5½, 6-8½ and 9-12), along with pyjamas featuring them (for ages 1–4).
* Birthday cards featuring the Numberjacks, along with birthday and Christmas wrapping paper featuring them on five differently-coloured backgrounds (the birthday ones had "Happy Birthday" and the Christmas one had them wearing Santa Claus hats).
* Plush toys of Numberjacks Zero, Two, Three, Four, Five and Six were released, but Numberjacks One, Seven, Eight and Nine were never produced.
* Jigsaw puzzles, a board game, a skittle set, footballs in two colours, a tricycle, and pairs of roller skates (in sizes 6-8½) were also released at around this time, along with edible cake decorations featuring the Numberjacks (which could be personalised) in two shapes.
Agent 44

**“Agent 44, you look very short.”**

*This page is considered as a stub. If more info is added, this template will be removed.*

## Section Header

### Status

An agent for the Numberjacks

**Agent 44** is an Agent. She first appeared in On The Move and last appeared in Stirring Electrics.

## Appearance

She has tan skin, brown eyes, and short dark brown hair in a ponytail. She wears an indigo shirt and a pink sweatshirt.

## Likes and dislikes

Agent 44 helps the Numberjacks, they work against the meanies, which have caused problems for civilians. She dislikes the Meanies because they are harming innocent civilians.
A Game Of 2 Halves

**A Game of 2 Halves** is the 18th episode of Season 1. It originally aired on February 21, 2007.

## Summary

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

## Plot

Three is in the Cosy Room, looking at what she considers her most beautiful thing: a spotty cube. Six and Two enter and Six asks what the thing is. Three tells them how it's her favorite thing and can split into two. Six is impressed and Two wants to keep the cube. Three offers him a different beautiful thing, but Two steals the cube. Luckily, Six brings it back. This makes Two grumpy, but Six decides to take him to paint with Seven to cheer him up. Then, the alarm goes and Three is delayed by putting her cube away.

Agent 14 shares something going awry: a little girl's drawing turned from a face to half a face, and then an orange near her got half of it missing, as did a lunch box. Four expresses curiosity so Five and Six send him out, though he's reluctant.

Four lands right by the lunch box and observe bits of sandwiches disappearing. Agent 47 then calls in to report half a tablecloth disappearing at the cafe. Then, half a pizza in the same cafe disappears. They then start to suspect the Shape Japer, because things change shape if you take part of them away.

Sure enough, Four sees her flying around outside a sports center. Five wonders why the Shape Japer is taking parts of things and then Agent 56 tells Four that half of a table tennis ball and net have gone missing, as have half of the player's trousers. Five then imagines the Shape Japer taking half a book, a bed, and the Dancing Cow. The Numberjacks are at a loss for how to make the extra halves, so the agents suggest using brain gain. They also fetch Two because there need to be two halves to make a whole.

The brain gain works in restoring everything, but Agent 73 reports an "emergency": the Shape Japer is taking half of a birthday cake and presents. Four then has a plan: reverse the brain gain to cut her in half. They do so, then Four comes back.

After the recap, Two and Three are playing with Three's cube again in the Cosy Room and while Three doesn't let Two keep it, she shares it with him. Five asks the viewer to try and fold a piece of paper in half.

## Characters

* Numberjacks: Two, Three, Four, Five, Six, Seven (mentioned)
* Agents: 14, 47, 73, 96
* Meanie: The Shape Japer

## Trivia

* A Sequel was made called "Half Time", only instead of the Shape Japer, it was The Numbertaker who made it half.
* The Troubles:
	+ A girl was trying to draw a painting, but the paper cut in half.
	+ The waitress was trying to put down the napkins, but then it was halfed.
	+ The lady was trying to eat her pizza, but it was cut in half.
	+ The tennis ball, the net and the man's trousers were cut in half in the table tennis.
	+ The girl's birthday presents and cake were cut in half.

* In the YouTube Channel, The Description was wrong:
	+ The Shape Japer makes half a load of trouble, and 4 has to make things whole again. Numberjacks: 2, 3, 4, 5, 6 Agents: 14, 47, 73, 96
		- The Error was Never Fixed since 2015.
Doorbell

The **doorbell** must be used when people are sitting on the Numberjacks' sofa.

