recursal/Fanatic-Fandom huggingface dataset:
Azerbaijan

**Azerbaijan**

**Azerbaijan**
 **Establishment**
  - independence
 **Population** | About 3 million

**Azerbaijan** is a country in East Europe / West Asia. It is bordered by the Don-Kuban Union to the north, the Caspian Sea to the east, Persia to the south and Armenia and Georgia to the west.

## History

Azerbaijan is generally regarded as 'just another' of the small Caucasian states to rise out of the ruins of the Russian Empire. Since then the small nation has only managed to maintain her independence by carefully balancing its political and economic links with both Russia and the Ottomans - ensuring that neither can gain hegemony over them. With neither Great Power able to secure dominance, Azerbaijan has seen a stable, but precarious, regime in the form of a secular and technocratic dictatorship (which by regional standards, is fairly 'mild' and tolerant), and as a result, economic prosperity has followed.

Thanks to foreign investment in the exploitation of the vast Baku oil fields, Azerbaijan has become the largest oil producer in the region - and rival even to Ploesti. However, this very prosperity may in fact be the country's undoing. In an age in which the consumption of oil is becoming the dominant need of both industrial society and modern warfare, Azerbaijan is increasingly finding herself the battleground of both foreign corporate and national interests.

## Politics

**President:** Rajib Kulbenzhian

**Prime Minister:** Suleyman Rustam

**Foreign Minister:** Arash Bubul

**Minister of Armament:** Rajib Kulbenzhian

**Minister of Security:** Rasul Reza

**Minister of Intelligence:** Soultanov Khosrov Ebk

**Chief of Staff and Navy:** Samed Bey Mehmandarov

**Chief of Army:** Marmud Nuri Berkoz

**Chief of Air Force:** Kambiz Krasnoshapka

## Military

### Army

The Azerbaijani National Army is a small but determined army, composed exclusively of infantry division trained for the defence of the country. The Chief of Staff Samed Bey Mehmandarov is responsible for their training.

## Foreign relations

Very good relations with the Ottoman Empire.

Friendly relations with Alash Orda, Persia and Union of Britain.

Unfriendly relations with Armenia, Georgia and Russia.

Despite the good relations with Persia, Azerbaijan claims the province of Tabriz, now a persian region.
How? What? Check!

Puzzlers

**How? What? Check!** is the 45th episode of Season 1 of the Numberjacks. It originally aired on March 30, 2007.

## Trivia

* This is the only time when the beeper is broken.
* 3 is the smallest Numberjack in the episode.
* This is the last episode to be released in 2007.

## Errors

* When the video was on YouTube, the audio was out of sync.
* Also, the video was unedited
* The episode was originally 14 minutes long but instead, it's 21 minutes long because of adverts for other shows!
* At about 6:28 the video is out of sync.

## Cultural References

* This episode was released on March 30, 2007, the same day as Chase Brosamle's birthday.
Carry On Counting

**Carry On Counting** is the 8th episode of Season 2. It originally aired on November 4, 2009.

## Summary

6 is sent out to do battle with the Problem Blob, who is causing people to go back to the beginning of things when they shouldn't.

## Plot

Zero, Six, Seven, and Eight are playing a giant board game in the gym, using two "hover dice" (voice-activated, floating dice). Seven wonders if they can use the dice to make her number and so Six uses the first dice to roll his own number (which Zero bounces along on the board) and then rolls the second, which rolls a one, thus resulting in a seven. Zero doesn't get it and goes back to the beginning, so the older Numberjacks explain the rules and they have another go. They get a five and a three, but Zero goes back to the beginning again. They try to explain again, but he just lies down, and the alarm sounds.

In the control room, Agent 12 reports that some humans also keep going back to the beginning. For instance, a boy is trying to descend the stairs but keeps teleporting to the beginning halfway through. Six volunteers to be launched, and he lands on a brick wall.

Agent 108 reports a problem with a man, who Six is watching, who appears to be counting his steps. Again, he is sent backwards after a while. Agent 81 reports trouble in the restaurant, so Six heads over. At the restaurant, a woman is trying to put some tomatoes on a plate, but they keep going back into the bowl.

Five asks if there's a pattern and the agents say there is one: people are counting things, but they keep going back to the beginning. Five asks why, so Four zooms in and discovers that they have green slime on them, signifying that the Problem Blob blobbed them.

At school, the Problem Blob blobs a teacher, so when she tries to count students, she keeps resetting at four. He then blobs the waitress again, making her count three plates, but start again when another waitress adds two more.

Five imagines a girl with some toys, a shepherd with some sheep, and a car racer with tires having trouble counting due to starting again when things are added.

Three whips up some brain gain, and Six tries to show the waitress how to properly count, but he gets blobbed, making him also loop. Thankfully, the brain gain de-blobs him, and they use more brain gain to correct everybody. Then, they zap the Problem Blob into oblivion, Six comes back, and they recap the episode.

