Goal: remove every number from the board. Number Match is the classic Match Ten / Numberama / Take Ten style puzzle: a legal pair is either two equal digits or two digits whose total is exactly 10.
Which pairs work:
How numbers connect:
Add Numbers: when the board has no legal pair left, Add Numbers becomes available and copies every remaining digit in reading order to the bottom. It stays disabled while legal matches remain, so clear the board as far as you can before spending an Add.
Hint and Undo: Hint highlights one currently legal pair without removing it. Undo restores the board to its state before your last successful pair removal or Add Numbers action.
Finish Session: on Easy through Expert, if no legal pair remains and you have used every Add, the Add Numbers button becomes Finish Session. You can record the attempt as No Moves Left, or use Undo or Restart to try a different route.
Restart and Pause: Restart returns the current puzzle to its original layout and resets the attempt statistics. Pause hides the board and stops active-time counting until you resume. Time spent in a hidden browser tab or another window is also excluded.
Continue Game: unfinished games are saved automatically in this browser. If you reload or return later, use Continue Game on the start screen to restore the board, active time, Adds, and recent Undo history.
Challenge: Easy starts with 30 numbers and 6 Adds; Medium with 42 and 5; Hard with 54 and 4; Expert with 72 and 3. Every generated challenge has at least one complete clearing route before any extra numbers are added. Classic 27 uses the traditional opening sequence — 1 through 9 followed by the digits of 11 through 19 — and keeps Add Numbers unlimited.
Strategy: opening empty spaces matters as much as spotting arithmetic pairs. Clearing an inside pair can expose a longer row, column, diagonal, or row-break connection for later. If a move leaves you stuck, Undo lets you try a different order before spending an Add.