Leaderboards
Escape a grid with the snake on and post your time under a nickname. Each grid size and each snake speed keeps its own board, and every board holds the 100 fastest escapes of the day, the week, the month, and the year. A nickname is all that is required; a state or country is optional. Practice rounds stay on your device.
Top 100 escapes on 10 × 10 addition, Normal snake. Resets at midnight, US Eastern time.
No escapes on this board today yet. Fill the grid and post the first time.
How to Play
Pick a grid, 10 × 10 for headers 1 through 10 or 12 × 12 for headers 1 through 12, and a snake speed, then press Play or the Enter key. The headers shuffle, the clock starts, and the top-left cell lights up gold. Add its row header to its column header and type the sum. The game checks your answer the instant the last digit lands, so a one-digit sum is one key and a two-digit sum is two. A correct answer turns the cell green and passes the gold to the next cell in the path; a wrong one shakes the cell, clears it, and waits for another try. Nothing is ever skipped, and there is no Enter key between answers.
Here is exactly what to type. Each key below is one press.
One digit. Press 7 and the cell clears at once.
Two digits. Press 1 and then 5; the answer is judged once both land.
9 + 5 is 14, not 13. The cell shakes and clears the moment the second digit doesn't match, and you type it again.
A double: row header equals column header. Clearing it freezes the snake for two seconds, wherever it is on the path.
- Backspace fixes a stray digit
Press Backspace, or the keypad's delete key, to remove a digit before the last one lands. Once the final digit is typed the cell is judged.
- The clock only counts up
There is no countdown. The timer shows how long the grid has taken so far, and an escape records that time as your result for the size and speed you played.
- Headers in order for a younger learner
The switch on the game card keeps 1 through 10 (or 1 through 12) running in order along both edges, so a child still learning the chart can find each sum where they expect it.
Why Doubles Freeze the Snake
Long before a child has the whole addition chart memorized, they usually have the doubles: 6 + 6, 7 + 7, 9 + 9. It is the first real shortcut most kids find on their own, well ahead of the rest of the table feeling automatic, and it is the strategy a lot of addition curricula lean on to bridge into everything else — 6 + 7 becomes "a double plus one" long before it is its own memorized fact. The Addition Speed Grid gives that shortcut a payoff a child can see: land a double and the chasing snake stops cold for two seconds, no matter how close it has gotten.
Because the headers shuffle every round, the doubles are never in the same spot twice — they scatter along the diagonal wherever the shuffle puts each header, so a learner has to recognize one on sight rather than remember its position. There are always as many doubles on the grid as the grid has rows, ten on the smaller board and twelve on the larger one, so the safety net shows up reliably across a whole round.
The Snake
The snake gives you a head start: it waits until the first row is entirely filled and at least eight seconds have gone by, whichever takes longer, before it leaves the top-left cell. On a 10 × 10 grid at Normal speed it then moves one cell every 2.4 seconds; on 12 × 12, every 2.8 seconds, and it speeds up roughly 3% with every row it enters, so the closing rows move quicker than the opening ones did.
Three things change the gap between you and its head. A wrong sum lets it lunge one cell nearer, so a slip has a real cost without ending the round by itself. Turning a corner at the end of a row pushes it back two cells, rewarding a clean finish. And landing on a double freezes it for two seconds outright. A meter beside the clock counts how many cells of daylight remain and turns red once the snake is within three; catch its head on your cell and the round is over.
Slow, Normal, and Fast shift the whole pace by about a third either way. Slow suits a learner who has the sums but is still careful with the keypad; Fast is for a group that has already escaped Normal and wants the closer chase. Practice mode removes the snake altogether and keeps only the timer, so the same chart is available without anything behind you.
Keyboard, Keypad, and Sound
Type with the number row or the numeric keypad on a computer; each press also lights the matching key on the on-screen keypad so someone watching can follow along. On a phone or tablet, that on-screen keypad is the whole input — the same one used across Math Builders practice — and the grid never disappears behind the device's own keyboard.
The sounds stay short: a bright note for a correct cell, a glassy chime for a freeze, a soft thud each time the snake advances, and a fanfare on an escape. Mute them from the speaker icon on the card; the choice is remembered on that device, and the grid stays silent until Play is pressed.
Using the Addition Speed Grid in Class or at Home
The Addition Speed Grid is a game, not a diagnostic. It shows whether a learner can produce a sum under a little pressure; it does not, on its own, say which sums are shaky on a calm day. For steady, printable review, see addition worksheets covering the same ranges, and for the longer explanation of what fluency means here, read addition and subtraction fluency. The game works alongside that practice; it is not a replacement for it.
For a different kind of round, Addition Bubble Tank asks for one glowing sum at a time while the water rises, and its multiplication counterpart, the Speed Grid, runs the same chase over a multiplication table instead. See every game on the addition games hub, or browse every operation on free math games.
Frequently Asked Questions
Fill every cell before the snake reaches the one you are on. The path winds through the rows, first left to right, then right to left, and so on, so fill the last cell first and you have escaped.
It sets off once the whole first row is filled and at least eight seconds have passed, whichever comes later. On a 10 × 10 grid it moves one cell every 2.4 seconds at Normal speed, and on 12 × 12 every 2.8 seconds, picking up about 3% more pace with each row.
The cell shakes and clears, and you type it again; no cell is ever skipped. If the snake is already loose on the grid, a miss also lets it lunge one cell closer.
A double, like 6 + 6 or 9 + 9, is where the row header and the column header match. It is usually the first kind of sum a child memorizes without counting, so the game rewards it directly: clearing a double freezes the snake in place for two seconds, however far along it is.
Yes. Turn on Practice before pressing Play. The grid, the shuffled headers, and the running clock stay; the snake stays off the board entirely. Practice rounds never post to a leaderboard.
Escape a grid with the snake on and post your time under a nickname and, if you like, a state or country. There is a board for each grid size and each snake speed, keeping the 100 fastest escapes of the day, the week, the month, and the year in US Eastern time. A finish under 40 seconds on 10 × 10, or 60 seconds on 12 × 12, is turned away as too fast to be real.