Back in the gym, Six tries the game again with Zero, and he succeeds. Then, Six asks the viewers what numbers they can make with two dice.
Numberjacks Storytime - Volume One

**Numberjacks Storytime - Volume 1** is the first series of Numberjacks audio episodes consisting of 10 episodes.

## Episodes

* **Bear Necessities** - There’s a teddy bear trying to touch the ground with the help of 3 and 4 – watch out for the Puzzler!
* **Penny Gain** - At a fair, the Numbertaker removes Simple Simon's penny to buy a pie, and 5 and 6 have to stop him.
* **Football Crazy** - 6 goes out to a football field where the Shape Japer is causing problems.
* **Party Animals** - Numberjacks meet strange animals who want to become entertainers at children's parties.
* **Slower and Lower** - Numberjack 7 is at a sporting event when Spooky Spoon mixes everything up.
* **Fall Sorted** - Humpty Dumpty falls off the wall - thanks to the Shape Japer. 4 and 5 help put him back together again.
* **Noisy Night** - 3 and 6 go out on a noisy night where they see Jasper the cat playing the fiddle, a cow jumping over a moon, and a little dog who laughs, thanks to Spooky Spoon!
* **Potato Plot** - One potato, two potato, three potato – more and more trouble as the Problem Blob creates spuds no-one likes. 4 and 6 are on the case.
* **Spout and About** - 3 and 5 to the rescue as Incy Wincy Spider gets stuck – the Shape Japer is up to her tricks again.
* **Five a Day** - Georgie Porgie ends up with a better diet thanks to 5 and 6. The Numbertaker isn’t happy.
Haribo Junior The Channel

Haribo Junior is A television channel operated by the HariboSky in the United Kingdom. Originally Made, Playhouse Haribo, it was launched on 22nd September 2010.

Numberjacks was broadcast on The Channel Season 1 (2006-2015) Season 2 (2009-Present Day)

## Airings:

Numberjacks - Data Day (2007)Data Day (2015 Repeat During Space Week)
One

**One (1)** is a purple Numberjack with Blue-green eyes. In The Trouble With Nothing, she was referred to as a female.

She is best friends with Zero and they have even caused trouble together in Tens Moments.

## Biography

When the Numbertaker was about to suck up Six in One Won, Numberjacks Three, Four and Five prepared an emergency launch to save him and used Brain Gain to make her scarily big as suggested by Agent 94.

In One More Time, she made everyone and everything that was going under bridges one more.

At the beginning of 1, 2, 3, Go!, she falls asleep nonstop during Three's new game, in which the Numberjacks say their number in order while their Buddy Blocks jump.

## Personality

Although she is very young she has immense intelligence for her age, as demonstrated by her ability to use the Brain Gain machine and the fact that she knows the concept of "one more".

However, she is still very young, so she is not able to use much logic or speak in full sentences, she is described as being "still in her own world".
Character info

The romantic levels of Numberjacks are pretty high with the main cast (Three, Four, Five, Six). The show tends to leave shipping minds on for older kids who can sense romantic action between two Numberjacks. This most frequently happens between the pairings: Three and Four, Five and Six. For example, Six is always trying to impress Five whether it be buddy blocks tricks or jumping, flipping, anything really, and the two are always seen around eachother (same goes for Three and Four). Three and Four are always arguing, but that makes them even closer.

## Section heading

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Agent 42

## About

Agent 42 is an almost dark agent. He tells the Numberjacks to look at what is happening and gives them advice. He first appeared in The Trouble With Nothing along with Agents 16, 33 and 68 and last appeared in Famous Fives.

His number was incorrectly listed in "One More Time" and "Takeaway" for unknown reasons. In those episodes, Agent 68 (although her number was later corrected) and Agent 101.

.
Round and Round

**Round and Round** is the 42nd instalment of the Numberjacks series.

* Transcript

## Characters

* One
* Two
* Three
* Four
* Five
* Six
* Problem Blob
* Agent 41
* Agent 60
* Agent 83
* Agent 106

## Synopsis

One, Two, Three, and Four are in the Cosy Room. One and Two are playing with a flat disk, Three is singing and playing with her toy cube, and Four is reading. Four and Three note that it's quiet, but then One and Two start making silly noises. Three likes the change in volume, but Four doesn't. Three joins in on the noise-making and they all laugh, except for Four. Eventually, Three convinces him to join in and they have fun goofing around together until the alarm goes off.

Three and Four go to the control room, where Agent 41 explains that a girl is teleporting all over her living room. Five volunteers to be launched but the man is on the couch so Three rings the doorbell. Five lands on a pole and then Agent 60 shows the Numberjacks that a woman's hat keeps changing.

Five wonders if the woman and the girl are having similar problems, and the agents say that there is one thing they have in common: it's three things in succession. Then, a man also gets stuck in a repeating pattern of three: he jumps, hops, and raises both hands.

Five then spots green slime, meaning that the Problem Blob is causing it. Sure enough, he's there sitting on a fallen tree. Four wonders if the Problem Blob had some ulterior motive for sliming these three individuals, and it turns out he did: all three of them have patterns of three on one of their possessions. The girl has a pattern of red, yellow, and blue dots on her shirt, the woman has a pattern of stars, shells, and hearts on her earrings, and the man has a pattern of cars, planes, and trains on his bag.

Five imagines a patterned digger being made to dig, chuck, and flip, a dancer with a pattern on her leotard being made to trip, splat, and bounce, and an aeroplane being made to dive, loop, and climb.

The Problem Blob then changes the patterns to four things by adding a boat to the man's bag, making him spin in addition to his other movements, and a crown to the woman's earrings, making her lie on the chair, counter, floor, and some guy's shoulder.

Five then gets blobbed five times, making her grow short, tall, thin, fat, and empty. The agents suggest breaking the pattern, so Three makes brain gain to free Five and set everything back to normal. The Blob explodes, Five returns, and they do the recap.

Back in the Cosy Room, Five joins in with the silly noise game. Six asks the viewers to look and listen for repeated patterns.

## Trivia

* This episode may be a reference to the episode "The Dreaded Lurgi" when the people go round and round.
* This is the last time the Blob self-destructs.