When the Numberjacks are checking if it's all clear for launch and they see a person on the sofa, they ring the doorbell to scare him or her away. When the doorbell is rung, the person gets off the couch to answer the door, but of course no one is there, except Jasper the Cat and the fish in the bowl. Three loves doing that.
Король Фиалков

## Описание

**Король Фиалков** (англ. *King Fialkov*) — бывший король Акиридиона-5. Муж Коранды, отец Ажи и Крэла.

## История

### Предыстория

Давным-давно Акиридион-5 был разделён между двумя домами: Вентис (предками Фиалкова) и Акром (предками Коранды). Дома поколениями воевали друг с другом, пока Фиалков и Коранда не полюбили друг друга и не объединили планету, образовав дом Таррон.

Сотни лет назад Фиалков и Коранда встретились с Канджигаром и Венделем на Земле, чтобы поручить Охотнику на троллей защиту Ядра Гайлена от чужих рук.

В какой-то момент они пообещали помочь планете Вольтар в войне, но позднее по неизвестной причине нарушили обещание, в результате чего планета была разрушена.

Они много рассказывали своим детям об истории их семьи и планеты, однако те зачастую засыпали вместо того чтобы слушать.

### Трое с небес (Чать первая)

В день коронации Ажи и Крэла на Акиридион-5 нападает Генерал Морандо и разрушает физические тела Фиалкова и Коранды. Их ядра спасает Варватос Векс, после чего Ажа помещает их в стазис для восстановления. Они остаются в стазисе до конца сезона.

### Трое с небес (Часть вторая)

Генерал Морандо проникает в сознания короля и королевы чтобы узнать местанохождения Ядра Гайлена. Ажа и Крэл следуют за ним и родители помогают им в схватке с Морандо.

В финале сериала Фиалков и Коранда жертвуют собой, чтобы при помощи своих Ядер уничтожить Генерала Морандо и спасти Землю. Фиалков говорит своим детям что их готовность пожертвовать собой ради спасения мира доказывает их готовность занять родительский трон. Он наказывает им быть храбрыми, справедливыми и добрыми друг к другу, и говорит, что он и Коранда всегда будут их любить.

## Описание

У Фиалкова светло-голубая кожа и ярко-голубые глаза. Волосы прямые, также ярко-голубого цвета, длиной чуть ниже плеч. Меж бровей у Фиалкова есть отметины, вероятно являющиеся либо признаком его королевского статуса либо индивидуальной чертой дома Вентис, учитывая, что у Коранды подобных отметин нет. На голове у Фиалкова есть некое подобие «рогов» как у Коранды, однако они имеют более тёмный цвет и неясно являются они частью одежды или его тела. Как у члена королевской семьи у Фиалкова четыре руки и по пять пальцев на каждой из них. Его одежда отчасти схожа с типичным для акиридионцев костюмом, но как король Фиалков также носит мантию с наплечниками и массивную корону.

Как и жена является прекрасным бойцом. Помимо сератора обладает посохом, демонстрирующим его статус, который также использует в качестве оружия.

## Личность

Фиалков серьёзен, рассудителен и самоотвержен. Очень любит своих детей, пусть иногода и бывает чересчур строг. Он ответственна и является прекрасным королём для своего народа. Ввиду некоторых его неоднозначных решений Фиалкова нельзя однозначно назвать положительным героем, но и отрицательным тоже, ведь в конечном итоге он пожертвовал собой ради спасения мира и близких.
Counting Down To Christmas

**Counting Down to Christmas** is the Christmas special in the Numberjacks. The previous episode is Hundreds and Thousands. The next and final episode is Seaside Adventure.

## Summary

The Numbertaker, the Shape Japer and Spooky Spoon make Christmas go wrong, and Agent 20 's family are only known victims. Five and Six fly out and save Christmas Day with help from Three and some other Agents 49 and 77 as it was also exclusive to DVD. Four forgot to play the Spooky Spoon song, just like the Numbertaker song in Takeaway and the Shape Japer and Spooky Spoon songs in Seaside Adventure. In this DVD, the Problem Blob and the Puzzler are absent.

