A dusk watch-house on the quay. Amber flip times show when each berth sails. Enamel watches hang on the rail. Drag the face that shows that time into the cubby. Built for second-grade telling time to five minutes — analog hands to digital time, not a multiple-choice strip.
Read the Board
Amber flip times sit over empty cubbies. Those are the sail times.
Read the Hands
Watches on the rail show the same times, shuffled. The short hand is the hour. The long rust hand is the minutes.
Hang the Match
Drag a watch onto the cubby under the matching flip time. It latches and you score. A miss costs a tide.
Clear the Rail
Fill every cubby to flip the next board. Eight good hangs win. Three misses end the run.
Flip Times Overhead
Each berth shows a digital sail time on amber flip cards. The matching analog watch is in the rail below — not in a labeled button row.
Drag the Face
Pick up an enamel watch and drop it in the cubby under the time it shows. A latch scores. The wrong berth shakes and costs a tide.
A Full Board
Seat every watch on the wave. The rail clears and the next ferry board flips in. Eight latches win the watch-house.
Three Tides
Easy is on the hour and half hour. Medium adds quarter hours. Hard uses every five minutes and clusters close times so the hands matter.
Quay Watch is a second-grade telling-time game. Flip times hang over ferry berths. Kids drag analog watch faces into the cubby that matches. That is reading hands against a digital time on a moving board, not tapping one of four answer chips.
Hands Have to Be Read
The watches are not labeled. Kids match what the hands show to the flip time.
The Pieces Move
A good hang latches into the cubby. A miss springs the berth. The board changes, not just a green label.
Five-Minute Fluency
Hard clusters times five minutes apart so 2:55 and 3:00 cannot be guessed from the hour hand alone.
Touch First
Watches are large enough to drag. Mute sits with the zinc score row, not under the fullscreen button.
The analog watch face to the digital flip time. If a berth says 7:20, hang the watch whose long hand is on the 4 and whose short hand is a little past 7.
The berth shakes, the streak resets, and you lose a tide. The watch stays on the rail so you can try another cubby.
Which minutes appear and how close the times sit. Easy is :00 and :30. Medium adds :15 and :45. Hard is every five minutes.
Each latch scores in the hundreds. Streaks add a bonus. Best is saved per difficulty.
Second and third grade (about ages 7–9), when students tell time to five minutes. Stay on Easy for hours and half hours.