### Cultural References

* This episode was released on March 27, 2007, the same day as Cailey Fleming's birthday.
List of episodes

There’s a List of Numberjacks episodes from September 3, 2007 to December 11, 2009

## Episodes (2007-2009-2020 -2022)

1. The Trouble With Nothing/Going Wrong, Going Long September 3, 2007
2. Sphere Today, Gone Tomorrow/In, Out, Shake It All About September 4, 2007
3. One More Time/Forward Thinking September 5, 2007
4. Seven Wonders/Getting Heavy September 6, 2007
5. Belongings/4 He's A Jolly Good Fellow September 7, 2007
6. Boxing Day/Out Of Order September 14, 2007
7. Nine Lives/Takeaway September 28, 2007
8. The Cuck-Cuck-Cuck-Oo-Oo-Oo Bird/Stop and Go October 12, 2007
9. Off Colour/A Game Of 2 Halves October 19, 2007
10. Out For The Count/The Container Drainer October 26, 2007
11. Tens Moments/3 Things Good November 9, 2007
12. Say What You Mean/One Won November 16, 2007
13. Tricky Sixes/May The Fours Be With You November 23, 2007
14. Best Estimate/On and Off January 14, 2008
15. Zero the Hero/Bad Circles January 28, 2008
16. Famous Fives/Fair Shares February 11, 2008
17. Being 3/Into The Teens March 24, 2008
18. Slide and Turn/Six of One April 28, 2008
19. Time Trouble/1, 2, 3 Go! April 29, 2008
20. More 4/Almost Human April 30, 2008
21. Two, Four, Six, Eight/Round and Round May 1, 2008
22. Square Dancing/Data Day May 2, 2008
23. How? What? Check!/Counting Down to Christmas November 24, 2008
24. Seaside Adventure August 28, 2009
25. Ups and Downs/On the Move October 26, 2009
26. Very Shapely/Wee, Three, Phone, Home October 27, 2009
27. Did You Notice Anything?/Measured Response October 28, 2009
28. Think Again/Carry On Counting October 29, 2009
29. A Record in the Charts/Half Time October 30, 2009
30. A Close Thing/A Circle at Both Ends November 6, 2009
31. Matchmaking/A Different Sort November 13, 2009
32. Areas of Concern/The Dreaded Lurgi November 20, 2009
33. Fraction Action/Interesting Times December 7, 2009
34. More Ways Than One/Hundreds and Thousands December 11, 2009
Boxing Day

**Boxing Day** is the 11th episode of Season 1. It originally aired on October 30, 2006.

## Summary

Boxes go wrong when the Shape Japer plays tricks, but Six can do the trick too.

## Plot

In the gym, Six is trying to convince a reluctant Four to practice jumping with him. Four is on a machine that has flashing lights coming from in front, both sides, and behind and the object of the game is to jump on the lights. He does well at first but misses the flash from behind. Six then tries and wins despite using a harder version of the game that also includes lights from above and below.

The alarm sounds and the Numberjacks arrive at the control room, with Three running late. The relatively minor problem (not that that pacifies Six) is that the Right Side & Bottom of two of a young girl's boxes have disappeared, making the Toys Fall out. Six feels that the mission is best suited for either himself or Five, so she sends him.

Six is launched (with Jasper watching) and lands on a child's foam puzzle. The Numberjacks ask what boxes need, and Agent 33 replys that boxes need four sides, a bottom, and a top. Agent 101 then reports another box problem: one man's box is oddly shaped.

Four doesn't see the problem, so everyone else points out that the boxes' Wonky sides make for poor stacking, and sure enough, the man is having trouble stacking his boxes. The culprit turns out to be the Shape Japer, who causes one man to spill his bouncy balls, one woman to spill her sugar cubes, and a Second woman's cardboard box to change shape.

Three and the agents use brain gain to turn the boxes back to normal, and this works, but then Three keeps making brain gain even when it isn't needed, resulting in a Meal on a Plate, a football, and a man being put into boxes. Five imagines a snake, traffic lights, & a tree being put in boxes.

Three suggests using more brain gain, but Four has lost contact with Six. Four searches and finds a yellow box, which the agents suggest he may be inside. It turns out that he is, so they use brain gain to take the yellow box apart. Three makes more brain gain and makes the other unwanted boxes disappear. The brain gain also zaps the Shape Japer, making her groan and fly away.

Six returns, Three and Four apologize for the extra boxes, and they recap the mission. Then, Four notices that it's unusually quiet. Turns out that the quiet is because Three isn't there... But a box Is behind them... but a box is... which Three pops out of to scare the others. Five asks the viewers to find boxes around their house.

## Characters

* Numberjacks: Three, Four, Five, Six
* Agents: 85, 33, 101, 94
* Meanie: The Shape Japer

## Trivia

* The episode has the same name as the day after Christmas, December 26th: Boxing Day.
* Four hits the launch button.
* Oddly enough, Five is hesitant to go on a mission in this episode, while other episodes show she's calm and keen to go out.
Control Room

The **Control Room** is a room in the Numberjacks' sofa.

This room is where Numberjacks try to keep things under control.

## Features

* The diamond screen, five diamond-shaped screens in a zigzag shape, which shows footage of Agents, along with intros of Meanies and replays of events of a mission. There are five floor buttons that take the shape of the diamond screen.
* The main screen, to watch problems happening in the real world. There is a remote control like button to change the locations in the real world, for example, when the Numberjacks find a landing number.
* A camera to check if no one is in the room, before a Numberjack goes out to launch. If someone is on the sofa, a Numberjack rings the doorbell to cause the person to leave the room.
* The Brain Gain Machine.
* Every Christmas season, the Christmas tree is located between the main screen and the diamond screen.
* Emergency passageways to lead different Numberjacks in different rooms to the Control Room.
* An unknown green object located on the opposite side of the Brain Gain Machine. It has grey cables, a green cylinder in the middle, and green stumps circling around it. It looks a bit like a green brain gain machine.

