Leaderboards
Escape the grid with the snake on and post your time under a nickname. There is a board for each grid size and snake speed, and each keeps the 100 fastest escapes of the day, the week, the month, and the year. A nickname is all you need; a state or country is optional, and the game never asks for a real name, a town, or an email address. Practice rounds stay on your device.
Top 100 escapes on 10 × 10, 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
Choose a grid, 10 × 10 for the factors 1 to 10 or 12 × 12 for 1 to 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. Multiply its row number by its column number and type the product. The game checks the answer the moment you type the last digit, so a one-digit product is one press and a three-digit product is three. A correct answer turns the cell green and moves the gold to the next cell; a wrong one shakes the cell, clears it, and waits for you to try again. There is no Enter key between answers and no cell is ever skipped.
Here is exactly what to type. Each key below is one press.
Two digits. Press 1 and then 2; the answer is judged on the 2.
One digit. Press 6 and the cell clears at once.
Three digits, only on the 12 × 12 grid. The game waits for all three before it judges.
A square: row and column factor are the same. Clearing it freezes the snake for two seconds.
- Backspace fixes a digit
If you press a wrong digit before the last one, Backspace (or the keypad's delete key) removes it. Once the last digit lands the answer is judged.
- The clock counts up
There is no time limit. The timer shows how long the grid has taken, and an escape records that time. Your best escape per grid size stays on this device.
- Headers in order for younger learners
The switch on the card keeps the factors 1 to 10 in order along both edges, so a child who is still learning the table can find each fact where they expect it.
Why the Path Snakes
On a printed table you fill a row left to right, then jump back to the start of the next row. The Speed Grid does not jump. The first row runs left to right, the second runs right to left, the third left to right again, so every cell you fill touches the one before it and the path is one continuous line from the top-left corner to the last cell. That is what lets a snake follow you: it walks the same line, cell by cell, and the gap between its head and your cell is a number you can watch.
The corners matter. Every time you finish a row and turn, the snake drops back two cells, so a strong finish to a row buys you room at the start of the next one. Because the headers shuffle each round, the row you are on is not the 7s or the 3s; it is one factor against all the others in a random order, which is how the facts come up in real arithmetic.
The Snake
The snake gives you a head start. It sets off from the top-left cell once you have cleared the whole first row and at least eight seconds have passed, whichever comes later. On a 10 × 10 grid at Normal speed it moves one cell every 2.4 seconds; on 12 × 12, every 2.8 seconds. It gets about 3% faster with every row it turns into, so the last rows are a real chase. Every cell it crosses becomes a segment of its body with the product faded inside, so the trail behind you is a picture of how the round went.
Three things change the distance. A wrong answer lets the snake lunge one cell closer, so a slip has a visible cost but never ends the round on its own. Finishing a row pushes it back two cells. And the squares, the frosted cells where the row factor equals the column factor, freeze it for two seconds when you clear them. The indicator next to the clock says how many cells behind the snake is; it turns red inside three cells, and a soft tick sounds each time it moves while it is that close. If its head reaches your cell, the round ends, and the result says which fact you were on.
Slow, Normal, and Fast change the pace by a third either way. Slow suits a learner who knows the facts but is still typing carefully; Fast is for a class that has already escaped Normal and wants a harder board. Practice mode turns the snake off entirely and leaves the timer, so the same grid is available without the chase.
Keyboard, Keypad, and Sound
On a computer, type with the number row or the numeric keypad. Each physical key press also lights the matching key on the on-screen keypad, so a child watching can follow along. On a phone or tablet, tap the on-screen keypad. It is the same keypad Math Builders uses during practice, so a learner who already uses the app needs no explanation. The game never opens the phone's own keyboard, so the grid stays visible while you type.
The sounds are short: a chime for a correct answer, a rising three-note run for a corner, a glassy tone for a freeze, a low chomp each time the snake moves, a tick when it is within three cells, and a short fanfare for an escape. The speaker button on the card turns all of them off, and the choice is remembered on that device. Nothing plays until you press Play, so the page is silent on load.
Using the Speed Grid in Class or at Home
The grid is the same table every classroom has on the wall, which makes it easy to explain: put it on the projector, hand one student the keyboard, and let the class call out products while the snake closes in. Headers in order with Practice on is a calm way to introduce it to a younger group; shuffled headers with the snake on Normal is where most third and fourth graders will spend their time. A class that escapes 10 × 10 can move to 12 × 12, where the 11s and 12s and the three-digit products slow everyone down.
The Speed Grid is a game, not a diagnostic. It shows whether a learner can produce the facts under pressure; it does not tell you which facts are slow on a normal day. For that, run the multiplication timed test, which records every fact's response time, or use multiplication facts practice with its slow-fact feedback. A learner who keeps getting caught on the same rows benefits from a week on the times tables practice hub before coming back. The game works alongside that practice; it is not a replacement for it.
For a different kind of round, the Sixty Second Sweep asks for the factors of each product instead of the product of each pair, under one sixty-second clock, and Bubble Tank lets you pick which fact to answer while the water rises. See all free multiplication games on Math Builders.
Frequently Asked Questions
Fill every cell of the grid before the snake reaches the cell you are on. The path snakes through the rows, so you fill the first row left to right, the second right to left, and so on. Reach the last cell and you have escaped.
The snake sets off once you have cleared the whole first row 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, getting about 3% faster with every row.
The cell shakes and clears, and you type the answer again; you never skip a cell. If the snake is already on the grid, a wrong answer lets it lunge one cell closer.
They are the squares, where the row factor and the column factor are the same number, like 7 × 7. Clearing one freezes the snake for two seconds. With shuffled headers the squares scatter across the grid, but there are always as many as the grid has rows.
Yes. Turn on Practice before you press Play. The grid, the path, and the timer stay; the snake stays out. Practice rounds are never posted to a leaderboard.
Escape the grid with the snake on and post your time under a nickname and, if you like, your state or country. There is a board for each grid size and snake speed, keeping the 100 fastest escapes of the day, the week, the month, and the year in US Eastern time. Nicknames go through a word filter, and the game never asks for a real name, a town, or contact details.