The Shape Japer has changed the size and shape of things, the Spooky Spoon has made all the spoons dance and the Numbertaker was taking food that came in lots. Five and Six cannot work it out cos the Brain Gain was not going straight because of One and Two's wobbling was mucking up the Brain Gain Machine, but Three saved the day and the Numberjacks saved Christmas. (For Agent 20's family at least)

## Numberjacks' Speech

**FIVE:** The Shape Japer has changed the size and shape of things.

**SIX:** Spooky was making all the spoons dance.

**THREE:** And the Numbertaker was taking food that came in lots.

**SIX:** We could not work it out cos the Brain Gain was not going straight.

**FOUR:** Because One and Two's wobbling was mucking up the Brain Gain Machine.

**FIVE:** But Three saved the day.

**THREE:** And the Numberjacks saved Christmas.

## Characters

### Numberjacks

* One
* Two
* Three
* Four
* Five
* Six
* Seven
* Eight
* Nine
* Zero

### Meanies

* Shape Japer
* Numbertaker
* Spooky Spoon

### Agents

* Agent 20
* Agent 49
* Agent 77

### Launched

* Five
* Six

### Stays

* One
* Two
* Three
* Four
* Seven
* Eight
* Nine
* Zero

## Gallery

Number 5, one of the Protagonists of this episode.Number 6, another Protagonist.The Numbertaker, one of the Antagonists/Meanies.The Shape Japer, the second Meanie Antagonist.Spooky Spoon, the final Antagonist/Meanie of the episode.
## Trivia

* Five and Six fly out and save Christmas
* Four forgets to play the Spooky Spoon song
* This is the first appearance of Agent 20
* This is the only episode to feature Agents 49 and 77
Numberjacks Storytime

***Numberjacks Storytime*** is a spin-off of *Numberjacks*. It is a series produced for audio and is available on Spotify, Apple Music "and more". This is explained in-universe as there were no cameras there so the Numberjacks will have to tell the listener what happened.

Volumes One, Two, Three and Four were all released on 3 July 2017. A further Volume Five was released one month later on 9 August.
Meanies

The **Meanies** are main antagonists from the Numberjacks series.

## Role

The role of each meanie is to cause a problem such as things being in the wrong order or belonging or make things disappear, make any number more of the quantity, or make anyone behave strangley.

Meanies:

* The Numbertaker
* The Puzzler
* The Shape Japer
* The Spooky Spoon
* The Problem Blob

## Episodes without Meanies

* The Trouble With Nothing
	+ Zero makes things disappear.
* One More Time
	+ One adds one more to everything.
* Out For The Count
	+ Two is making everyone count improperly.
* Ten's Moments
	+ One and Zero make ten of everything.
* Zero The Hero
	+ When the sofa gets messed up, the Numberjacks 1-9 fade to the real world and cause problems

## Gallery

The PuzzlerProblem BlobShape JaperSpooky SpoonNumbertaker
## Trivia

* Zero, One, and Two might have been brainwashed by the Meanies, the villains who appear in mainly every episode.
* The Shape Japer, Spooky Spoon and The Puzzler can fly in the air and The Numbertaker is the only human.
* In Seaside Adventure, all five meanies were causing trouble.
* The meanest meanie and according the hardest for the Numberjacks to beat is the Puzzler.
* The easiest meanie to beat is Spooky Spoon.
* The meanie with the most appearances is The Shape Japer.
Nine

**Nine (9)**is the biggest Numberjack. She is green with blue eyes.

She’s the oldest and she helps One and Three a lot. Her favourite is number Six, however.

In Square Dancing the Shape Japer was making Four dance and One and her came to the rescue. Nine had ideas of stopping the Shape Japer.

## Missions

* 1, 2, 3, Go with Three (Puzzler)
* Nine Lives with Three and Six (Puzzler)
* Seaside Adventure with One, Two, Three, Four, Six, Seven and Eight (Numbertaker, Problem Blob, Puzzler, Shape Japer and Spooky Spoon)
* Square Dancing with One and Four (Shape Japer)
* Zero the Hero (She got stuck near a tennis court)

## Trivia

* She shares the same voice actress as Seven.