## Biography by Four, the Narrator

The **Control Room** is a very important place. This is where the Numberjacks track things under control.

First of all, you get a call from an agent calling in on the diamond screen. Whoever is on duty, sounds the alarm and the Numberjacks come rushing to the Control Room. On the diamond screen, the agent can tell the Numberjacks about the problem. Then one of a Numberjack goes out of the sofa to sort the problem, as a camera appears and the Numberjacks check the room is clear. If the room is not empty, a Numberjack rings the doorbell, as Three loves to do that. Then the Numberjacks open the doors and do the count down (not more than 6) then a Numberjack scans for a number for the Numberjack to land on.

On the main screen, they scan for numbers that match, so the Numberjack can land safely and be in touch, as the Numberjacks also keep in touch with the agents on the diamond screen. And the other end of the Control Room is the Brain Gain Machine. It joins up the Numberjacks' thinking, so they can sort the problem.

When everything is sorted and a meanie is defeated, the Numberjack returns to the Control Room and see the events on the diamond screen.

Another successful mission - organised from the Control Room.
Five

**Five (5)** is a turquoise Numberjack. She has brown eyes and likes to go on missions. She frequently imagines what would happen if problems are left unsolved. She is rather calm and is really good at looking after the younger Numberjacks. She is the Numberjack that has had the most problems with Spooky Spoon compared to other meanies or Numberjacks.

## Missions

* A Circle at Both Ends (Shape Japer)
* Slide and Turn (Shape Japer)
* Belongings (Spooky Spoon)
* Getting Heavy with Three (Spooky Spoon)
* Interesting Times (Spooky Spoon)
* Out of Order (Spooky Spoon)
* Time Trouble (Spooky Spoon)
* Cuck-cuck-cuck-oo-oo-oo (Puzzler)
* Famous 5s (Puzzler)
* How? What? Check! (Puzzler)
* In, Out, Shake It All About with Three (Puzzler)
* The Container Drainer with Three (Puzzler)
* On the Move (Problem Blob)
* Round and Round (Problem Blob)
* Best Estimate (Problem Blob)
* The Dreaded Lurgi (Problem Blob)
* Tens Moments with Zero and One
* Zero the Hero to call Zero (She was sent out on a mission, then got stuck later in the garden center)
* Counting Down to Christmas with Six (Numbertaker, Shape Japer and Spooky Spoon)

## Biography

This is Five's biography.

One of her favourite things is doing jumps with Six in the Gym, as Four did not try. She loves helping the youngest Numberjacks too. Sometimes Three can be a bit of a handful in the Cosy Room.

She loves going out on missions with Three. Missions can be huge and scary sometimes, as Three and her get trapped in the Puzzler's puzzle bubble in In, Out, Shake It All About and have a lot of problems with Spooky Spoon, like battling with her in Out of Order. She can always beat a Meanie if she thinks hard enough. She frequently thinks in a drawing animation as she says, "anything can happen" if a problem is unsolved.

All sorts of things could pop into her brain. She was blinded in Time Trouble by Spooky Spoon and took 10 beeps from the Beeper to fall down. Once she got turned into five states in Round and Round by the Problem Blob: short, tall, thin, fat and empty.

But it's all worth it. Being a Numberjack is great.

## Trivia

* Five has gone out with Three the most. In the audio stories, she has also gone out with Four, and she went out with Six during the extended episode *Counting Down to Christmas*.
* Five is the only member from the main Numberjacks that has not changed numerical appearance.
* Bee from The Lingo Show has the same voice actor as Five.
* Unlike most other Numberjacks, the launcher song does not rhyme with Five. The song uses the line “We need to get out there, who will it be?” Which is often used for Numberjack Three.
* Five's most well-known quote is "Anything can happen".
* Five was used to be green in the pilot.
* Five has never battled the Numbertaker on her own; the only time she did so in an episode is with Six in the extended *Counting Down to Christmas* episode. She also battled him in audio stories with Six, and once with Three, Four and Six together in the audio stories.

## Gallery

Five on the icon for CBeebies”All clear for landing!”Three six and five
Lurgi

**Lurgi,**also known as **the dreaded lurgi,**is a disease that infects Numberjacks. While humans use the word "lurgi" to mean any disease, the Numberjacks seem to use the word to refer to this specific disease.

## Properties

The symptoms of the disease manifest all at once and come on rather suddenly. They also desist in under a day.

The symptoms of the disease include an inability to jump very high, aches all over the body, fatigue, sometimes coughing, and it could also negatively impact the eyesight or the brain as when Four was afflicted, he mistakenly said that there was nobody on the couch. Lurgi also seems to be infectious as they make a reference to "catching" it.

## History

In The Dreaded Lurgi, Six came down with lurgi in the Gym. Four was present and had never heard of lurgi, but when Six explained the symptoms, Four got lurgi. When they arrived in the Control Room and were asked by Three what took them so long. Six replied that they had the dreaded lurgi and Three replied that she hoped she didn't catch it, which seems to imply that even though Four did not know what lurgi was previously, she did. After a still-sick Four found a five for Five to land on, Three sent Four and Six to bed. Later, Three got the disease but still managed to use the Brain Gain Machine. She then went to bed. Later that day, all three afflicted Numberjacks recovered and Four was worried that Zero had it, but he was actually fine.

