The Sofa

**The Sofa** is the home of the Numberjacks and their base of operations.

From the outside the sofa looks like a normal sofa. It has a blue colour and is usually home to an assortment of different cushions, varying from day to day. During the launching process, the sofa opens up to reveal a circular hole into the Launcher Room. The launching hole is located in the arm of the sofa.

## Properties

It is not an ordinary sofa, but one with special properties.

For example it possesses a camera system to observe the room it is located in. This camera is able to be rotated to check if any humans are in the room at the time of a launch. It is also able to be moved up and down and is hidden from plain view by extending seemingly from the back of the sofa. If there are humans around the sofa, the Numberjacks have the ability to ring the doorbell from the inside so as to not to arouse any suspicion when a Numberjack is launched.

om it is located in. This camera is able to be rotated to check if any humans are in the room at the time of a launch. It is also able to be moved up and down and is hidden from plain view by extending seemingly from the back of the sofa. If there are humans around the sofa, the Numberjacks have the ability to ring the doorbell from the inside so as to not to arouse any suspicion when a Numberjack is launched.

An alarm to alert Numberjacks to when an agent is calling in is implemented and can be heard in every room within the sofa. Other technology in the sofa includes an elevator as a method to get to the Control Room. There are also less technologically advanced methods such as a bounce pad. In most rooms there are also television-like screens which enable the Numberjacks to see into the outside world.

The sofa itself also acts as a normal sofa, both humans and Jasper the Cat frequently sit on it, seemingly in favour of the other two apparently normal sofas in the room. The sofa possesses rooms such as the Launcher, the Brain Gain Machine, the Gym Room, the Control Room, the Cosy Room and the Gym Room, various corridors, and bedrooms for all the Numberjacks as well.

## Launcher

The Launcher, locate is how the Numberjacks travel from the sofa to the outside world and vice versa. From the outside, a hatch opens and closes.

The Numberjack wishing to go outside is scanned first and then jumps into the correct pod, before being launched by a button situated in the Control Room. The technology in the sofa is somewhat restricted, however, as after the Numberjack has been launched, another Numberjack in the Control Room has to find one of their number to land on. For example, Five and Six would have to land on a house number 56 at Blenheim Crescent to go to Westfield London. An inability to find a eligible number in time resulted in them being dropped somewhere close to "where they should have landed". It is really great inside the Numberjacks' Sofa, and one of the best bits is the Launcher.

Cos Six is the biggest number, I usually say who is going out. The scanner checks which Numberjack is going out and my number comes up on the number board. It is getting exciting. A Numberjack has their own special launch pod to launch into the real world. I love this part. The particularing starts powering up, nearly ready. We have to make sure no-one sees us, and it is time to go. My hearts beating really fast. Ready to go! Being particulated feels really funny, like being tickled in a thousand different places of once. I know Four can find me a landing place. I have landed on lots of different 6s. Getting your particals feeld like putting your boots on your feet, but at a thousand times stronger.

## Brain Gain Machine

The sofa also has the ability to make Brain Gain, a power that is created using the Brain Gain Machine, located at the other end of the Control Room from the screens. It is created by a Numberjack jumping around inside the machine; the energy created by everybody's thoughts is then transported from the sofa to outside were another Numberjack uses it to combat meanies. There are also screens inside the machine so that agents can also help with the process.

Brain Gain is inside the Brain Gain Machine. It helps Numberjacks think to solve a problem with joined-up thinking. The Brain Gain Machine joins up the thinking of all the Numberjacks, the agents, and you. In Off Colour, Four was transparent. It can sort out all kinds of things. It can also sort out problems, like making one of everything in The Trouble With Nothing.

We hope we can sort the problems.

## Control Room

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 or two Numberjacks 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.

## Cosy Room

The Cosy Room is very comfortable.

The Numberjacks like reading and watching TV and there is a container of Three's beautiful things. Another day, Four packed the Buddy Blocks away in The Container Drainer. It can be a very noisy place.

But all at all, the Cosy Room is a great place to be.

## Gym Room

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. It was. 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.

Yes, the **Gym Room** is a great place to be.

## Map

This is a map of the Numberjacks' Sofa. This map reveals where the rooms are located:

* The Control Room is located in the back.

* The Gym Room is located in the left cushion
* The Cosy Room is located in the right cushion
* The Launcher Room is located in the right arm of the sofa.