Episodes

* Getting Heavy (debut)
* Nine Lives
* Zero the Hero
* Into the Teens
* 1, 2, 3, Go
* Square Dancing
* Ups and Downs
* Wee, Three, Phone, Home
* A Different Sort
* More Ways Than One
* Hundreds and Thousands (doesn't speak)

## Gallery

The number is nine. Don't you forget it!
A Record in the Charts

**Record in the Charts** is the 9th episode of Season 2. It originally aired on 5 November 2009.

People need more information – so 4 goes out there battling with the Puzzler.

## Trivia

* The girl at the table in the cafe is played by Alice Baker the actress that voices Three.

## Characters

* Numberjacks: 3, 4, 5, 6, 7, 8, 9
* Agents: 27, 72, 44
* Meanies: The Puzzler
Numberjacks books

Several different types of **Numberjacks books** were released including annuals, sticker books, and novelisations.

Books based upon television episodes were released in 2008 and 2009. In, Out, Shake It All About and 4 He's A Jolly Good Fellow were released in 2008. Out of Order, Stop and Go, Sphere Today, Gone Tommorow, and Fair Shares were released in 2009. The books had few words and were aimed at children who were learning to read.

Three sticker scene books, the Numberjacks Magnet Book, the Numberjacks Pocket Library (one for each Numberjack), a chalkboard activity book, a "magic doodle" book, and a "bumpy line" colouring book were all also released in 2009.

Two annuals, the Numberjacks Annual 2009 and the Numberjacks Annual 2010 were released in 2008 and 2009 respectively.

Lastly, the Numberjacks Bumper Activity Book was released in February 2010.
Agent 33

## Description

Agent 33 is a female agent with brown and blonde hair. She made her first appearance in The Trouble With Nothing and last appeared in Into the Teens. She is also the first agent to be seen in the Numberjacks.

## Appearance

She has fringe hair, white skin and at times, her hair flips away from her eye brows.

## Clothing

In her early appearances, she wore a light blue shirt.
Later, she wore a darker blue jumper.
Lumber Jack/@comment-193.39.158.202-20180115143517

In an ordinary sofa, in a ordinary room, are extraordinary heroes standing by the zoom! To wherever they‘re needed they’re speeding out today, the Numberjacks are on their way! They will help you with your problems, They are waiting for your call, no problem is too big for them! No problem is too small, things are going to be wrong but you can bet it’s not for long, the Numberjacks are on their way, the Numberjacks are on their way!
Numberjacks - Official Channel

**Numberjacks - Official Channel** is the official channel for *Numberjacks* on Dailymotion. The channel was launched in 2015, the same year as the YouTube channel was launched.

## Trivia

* Like the YouTube account, the channel in Dailymotion is confirmed to be located in Australia.
* The Dailymotion channel was inactive in 2015 for unknown reasons. So, it is unknown if the channel is disappeared.
* Currently, the channel has 348 followers on Dailymotion.
Matchmaking

**Matchmaking** is the 13th episode of Season 2. It originally aired on November 11, 2009.

## Summary

Three flies out on her own to sort the Numbertaker, who takes and then adds anything so that they do not match.

## Plot

One is bouncing around in the gym, playing with Buddy Blocks and a see-saw and saying, "Ooh." Four slides into the gym, looking for Three and sees the see-saw that One has put two blocks on one end of and one on the other. He says to himself that he greatly prefers the see-saw being balanced and adds one of Three's blocks onto the unbalanced end. Satisfied, he goes to look for Three in the Cosy Room, but One, who is on a high ledge, throws her Buddy Block down onto the see-saw. He adds one of Five's blocks to make it equal, but then One adds one of Nine's blocks. Four, not having seen One, is confused and doesn't want the see-saw to be unbalanced. He adds one of Seven's blocks, but One adds another. She then giggles and Four sees her. The alarm then sounds.

In the control room, Three reveals that she was indeed in the Cosy Room previously and that she was looking for Four. Agent 99 then reports that a young boy has only one sock, but three shoes. Six points out that it's not a serious problem, but Agent 99 says that it could get worse. Six thinks she has a point and asks who should go out. Three volunteers because the problem, like her, isn't very big. Six lets her, and she is launched.

She lands on a door and bounces down. Agent 72 then reports that one of the gardeners has lost his pot and Agent 27 reports that a teddy bear at a picnic has lost its glass. Three sees two girls on bikes and notes that at least there are enough bikes to go around, but then behind her, one of the bikes starts rising up into the air. It turns out that the Numbertaker is using a rope to steal it. After the Numbertaker's theme, Five imagines the Numbertaker taking a raincoat, a dog's food bowl, and two kites.

