Times Tables
Run a market stall and learn your times tables by playing.
How to play
You are in charge of the crates at Grandma Saniye's market stall. Each stall is one table: at the 7s stall every crate holds 7 plums, and "3 × 7" means 3 crates of plums. In the Count step, look at the crates and tap the right answer; in Skip, count in sevens to fill the gap; in Find, the crates are closed and you type the answer with the number keys; in Speed up, answer fast and right in mixed order. Each round has 10 questions; get 2 stars in a step to unlock the next one. There is no penalty for a wrong answer: the right answer is shown by counting the crates, and the same fact comes back a few questions later.
How to play Times Tables? A stall-by-stall guide
Times Tables is a game for primary school children: first they see what multiplication means, then they learn the times tables by heart and recall them quickly. You play Deniz, who looks after the till at Grandma Saniye's stall in the neighbourhood market while her back is aching. Every crate holds the same number of fruit; a customer asks for "3 crates of plums" and Deniz works out 3 × 7.
This guide covers the stalls, the four learning steps, the practice modes, the Market notebook, the Beat the clock score and the Whiteboard mode for teachers.
The stalls and the four steps
The Market screen has 9 stalls, from the 2s to the 10s (switch on Tables up to 12 in Settings and the 11s and 12s appear too). Each stall sells its own goods: apples at the 2s, oranges at the 3s, eggs at the 6s, plums at the 7s, walnuts at the 10s and so on. All stalls are open from the start; the one with the gold frame is next in the recommended order (2, 5, 10, 3, 4, 9, 6, 8, 7).
Every stall has four steps:
- Count: the crates are open and the fruit is visible; you tap the right answer out of three.
- Skip: you fill the gap in a skip-counting strip (7, 14, __, 28, 35).
- Find: the crates are closed, with the number of fruit written on top; you type the answer on the number keys.
- Speed up: the facts come in a mixed order; a fast, correct answer earns a gold sparkle.
Earning 2 stars on a step unlocks the next one. If you already know a table, the I know this, skip ahead button takes you straight to the Speed up test; get 2 stars there and the earlier steps count as done too.
Rounds, stars and wrong answers
A round is 10 questions. Getting 6 right on the first try earns 1 star, 8 right earns 2 stars and 10 right earns 3 stars. Time does not affect the stars.
A wrong answer costs no lives and brings no penalty. The answer is shown with the crates: they light up one by one and a running total appears under them, 7, 14, 21. Then the game says "Now you type it" and the child enters the correct answer. The same fact comes back two or three questions later. At the end of the round you see the facts that have just settled and the tricky ones that will return soon.
In the Find and Speed up steps, the Open the crates button shows what is inside the closed crates. It is free and part of learning, but that answer does not count as fast.
Practice modes
- Mixed: 10 questions from the tables you pick. This is where spaced repetition works best.
- Missing number: ? × 7 = 42 or 6 × ? = 42. Good preparation for division.
- Sharing: 42 ÷ 7 = ?. The hint shares 42 fruit equally into 7 crates so you can see how many land in each.
- Beat the clock: 60 seconds of mixed facts from the 2s to the 10s. This score goes on the leaderboard.
For Mixed, Missing number and Sharing you choose which tables to include before you start, and the game remembers your choice.
Spaced repetition: tricky facts come back more often
The game tracks every fact on its own (7 × 8 and 8 × 7 are separate but linked). A fact answered quickly and correctly moves up a box and is asked again days later; a wrong one goes back to the first box and returns soon. The waiting times are the same day, the next day, 3 days, 7 days and 21 days.
The fast limit is not the same for everyone: the game measures how quickly the child types the easy facts (1s, 2s, 10s) and sets the limit to match, somewhere between 2.5 and 7 seconds. A fact counts as Known when it has been answered correctly on two different days and quickly at least once, so a single lucky guess never turns it green.
The Market notebook
The Market notebook is a 10 × 10 progress chart. Each cell is one fact and its colour shows its state: grey Not yet, red Tricky, yellow Learning, green Known, gold Known and fast. For children who find colours hard to tell apart, each cell also has a small mark in the corner.
Tap a cell to see how many times that fact has been asked, the latest answers and a Practise this button. Below the chart are the five trickiest facts with a Practise these round, and at the very bottom how many questions were answered in the last 7 days and roughly how many minutes were spent. The Times, Missing number and Sharing tabs are tracked separately.