## Trivia

* Seeing as Four didn't know what lurgi was until the episode, this is likely his first time catching lurgi. It is unknown if any of the others have had it before.
* Lurgi is possibly more serious to even numbers and/or males as Four got it within a minute when in vicinity of Six, while Three only got it much later and Five did not get it at all.
Bounce pad

The bounce pad is an equipment to use in an emergency. It is normally used by three but it can be used by other numberjacks like five. It is located in the gym room and it bounces you to the control room. The bounce pad has a green- blue spring- bottomed pillow and on top is a green vacuum like cylinder which connects to the control room.
Agent 68

Agent 68 is female. She can be seen in the intro, even in **THESE episodes.**

* The TroubIe With Nothing
* Going Wrong, Going Long (Problem Blob)
* One More Time
* Getting Heavy (Spooky Spoon)
* Belongings (Spooky Spoon)
* 4 He's A Jolly Good Fellow (Numbertaker)
* One Won (Numbertaker)
* May the Fours Be With You (Shape Japer)
* Tricky Sixes (Numbertaker)
* On and Off (Spooky Spoon)
* Famous 5s (Puzzler)

**“Agent 68, you look very short.”**

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

Playground is a pilot episode of Numberjacks. In the pilot. Five and Three are playing in the playground room.

When all of the sudden the alarm goes off

Four and Six are waiting in the control room, Agent 16 is calling in, She alerts the numberjacks that a man is going crazy with his garden hose.

Three and Two were launched, When they were launched they were introduced to the brand new shape japer, Five fires up the brain gain machine

Six and Four are thinking playgrounds, Five fires up the brain gain machine again, Zaps the whole playground, The shape japer gives up, She flies away and they zap her.

The Shape Japer was dead after three threw her in the sky, Three and Two go back to the sofa

A recap plays, Three tells the viewers to keep watching for more mathmatical fun.
On and Off

**On and Off** is the 28th episode of Season 1. It originally aired on March 7, 2007.

## Summary

Spooky Spoon is mixing things up again, so instead of being on... things are off – Four is on the case.

## Plot

Four, Five, and Six are in the gym, with their Buddy Blocks, which, along with One's, Two's, and Three's, have grown larger and stacked themselves up like stairs. Five and Six decide to have a go jumping up and down them but Four is dubious. Five only goes up to her own blocks, but Six goes all the way up and back down backwards. With encouragement, Four jumps up to his own Buddy Blocks, but doesn't think he can go back down even when the alarm goes off. He does though, and heads to the control room.

The trouble is that a little boy is trying to put a toy zebra into his toy truck and a block onto his block tower, but they keep jumping off the toys. Four is sent out (with Jasper watching) and lands on a lamppost.

The Numberjacks and agents find the pattern with the strange goings-on: things are coming off of other things. A man then has trouble staying on his skateboard, and soon after, another man has trouble staying on his unicycle and can't even get back on. The skateboarding boy tries to eat his lunch, but his lunchbox comes off his lap.

Five guesses the Spooky Spoon as the culprit since it involves "mixing things up", and as if on cue, she arrives, laughing her trademark laugh. She insults Four, who insults her back, who calls him rude. She brags about how cool she thinks she is and her misdeeds.

Five imagines a girl being forced off her bed, a boy's birthday candles and cake decorations falling off the cake, and a clock falling off the mantle piece and breaking.

Then, Spooky makes the unicycle guy's unicycle be on him instead of vice versa, and the skateboarding guy have the bench be on him instead of him being on the bench. Four tells her off, but she doesn't listen and continues to rant arrogantly.

Three makes brain gain which corrects everything, but Spooky isn't giving up and puts Four on top of a pole. He asks how to get down and they tell him to jump onto the nearby bus stop shelter, then onto the bin, then onto the ground. He's a bit nervous to do it on his own, so Three uses brain gain. Now, it's time for Spooky Spoon to be dealt with: they use brain gain to make her go off the ground and onto the bin, off the bin and onto the shelter, off the shelter and onto the pole, and far, far away.

Four comes back, they recap the episode, Four tries to have another go at the Buddy Block game (trying to jump to five) and Six tells the viewers to look for things that are on other things.

## Characters

* Numberjacks: Three, Four, Five, Six, Nine
* Agents: 25, 34, 88, 100
* Meanie: The Puzzler

## Trivia

Numberjacks: 3 4 5 6

Agents: 16, 33, 68, 85

## Trivia

* This is the first time Four goes out to find Spooky Spoon.
Series 1

**Series 1** of *Numberjacks* premiered on CBeebies Channel in the United Kingdom from 16 October 2006 to 30 March 2007 with 45 episodes.

## Episodes

1. The Trouble With Nothing
2. Going Wrong, Going Long
3. Sphere Today, Gone Tomorrow
4. In, Out, Shake It All About
5. One More Time
6. Forward Thinking
7. Seven Wonders
8. Getting Heavy
9. Belongings
10. 4 He's A Jolly Good Fellow
11. Boxing Day
12. Out Of Order
13. Nine Lives
14. Takeaway
15. The Cuck-Cuck-Cuck-Oo-Oo-Oo Bird
16. Stop And Go
17. Off Colour
18. A Game Of 2 Halves
19. Out For The Count
20. The Container Drainer
21. Tens Moments
22. 3 Things Good
23. Say What You Mean
24. One Won
25. Tricky Sixes
26. May The Fours Be With You
27. Best Estimate
28. On and Off
29. Zero the Hero
30. Bad Circles
31. Famous Fives
32. Fair Shares
33. Being 3
34. Into the Teens
35. Slide and Turn
36. Six Of One
37. Time Trouble
38. 1, 2, 3, Go
39. More 4
40. Almost Human
41. Two, Four, Six, Eight
42. Round and Round
43. Square Dancing
44. Data Day
45. How? What? Check!