She then fires up the brain gain machine and Three corrects the situation, but Six suspects that they solved it too easily. Sure enough, the Numbertaker then adds an extra plant to the gardener's plants, then an extra teddy bear. He then tries to add an extra child next to the two girls with bikes, but he can only produce a thing with clothes as a body and a soccer ball as a head. Five makes more brain gain and Three uses it to get rid of the extras.

However, one of the teddy bears' drinks goes missing and there are now straws in only two of the cups. Additionally, one of the plant pots goes missing again and there's now a saucer. They fix the problem with brain gain, then Five gets an idea: make it the same number of Meanies in the park as elephants, i.e. zero. This works, Three comes back, and they do the recap.

Finally, back in the gym, Four changes his mind about wanting the see-saw to be balanced all the time, and Five asks the viewers if they have five of something that could match her buddy blocks.

## Characters

* Numberjacks: 1, 3, 4, 5, 6
* Meanies:Numbertaker
* Agents: 99, 72, 27
Agent 16

**Agent 16** is a female agent. She first appeared in The TroubIe With Nothing and last appeared in Famous 5s.

## Appearance

Agent 16 has white skin and brown eyes. She has long brown hair tied in a ponytail.

### Episodes

* Belongings (Five, Spooky Spoon)
* Famous 5s (Five, Puzzler)
* Forward Thinking (Six, Problem Blob)
* Getting Heavy (Three, Five, Spooky Spoon)
* Going Wrong, Going Long (Four, Problem Blob)
* May the Fours Be With You (Four, Shape Japer)
* On and Off (Four, Spooky Spoon)
* Seven Wonders (Four, Seven, Puzzler)
* The TroubIe With Nothing (Zero, Six)

## Trivia

She is the only Agent to turn to static, which happens once in Seven Wonders.

The Trouble With Nothing

Going Wrong, Going Long

Forward Thinking

Seven Wonders

Getting Heavy

Belongings

May the Fours Be With You

On And Off

Famous 5s
Influential Texts

### Tooltip

*One Ranged or Mounted can't use abilities this round and then this card becomes more valuable*

## Ability

**Influential Texts** will disable the ability of one random Ranged or Mounted card on the opponent's field, then will add 2 Culture points to itself. This ability will only activate once per round and the points added will carry over to subsequent rounds.
One Won

**One Won** is the 24th episode of Season 1. It originally aired on March 1, 2007.

## Summary

There's only one of everything, thanks to the Numbertaker – Six sorts things out, with help from One.

## Plot

Six and Three are in the Cosy Room. The former is reading a funny book, while the latter is bored and starts jumping around and singing gibberish. Six tells her off for being too loud, so she jumps around without singing, but says, "Jip-jip" instead. Six tells her to go to the gym, but she likes hanging out with Six. Then, One slides down a slide. Three tries to get her to join in, but One only makes one noise at a time and does little jumps. Six likes One's behaviour because she's less distracting, but Three is unimpressed. She tries to make only one noise at a time but can't.

Then, the alarm goes off and Three and Six head to the control room. Agent 55 reports a problem. Pretty standard, since solving problems is what *Numberjacks* is all about, yet she seems more on edge than the standard agent reports. As it turns out, the problem is that a young girl has fewer toys than usual.

Six is launched, due to both having had a good night's sleep and feeling a bit bored, and lands on a chalkboard. He goes towards the girl's bedroom, and the Numberjacks ask the agents why some toys were taken and some left. The agents conclude that the thief has taken most of the toys but left one of each kind.

A gardener prepares to plant some seeds, but then Six spots the Numbertaker sneaking up on him. When the gardener's back is turned, the Numbertaker takes all but one of the seeds, then the gardener goes back to get more, and the Numbertaker grabs the fork. The Numberjacks ask why and the agents speculate that he will take two of the fork's prongs. They're right, and he takes most of the *rake's* prongs too. Then, he steals most of the holes in a watering can and the gardener's boot, then leaves.