Beat the clock and the leaderboard
Answer as many facts as you can in 60 seconds. Each correct answer earns points by difficulty: facts with 1, 2, 5 and 10 are worth 10 points, facts with 3 and 4 are worth 15, and facts with 6, 7, 8 and 9 are worth 20. Every 5 correct answers in a row add a streak bonus (+10 at the 5th, +20 at the 10th ...). A wrong answer does not cost points, but it resets the streak and the right answer is shown for a second.
For a fair leaderboard everyone gets the same range of questions (2s to 10s), whatever the settings. Your record and your longest streak are kept in Statistics.
Whiteboard mode for teachers
Whiteboard mode is made for an interactive whiteboard or a projector in the classroom. Open it with the button on the Market screen or by adding ?tahta=1 to the end of the game's address; no account is needed. The teacher picks the tables (1 to 10 or up to 12), the question type (Times, Missing number, Sharing) and an optional timer (5 or 10 seconds).
The sum fills most of the screen. The class calls out the answer and the teacher presses Show; the Crates button shows the same question with fruit. The space bar reveals the answer and moves on, the left arrow goes back, and G opens the crates. Sound is off by default, no ads appear and the progress of the child who uses that computer does not change.
Tips
- Start with the 2s, 5s and 10s: they are the easiest tables to skip count.
- 3 × 7 and 7 × 3 are the same, so every fact you know gives you its twin for free.
- Stuck? Skip count: 7, 14, 21, 28 ... and you will reach the answer yourself.
- Play for 5-10 minutes a day; little and often beats one long session.
- Use the Practise these round for the red cells in the Market notebook.
- The 4s are double the 2s and the 8s are double the 4s: 8 × 7 = 28 + 28 = 56.
- In Beat the clock, accuracy comes first: a wrong answer resets the streak, and the streak bonus is where the big points are.
A short history of times tables, and Turkish neighbourhood markets
Multiplication is a short way of adding the same number again and again: 3 × 7 means "3 groups of 7". This game first shows children multiplication they can see (crates and the fruit inside), then practises skip counting (7, 14, 21 ...), and finally asks them to speed up in mixed order. It tracks every fact separately: a fact counts as known once it is answered correctly and quickly on two different days. The "fast" limit adapts to each child's own typing speed, so a slow typist is not treated unfairly. Turkey's neighbourhood markets are the game's setting: stalls with colourful awnings, wooden crates and Grandma Saniye.
- Oldest multiplication tables
- Mesopotamian clay tablets, about 4,000 years ago (base 60)
- Oldest decimal multiplication table
- China, the Tsinghua bamboo strips, 4th century BC
- Old Turkish name
- Kerrat cetveli
- Name in European languages
- Pythagorean table (in French, Russian and other languages)
- Tables in the game
- From the 2s to the 10s, optionally up to 12
From clay tablets to bamboo strips
Multiplication tables are very old. In Mesopotamia, about 4,000 years ago, multiplication tables were among the cuneiform clay tablets studied in scribal schools; they follow the Babylonian base-60 number system. The oldest known decimal multiplication table comes from China: it is written on bamboo strips dated to the 4th century BC, now in the collection of Tsinghua University.
The Pythagorean table and the kerrat cetveli
The square grid where rows and columns cross is named after the ancient Greek mathematician Pythagoras in several European languages (French table de Pythagore, Russian таблица Пифагора), although there is no firm evidence that he actually made it. In older Turkish the times table was called the kerrat cetveli: "kerrat" is the plural of "kere", meaning "times", and "cetvel" means a table or chart. In schools children learned it by heart, reciting it aloud to a rhythm.
Neighbourhood markets
In Turkey, a neighbourhood market, or pazar, is set up on a fixed day of the week and is often named after that day: Salı Pazarı (Tuesday Market), Çarşamba Pazarı (Wednesday Market) and so on. Fruit and vegetables arrive in crates at stalls shaded by awnings, and customers ask for "one crate" or "two kilos". The market is one of the first places where children connect numbers with everyday life: counting crates, working out the change.
How it appears in the game
In the game every table is a stall and every crate holds the same number of fruit, so multiplication looks like a shortcut for real-life "counting crate by crate". Grandma Saniye, Deniz and the other stallholders are fictional. The money in the till is only a number: it decorates the market with flags, lanterns and flowers, and nothing is ever bought.