## Specials

1. Counting Down To Christmas
2. Seaside Adventure

## Trivia

* This is the only series to have Numberjacks as meanies.
Bloop Ball

The **Bloop Ball** is a toy the Numberjacks play with.

It is a neon yellow ball in a blue stand, and the stand has a pedal, which launches the ball into the air. The ball will stay in the air for a while, making blooping sounds, hence the name.

The Bloop Ball can be used like a regular ball, or as a means to count the bloops.
Famous 5s

**Famous 5s** is the 31st episode of Season 1. It originally aired on March 12, 2007.

## Summary

The Puzzler sets the problem – and Five is the right Numberjack to sort it out.

## Plot

In the gym, the Buddy Blocks (up until Four's) have grown larger and stacked themselves up like stairs. Four shows Three his ability to jump up and down them, and he's quite proud of that, until Three does it too and boasts about how she can go one more than her number. Four says that he could do that too, but Three teasingly says, "Oh, could you?". Four says that he could, but they have no tower of five Buddy Blocks, so Three makes One's Buddy Block jump on top of Four's. He manages to make the jump, and then the alarm sounds off, so they go to the control room.

Agent 16 reports that a little girl's flippers have inexplicably jumped from her feet to her hands and a little boy has begun to play soccer with his hands. Five is launched and lands on one written on the beach. Agent 42 and Agent 68 point out the obvious, that the kids are using hands in place of feet, but Six wants more data.

Then, Agent 94 reports that a woman is wearing high heels on her hands, while a gardener is holding his hose with his wellies on his hands. Six tries to see if hands and feet have anything in common, and the agents point out that both body parts have five digits.

Five imagines a girl "paddling" in her wading pool with her hands, a boy scooting with his hands, and then a second girl trying to skip rope upside down while the previous two kids hold the rope with their feet.

The Puzzler shows up, reveals that he's after anything that comes in fives, and flies away with Five on his tail. The Puzzler makes that woman from before, plus a trumpet player, be unable to control their fingers so the woman can't paint her nails and the man can't play his trumpet.

He then traps Five in one of his bubbles and tells the Numberjacks to find two numbers to add to five in order for her to be let out. Upon being shown that the woman has painted most of her fingernails red but one in blue, they decide to add four and one, using brain gain made by Four and One themselves.

However, when Five is let out, the Puzzler wants them to do it again a different way. Meanwhile, Five has buried herself in the sand to prevent herself from being bubbled. An agent points out that the man is using three digits to play his trumpet and two to hold it, so they make more brain gain with Three and Two.

The Puzzler finally leaves and lets Five be, everything goes back to normal, and Five comes back. They summarise the mission, then One, Two, Three, Four, and Five go to the gym, having stacked their Buddy Blocks to make five with Three and Two's Buddy Blocks making one five and Four and One's making the second. Four wonders if it'll still add up to five if One's Buddy Block was under his own. Five asks the viewers to check.

## Characters

* Numberjacks: One, Two, Three, Four, Five, Six
* Agents: 16, 42, 68, 94
* Meanie: The Puzzler
Problem Blob

**“Let me keep an eye on Problem Blob, so when Someone messes it up, I will sort it out!”**

*This page is protected.*

**Reason: Vandalism.**

## Behavior and Appearance

The Problem Blob is a slime monster which causes trouble by spitting out green blobs of slime which causes any types of trouble. His eye is inside his mouth and it will come out of his mouth as a long tongue. He usually causing problems by spitting a blob to an object getting taller, walking to the beginning, etc. He is very big and heavy and turns blue when he is zapped by the brain gain machine. He has no teeth and no nose but just a mouth. He may be a large, living blob of green slime. He causes more trouble then any other meanie. In Seaside Adventure, he was carried by Spooky Spoon.

## Episodes

* Almost Human (Four)
* Going Wrong, Going Long (Four)
* Say What You Mean (Four)
* On the Move (Five)
* Round and Round (Five)
* The Dreaded Lurgi (Five)
* A Close Thing (Six)
* Carry on Counting (Six)
* Fair Shares (Six)
* Forward Thinking (Six)
* Six of One (Six)
* Seaside Adventure with Numbertaker, Puzzler, Shape Japer and Spooky Spoon

## Theme Song Lyrics

*♪ 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 ♪*

## Five as a Narrator

“Do you know who I think is the strangest of the meanies, the Problem Blob.

Yes, the Problem Blob. He turns up all over the places.

The Problem Blob made all sorts of trouble, like making things longer in Going Wrong, Going Long, doing some strange things to people's feet in Forward Thinking. Too many beans in Say What You Mean, too many bags, oh no. Too many plants in Fair Shares. And Four getting mixed up by Numberjack man, so as the man, at exactly the same time in Almost Human.

But somehow we always managed to sort the Problem Blob, but you can be sure, that is ol' Problem Blob. He'll be back.”
All About Numberjacks

***All About Numberjacks*** is a spin-off of *Numberjacks* that ran in 2015. All episodes were released on 17 November.

Episodes vary from 2 to 5 minutes in length and feature one Numberjack talk about and explain one feature of the show whether it be a room, a meanie, or a Numberjack themselves. The stories also feature various archive footage from previous episodes of the show. In 2016, the stories were released in an omnibus format in one video. There has been no further releases since then and the spin-off has presumably ended.