Six heads off and the agents suggest not letting the Numbertaker see things of which there are more than one. They notice a four-wheeled trolley and Six guiltily frightens the old lady who was pushing it. That gardener from before pushes a wheelbarrow, but he's fine since it has only one wheelbarrow.

Five imagines the Numbertaker taking all but one of some cereal, a flower's leaves and petals, and some people. The Numbertaker tries to take Six (because, while there's only one of him, he's a number more than one), so they decide that, since he isn't interested in ones, they send One out.

She lands on a plant's label, and then the Numberjacks decide to enlarge her with brain gain to keep her safe and scare away the Numbertaker. He runs home, One shrinks back down to normal, and they come back.

After the recap, Six goes back to his book in the Cosy Room, Three slides down the slide and manages to only make one noise ("Yay!"), and Six asks the viewers what they have at home.

## Characters

* Numberjacks: One, Three, Four, Five, Six
* Agents: 55, 68, 70, 94
* Meanie: The Numbertaker

## Trivia

* This is the only episode where the Numberjacks do an emergency launch.
Brain Gain

**Brain Gain** is a purple, electricity-like substance created in the Brain Gain Machine. It consists of the thoughts of the viewers, the Numberjacks, and the Agents.

It is unknown how the Numberjacks acquired this substance, but we do now that the power it generates is very strong, enough to defeat the meanies.
Intro Sequence

The intro sequence for the series is made up of clips from the first few episodes from Series 1.

## Intro Clips

* The camera zooms into the titular Sofa
* The Numberjacks head into the front of the screen (The Trouble With Nothing)
* 4's launch sequence
* 4 lands on a signal box, within a train set (One More Time)
* A man falls off a bench that vanishes (The Trouble With Nothing)
* The long mop causes trouble for the cleaner (Going Wrong, Going Long)
* A wonky box causes supplies to fall out (Boxing Day)
* Agents call in to help (Going Wrong, Going Long)
* A man goes crazy and crashes into people (Forward Thinking)
* A woman falls down and drops more than the single box she's holding (Seven Wonders)
* A mop bucket is swapped with a drinks can (Getting Heavy)
* The baker keeps adding cakes (Out for the Count)
* Brain Gain reinstates the Bench (The Trouble With Nothing)
In, Out, Shake It All About

3 and 5 in a puzzle bubble

In, Out, Shake It All About is the 4th episode. It originally aired on August 7th, 2015. 4 He's A Jolly Good Fellow is next and Going Wrong, Going Long is previous.

## Synopsis

In the Cosy Room, Three is begging to be let out on a mission, but Four and Five refuse because of Three's age. Five reminds Three that she has lots of toys and Three agrees to play with her toys, but still talks in a sulky way. She begins to throw her toys out of their box and Four complains about the mess, but Three, despite saying sorry, doesn't seem that apologetic. When she takes the boing ball out and it bounces around the room, Five insists she clean up but then the alarm sounds.

The call is from Agent 70 and the problem is that a girl's stationery keeps popping out of her pencil case when she puts it in. Five allows Three to come out but only if she comes too and if Three cleans up her toys. Four has trouble finding a three and a five close together at first, but then he finds a 35.

Five and Three bounce into the girl's living room. Three jumps into the pencil case and she too pops out involuntarily. Agent 94 then tells the Numberjacks that a man is involuntarily sticking his tongue out. Then, he runs away and his underwear (singlet, socks, and boxers) appear over his clothes. The agents find the link: things have gone out of something.

The Puzzler then appears in front of Three and Five and tells them they could learn from what they see, takes his facial features off, and admits to having caused all the trouble. The unfortunate man from before then tries to get in his car but keeps being teleported out. Five then imagines a boy's teeth falling out and chasing him and another boy falling out of bed to have his room pop outside.

The Puzzler snares Five and Three in one of his bubbles and Four plays the Puzzler's theme song and the Puzzler gives the girls a sudoku to solve. When they solve it (three being the missing number), the Puzzler resets everything and leaves by exploding.

The girls come back and after the recap, Five tidies up for Three using what appears to be brain gain and asks the viewers to look for things that are in other things.