How Times Tables was made
Times tables are one of the school topics parents and teachers search for most. Most games are either a speed race or a worksheet, and both assume the child already understands multiplication. This game started from a different idea: understand first, speed up later. A child who sees that 3 × 7 means "3 groups of 7" can work the answer out again whenever it slips their mind.
The most familiar way to show this was a neighbourhood market, the kind of weekly street market every Turkish district has. At the market, fruit arrives in crates and every crate holds the same number; a customer asks for "3 crates of plums". So each table became a stall: apples for the 2s, a tray of eggs for the 6s, plums for the 7s. The fruit sits in the crates in neat rows, never in a messy pile, because the child has to be able to count it. Grandma Saniye and Deniz are the made-up heroes of this market; the name Deniz was chosen because it suits any child, girl or boy.
Every stall moves through four steps: counting with the crates open, skip counting (7, 14, 21), finding the answer with the crates closed, and finally getting faster with the facts in mixed order. A wrong answer is never punished: the crates light up one by one as they are counted, the child types the right answer themselves, and the same fact comes back a few questions later. The game tracks every fact separately; the hard ones come up more often, the well-known ones return days later. A fact only counts as learned once it has been answered correctly and quickly on two separate days. And "quickly" does not mean the same for everyone: so that a slow typist is not treated unfairly, the limit adjusts to the child's own typing speed.
During design, a simulated child played hundreds of rounds. This child made more mistakes on the 7s and 8s, and we measured that the game asked those facts about twice as often as the others and that the number of learned facts grew day by day. Every stall and every mode was played from start to finish by a bot.
For teachers there is Whiteboard mode: large text, silent by default and ad-free; the class calls out the answer and the teacher presses Show. Because children play this game, there are no rewarded ads at all; an ad appears only every few rounds, after a round has ended. The graphics and the market music were made entirely in code. The game was released on 14 October 2026 as version 1.0 and can be played in seven languages; each language uses the signs taught in its own schools, for example German and Russian use a dot for multiplication and a colon for division.
Frequently asked questions
What age is the Times Tables game for?
It is made mainly for children aged 7 to 10, the years when times tables are taught at primary school. The Count step needs no reading at all; numbers and crates are enough to play it.
When does a fact count as Known?
When it has been answered correctly on two different days and quickly at least once. The fast limit is set from the child's own typing speed, so a slow typist is not held back.
What happens after a wrong answer?
There is no penalty. The answer is counted out with the crates, the child types the correct answer and the same fact comes back a few questions later so it can be practised again straight away.
What does I know this, skip ahead do?
A child who already knows a table goes straight to the Speed up test. With 2 stars in that test, the earlier steps of that stall count as completed and the stall is done much faster.
Are there 11s and 12s?
Yes. Switch on Tables up to 12 in Settings and stalls for the 11s and 12s appear, while the Market notebook becomes 12 × 12. Beat the clock is always played with the 2s to the 10s.
How is the Beat the clock score worked out?
Each correct fact earns 10, 15 or 20 points depending on how hard it is, and every 5 correct answers in a row add a streak bonus. A wrong answer does not cost points but resets the streak.
Are there ads in Whiteboard mode?
No. Whiteboard mode shows no ads, sound is off by default and the progress of the child who uses that computer stays exactly as it was, so it is safe to use in class.
When do ads appear in the game?
Only after a round has finished, and at most once every three rounds. There are no rewarded ads in the game, and nothing is ever unlocked by watching an ad, so play is never interrupted.
Can brothers and sisters play on the same device?
Each device keeps one set of progress. If another child wants to start from scratch, use Reset progress in Settings, or each child can sign in with their own account to keep progress apart.
Is Times Tables free?
Yes. No download or account needed; it plays right in your browser. Watching an ad for a hint is always your choice.
Will I lose my progress?
Your progress is saved automatically on this device. Sign in and it moves to your account, so you can continue on any device.
Can I play on my phone?
Yes. The game opens full screen on phones; tap the X in the corner to exit. On iPhone use "Add to Home Screen" to play it like an app.
Can I play Times Tables offline?
Yes. A game you have opened once is stored on your phone or computer and opens without internet. Leaderboards and cloud saves need a connection.
Which languages are available?
Turkish, English, Spanish, Portuguese, German, French and Russian.
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