The stories in the series, in order of release date are:

* 19 May - All About the Problem Blob
* 19 May - All About the Cosy Room
* 19 May - All About 5
* 27 May - All About The Shape Japer
* 27 May - All About Spooky Spoon
* 27 May - All About The Control Room
* 27 May - All About The Launcher
* 27 May - All About 4
* 27 May - All About 6
* 28 May - All About The Puzzler
* 28 May - All About The Gym
* 28 May - All About 7, 8 and 9
* 10 June - All About the Numbertaker
* 10 June - All About the Brain Gain Machine
* 10 June - All About 3

## Trivia

* 0, 1, and 2 are the only ones who do not have their own "All About" episode.
Brain Gain Machine

**The Brain Gain Machine** is a machine that is used by Numberjacks to solve problems. It's located in the Control Room.

The Brain Gain Machine is a purple machine with six pillars containing a green liquid-like substance, called "Brain Gain", which is made from the thoughts of the Numberjacks, the agents, and the viewers. On the top is a blue six-legged spider-like figure with wires attached to the ceiling.

When the machine is turned on, the walls turn from opaque to transparent, and the center platform lowers to the ground for a Numberjack to get in the machine. The six-legged figure flickers, bounces, and raises one of each of its legs at one time. Then it rolls its "arms" and sucks up the brain gain liquid into itself, and the pillars now contain purple "electricity" inside.

When a Numberjack hops onto the center platform, the electricity from the machine bolts out of the house and into a Numberjack on a mission to sort the problems.

Sometimes a Numberjack can cause a mistake in the machine or overflow with brain gain, which causes more problems in the real world. Other times, putting objects in the Brain Gain Machine can help make Brain Gain.

The Brain Gain is usually used at the end of the show, to defeat the meanie with the combined thinking force of agents and Numberjacks.

When the Shape Japer is defeated, sometimes she makes a strange scream, which might suggest that the electric blast generated by the Brain Gain, can also cause pain / irritation to a meanie.

Sometimes, a Numberjack cannot handle the Brain Gain's charge, and Agents are needed to help save the day.

For example, in Hundreds and Thousands

When six cannot control the immense power of 1000 from the Brain Gain, so all of the agents are called in at the school playground, where they hold up their fingers which evenly distributes Brain Gain energy between them, which they then fire at the numbertaker.

## Trivia

* There is only one episode where the Brain Gain Machine is not used, which is 1, 2, 3, Go.
* In Hundreds And Thousands, instead of the numberjacks using the brain gain, it was the agents.
* In In, Out, Shake it All About, the Brain-Gain is used inside the sofa.
* The Puzzler has only been defeated with brain gain in 2 episodes.
* In Hundreds and Thousands, the brain gain doesn't work originally.
* The Brain Gain cannot recognize hyperboles, as shown in Hundreds and Thousands.

## Theme Song Lyrics

*♪ Brain Gain, Brain Gain, to sort the problem use our brains ♪*

*♪ -The way to get your brains all linking up together, joined-up thinking ♪*

*♪ Getting brain power now! Brain Gain! ♪*

## Biography by Three, the Narrator

This biography is about the Brain Gain Machine.

The Brain Gain is inside the Brain Gain Machine. It helps Numberjacks think to solve a problem with joined-up thinking. In Off Colour, Four was transparent. It can sort out all kinds of things. It can also sort out problems.
2015 (releases)

In **2015**, a number of things relevant to *Numberjacks* were released.

* 19 May - All About the Problem Blob was first released.
* 19 May - All About the Cosy Room was first released.
* 19 May - All About 5 was first released.
* 27 May - All About The Shape Japer was first released.
* 27 May - All About Spooky Spoon was first released.
* 27 May - All About The Control Room was first released.
* 27 May - All About The Launcher was first released.
* 27 May - All About 4 was first released.
* 27 May - All About 6 was first released.
* 28 May - All About The Puzzler was first released.
* 28 May - All About The Gym was first released.
* 28 May - All About 7, 8, 9 was first released.
* 10 June - All About the Numbertaker was first released.
* 10 June - All About the Brain Gain Machine was first released.
* 10 June - All About 3 was first released.
Six

**Six (6)** is a yellow Numberjack. He has blue eyes and is the eldest of the main Numberjacks. He enjoys doing tricks and loves going on adventures.

## Missions

* Bad Circles (Shape Japer)
* Boxing Day (Shape Japer)
* Very Shapely (Shape Japer)
* Measured Response (Shape Japer)
* Sphere Today, Gone Tomorrow (Shape Japer)
* Interesting Times (Spooky Spoon)
* Stop And Go (Spooky Spoon)
* Nine Lives with Three and Nine (Puzzler)
* Areas of Concern (Puzzler)
* A Close Thing (Problem Blob)
* Carry On Counting (Problem Blob)
* Fair Shares (Problem Blob)
* Forward Thinking (Problem Blob)
* Six of One (Problem Blob)
* One Won with One (Numbertaker)
* Hundreds and Thousands (Numbertaker)
* Tricky Sixes (Numbertaker)
* Two Four Six Eight with Eight (Numbertaker)
* Zero the Hero (He got stuck in the cafe)
* Out for the Count with Two
* The TroubIe With Nothing with Zero
* Counting Down to Christmas with Five (Numbertaker, Shape Japer and Spooky Spoon)
* Seaside Adventure with One, Two, Three, Four, Seven, Eight and Nine (Numbertaker, Problem Blob, Puzzler, Shape Japer and Spooky Spoon)

## Biography

He loves the Gym Room, especially jumping, and his buddy blocks are great and he loves going out on a mission. He had some weird adventures, like chasing Zero in the playground in The TroubIe With Nothing and in the café in Sphere Today, Gone Tomorrow, as well as it is scary on the marble run. In Nine Lives, he turned into two threes. He loved going in the car in Forward Thinking to chase the man riding roller blades. And he used Brain Gain to sort everything out.