## Characters

Numberjacks: 3, 4, 5, 6

Agents: 42, 53, 70, 94

Meanies: Puzzler

## Trivia

* This is the first appearance of The Puzzler.
* This is Three's first time going out.
* Five is seen going on a mission for the first time onscreen.
* This is the only time 'Brain Gain' is used insidethe sofa, not on the mission.
* This marks the first time two Numberjacks go out together on a mission.
* Five's countdown isn't heard when going out and neither is Three's.
* This episode is a pun on the party game the Hokey Cokey.
* If Three hadn't gone with Five, she wouldn’t have solved the problem, so it is a good thing Three went out.
Numberjacks Are On Their Way (2023 Web-Series)

### Cast

Montgomery\_DuedXddiHatsume\_Luckai\_StarLightoDJ Moon OnyxPopcorn TVChazzyMixed

## Name Order

### Episodes

(Season 1) 8 (Season 2) 16 (Season 3) Unknown(Season 4) Unknown(2 Specials) Unknown

### Seasons

4 (confirmed)

**Numberjacks Are On Their Way** is a 3D Animated action educational fan-made web series created by YouTubers known as **Popcorn TV** and **Mixed Studio's**. According to the creators of this version of Numberjacks, It is served as a rebrand, based off the original series of Numberjacks. Similar to the original series, It features the same formula where the main Numberjacks **3, 4, 5** and **6** must solve all the problems that the Meanies cause and save the world with the help from the agents and the viewers in a side note in The 2nd Power (Season 2), 2 and 7 will be in the main cast including **10** a new number being added with a side show thats also a reboot called **Letterjets Lets GO!** a reboot of **Letterjets**.

## Cast

* Xddi as 3, 1 and 0
* Cetro as 2 and Agent 39
* Popcorn TV as 4, Problem Blob, Shape Japer, Puzzler, Spooky Spoon, Numbertaker and Temper Shaker
* Queen\_Hatume\_Lulu as 5
* Montgomery\_Dued as 6
* DJ\_Moon Onyx as 7
* Mixed Studios as 8
* Chazzy as 9
* Osty as 10

### **Agents**

* **Agent 39** - Cetro
* **Agent 42** - DJ Moon Onyx
* **Agent 47** - BonnieBuddy
* **Agent 50** - Jack Howell
* **Agent 65** - Dangous
* **Agent 72** - TTF
* **Agent 78** - Foxyman312
* **Agent 88** - Jaxxie Skye
* **Agent 90** - CursedCrystal
* **Agent 92** - The Codemeister
* **Agent 94** - Hydro Animates
* **Agent** **100**- Charlie Fox

### Season 1

* **Episode 1 - Addition Attack - 6 flies out to stop the Problem Blob from adding more of everything. (September 2023)**
* **Episode 2 - Tricky Transformations - 4 is sent out to stop the Shape Japer from changing the shape of things. (December 2023)**
* **Episode 3 - Two Hot - There’s a new meanie in town, The Temper Shaker, 3 & 5 have got to stop her. (March 2024)**
* **Episode 4 - Missing Sixes**
* **Episode 5 - Potion Power**
* **Episode 6 - Toy Catastrophe**
* **Episode 7 - Trick-Or-Treat (25 minute Halloween Special**
* **Episode 8 - Jingle-Bell Zero (25 minute Christmas Special)**

## Trivia

* This is the first series that relates to Numberjacks not being created by Open Mind Productions and CBeebies, Instead It's created by Mixed Studios & Popcorn TV Productions.
* It is no longer mixed with Live-action.
* The Numberjacks now have Brain Gain Blasters.
* This is the first series to introduce a new meanie known as the Temper Shaker.
* The Problem Blob and the Numbertaker will be able to speak in this series. The Shape Japer will also be able to speak in full sentences.
* The runtime for each episode is between 9 and 10 minutes.
Areas Of Concern

**Areas Of Concern** is the 15th episode of Season 2. It originally aired on November 13, 2009.

## Summary

In the gym, Six and his buddy tiles are making patterns on the floor and flying around, before he flies out to defeat the Puzzler.

## Plot

The episode begins in the gym with Six showing Five that he's taught his Buddy Blocks how to turn into Buddy Tiles and then make patterns. He's also learned how to fly on them. The alarm then sounds and they go to the control room.

