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Riffle Run

A tea-colored riffle, granite walls, and a canvas dory. Stroke port or starboard to sit under the largest integer before the cobble bar reaches the bow. Built for sixth-grade number sense with positives and negatives.

GameMathNumber Sense6th–7th

How to Play Riffle Run

  1. 1

    Read the Cobbles

    Two or three river stones slide toward the dory. Each face shows an integer. Find the largest — negatives sit below zero.

  2. 2

    Take a Stroke

    Tap Port or Starboard, or use the arrow keys. Each stroke yanks the dory one lane. Line up under the largest integer.

  3. 3

    Clear the Riffle

    A hit lights the cobble and adds 100 points, plus 50 for each step of the streak. A miss ships water and costs a life.

  4. 4

    Open the Gorge

    Eight clear riffles win the run. Three shipped rocks end it. Chase a new best on each difficulty.

Key Features

  • Stroke the Dory

    A foam bar of numbered cobbles slides down the riffle. Stroke port or starboard. The hull yanks one lane. Be under the largest integer when the bar hits the bow.

  • Largest Integer Wins

    The open channel is always the greatest number. −8 loses to 7. −48 loses to 50. A miss ships a rock and breaks the streak.

  • The River Keeps Coming

    The bar grows closer. You have to read the set and take a stroke before it arrives. Hits surge the hull and throw points off the cobble.

  • Three Currents

    Easy uses two cobbles and small integers. Medium opens a third lane from −40 to 40. Hard clusters values from −99 to 99.

What is Riffle Run?

Riffle Run is a sixth-grade integer game. An autumn gorge holds a canvas dory and a sliding bar of numbered cobbles. The player strokes through the largest integer in each set. That is comparing positives and negatives, shown as a channel instead of a worksheet.

Why Play Riffle Run?

  • 1

    Negatives Have Weight

    A cobble that reads −55 sits next to 50. Students feel that the larger integer is not the one with the bigger digits.

  • 2

    A Stroke, Not a Tap

    The hull has to be under the right stone when the bar arrives. Reading the set is only half the play.

  • 3

    Instant Wake

    A clear channel surges. A wrong mark ships water. Score and streak sit on the birch rail the whole run.

  • 4

    Keys and Touch

    Arrows or A and D stroke the oars. On a phone, Port and Starboard are large. Mute sits on the left, away from fullscreen.

Frequently Asked Questions

Which cobble do I pass under?

The largest integer. If the stones show −48, 50, and −55, the open channel is 50. −48 is greater than −55, but both lose to 50.

Is a negative ever the answer?

Yes, when every cobble is negative. Among −9, −2, and −7, the largest is −2.

How do I move the dory?

Each stroke shifts one lane. Use Port / Starboard, or the left and right arrow keys. The hull yanks; it does not slide under a mouse.

What do Easy, Medium, and Hard change?

How many cobbles appear, how large the integers get, and how fast the bar slides. Hard clusters close values so the comparison is tighter.

What grade is this for?

Sixth and seventh grade (about ages 11–13), when students order positive and negative integers. Stay on Easy to meet small negatives first.

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Riffle Run - A tea-colored riffle, granite walls, and a canvas dory. Stroke port or starboard