Being a Numberjack is great. Did the trick.

## Gallery

Four as Six”All clear for landing!”Him with Four having the dreaded lurgi
Генерал Морандо

* Акиридионец
* Бог

Генерал, атаковавший планету Акиридион-5 и устроивший государственный переворот, из-за чего королевской семье ничего не оставалось, как укрыться на какой-нибудь другой планете, и ей оказалась Земля.

## История

Он совершает нападение на Акиридион-5 в день коронации.

Позже выяснилось, что он обманул Варватоса Векса, чтобы тот, желая отомстить Зеронам, отключил щиты, пока Морандо совершит нападение, но перед этим он лично нанял Зеронов, чтобы убить семью Варватоса. Когда королевский страйкер улетел в неизвестном никому на Акиридионе направлении, он нанимает Охотников за головами, чтобы они даже мёртвыми, но вернули всех назад. Он также "освободил" гениальные умы Акиридиона-5, которые создали ему Омена, очень много оменов.

Когда Лот попытался передать свиток с местоположением Стержня Гейлена сопротивлению, Морандо его находит и узнаёт о великой силе, которая находится на Земле, куда, собственно, он и планировал отправиться.

Оказавшись на Земле, Морандо устраивает яркое астероидное шоу, разрушает Дом Тарронов и погружается в сознание Короля и Королевы, чтобы узнать конкретное местоположение Стержня Гейлена, наследники отправляются вслед, он оказывается на Рынке Троллей, и Тарроны, Морандо, Омены - все оказываются там, но Тарроны вместе с Варватосом и Аргхом оказываются слабее, Морандо серьёзно увеличивается в размерах, и становится богом, но обстоятельства, Король Фиалков и Королева Коранда жертвуют собой, и когда Стебель Секлос... Оружие готово к выстрелу, Ажа и Крэл Таррон направляют его... Морандо оказывается уничтожен, ценой их родителей, хотя это могли быть они сами.
Launcher Room

**The Launcher Room** is a room where the Launcher is located. To get to the room, Numberjacks slide down a chute behind the main screen in the Control Room.

Besides the Launcher, a few objects are located in this room. There is a number board with numbers from 0 to 9 and a scanner to scan a Numberjack, to tell which one is going out on a mission. For example, when the scanner scans One, the number 1 on the board lights up. There are also ten Numberjack launch pods, one for each Numberjack from 0 to 9. To see the activity of the Launcher, look up.

## Theme song lyrics

*♪ We've got a problem, what should we do? ♪*

*♪ Who's going out there, who do we choose? ♪*

*♪ We need to get out there, who will it be? /We've got a problem to explore./Here's a problem that needs a fix.♪*

*♪ Who's going out there? ♪*

*♪ Number (number)! ♪*

## Trivia

* In Zero the Hero, Zero messed with the launcher by pressing a button to make the Numberjacks cause problems.
* Like the Brain Gain Machine, the machine sings the song itself.
* The launcher room is shown to be on the very right of the sofa because when the metal door opens when the Numberjack is about to launch, it is located on the right.
* The launcher room is silver and deep. There is a platform for the Numberjacks to stand on. The scanner scans up and down. The Numberjacks will look forward, then halfway shut it’s eyes and look to the left.
* The order in which the numbers light up on the number board (before the Numberjack being launched is announced) is 0, 4, 7, 3, 9, 2, 5, 1, 8, 6.

## Biography by Six, the Narrator

It is really great inside the Numberjacks' Sofa, and one of the best bits is the Launcher.

Cos Six is the biggest number, the Launcher can launch Numberjacks into real life. The scanner checks which Numberjack is going out, and the Numberjack's number comes up on the number board. It can be exciting, and a Numberjack flips onto a launch pod that's the same number as them.

Six loves that part. Then the blue lights start powering up, then they check no-one's around, then the Numberjack flies out by opening the metal door, then Four or Five finds a 3, 4, 5 or 6 to land on. Six has landed on lots of different 6s. Getting a partical factor feels like putting your boots on your feet, but a thousand times stronger.
2006 (releases)

In **2006**, a number of things relevant to *Numberjacks* were released.

* 16 October - The first episode of *Numberjacks*, The Trouble With Nothing was first broadcast.
* 17 October - Going Wrong, Going Long was first broadcast.
* 18 October - Sphere Today, Gone Tomorrow was first broadcast.
* 19 October - In, Out, Shake It All About was first broadcast.
* 20 October - One More Time was first broadcast.
* 23 October - Forward Thinking was first broadcast.
* 24 October - Seven Wonders was first broadcast.
* 25 October - Getting Heavy was first broadcast.
* 26 October - Belongings was first broadcast.
* 27 October - 4 He's A Jolly Good Fellow was first broadcast.
* 30 October - Boxing Day was first broadcast.
* 31 October - Out Of Order was first broadcast.
* 1 November - Nine Lives was first broadcast.
* 2 November - Takeaway was first broadcast.
* 3 November - The Cuck-Cuck-Cuck-Oo-Oo-Oo Bird was first broadcast.