In the control room, Agent 18 reports the problem: a little girl's duvet is shrinking and growing. Six volunteers to go out and while Four has a bit of trouble finding sixes, he eventually finds one on a wall for Six to land on. When Six lands, Agent 37 reports trouble at a school: a tablecloth is also shrinking and growing. Just when they're wondering who's causing the trouble, the Puzzler gives himself away by laughing and then outright admitting to Six that he's the one doing it.

Five then imagines the Puzzler making a lid, a stamp, and a sticker shrink or grow, and the Puzzler agrees to stop making things' sizes change if Six passes a test: show which piece of paper is the biggest. Five and Three ask the agents for advice and Agents 99 and 37 suggest showing which is bigger by putting one next to, or on top of, the other. Five and Three think this is good advice and fire up the Brain Gain machine.

This works and he successfully shows that the blue piece of paper is the biggest but the Puzzler wants Six to show the size difference between two different pieces of paper. This proves trickier as when put on top of each other, neither of them completely covers the other. Agent 18 suggests using shapes to measure the pieces of paper and Six, inspired by the Buddy Tiles, uses several yellow squares of paper. He then reasons that the papers are the same size and he needs three to cover the blue shape but four to cover the red shape, so the red one is bigger.

The Puzzler tells Six to measure two misshapen shapes. Six does so and determines that the blue one is bigger because it needs five tiles while the red one only needs four. The Puzzler leaves, Three uses Brain Gain to get everything back to normal size, and Six comes back.

Back in the gym, Five has taught her Buddy Blocks to turn into Buddy Tiles and fly, while Six's Buddy Blocks, in tile form, tickle Four in an attempt to measure him. Six suggests that the viewers do some measuring.

## Synopsis

*Six turns to a green, orange and yellow. The Puzzler flicking Six again*

## Characters

### Numberjacks

* 3
* 4
* 5
* 6

### Agents

* 18
* 37
* 99

### Stays

* 1
* 3
* 4
* 5
* 8
Shape Japer

**The Shape Japer** is a purple ball with a permanent angry face, a grin, and sharp teeth.

She's usually the cause of things changing shape or size, such as mops, and builders poles, or particular shapes having problems. She is the easiest meanie to defeat and is the nicest meanie. She can be seen to be very dumb.

She flies though the air, doesn’t know how to speak well, but laughs maniacally.  She is able to change her shape from sphere to cube at will.

She is very strange and instinctive rather than calculating.

When she gets defeated she always makes a very weird sound and she feels uncomfortable at the same time when the brain gain attacks her.

## Trivia

* Some troubles that she makes don't necessarily have to be involving shapes. It can be based on the numbers that is in a specific shape. For instance, in *May the Fours Be with You*, she is permanently a cube. Having eight corners, she makes everything with eights go bad.
	+ The troubles can also involve how shapes are made. In *Slide and Turn*, sliding is a process of making lines and shapes with straight edges, while turning is a process of making circular shapes.
* She appears to have relatively sharp eyes, as she can see shapes that can hardly be noticed. This was first seen in *Square Dancing* when she sees a man's diamond patterned ties actually have squares being rotated 45 degrees.
* When she changes into a cube, her eyebrows stretch into trapezium, and her top row teeth are longer while the bottom ones are flat and her round sides of her eyes turn straight.
* Although it is not noticeable, the Shape Japer is actually the youngest of the Meanies.
	+ It is possible that she is the same age as Three.

* When she speaks, she has some lisp. This is either due to lack of tongue, or that she is young.
* She is the only member of the Meanies to be reasoned with. This is seen in *Slide and Turn*, when Five stopped the Shape Japer from sliding and turning shaped objects, even though she finds another way of causing trouble.
	+ This was not successful in *Bad Circles*, as Six couldn't reason with her.
* In the Season 2 (2009), the shape of her teeth are changed to semicircles, instead of triangles (but only in the UK version).
* she has the smallest size of the meanies but is bigger than the numberjacks.
* Her mouth doesn’t close, instead, it gets taller and shorter.
* Unlike Spooky Spoon, her full theme song is sang by male even if she’s female.

## Theme Song Lyrics

Shape Japer,

She's really quite strange,

Shape Japer,

She loves to make things change,

Changing faces,

Changing sides,

Changing shapes,

Every single time,

Changing shapes,

Is the Japer's game,

The Shape Japer's back again,