A laundromat lint drawer packed with pennies, nickels, dimes, and quarters. The dryer ticket names a coin, a value, or the most or least. A magnet swings over the drawer. Tap when it hangs over the right coin and it drops. Built for first- and second-grade coin ID — a timed drop, not a tap on a labeled picture.
Read the Ticket
The paper on the dryer says which coin to haul — a name, a ¢ value, or the most or least.
Watch the Swing
The magnet swings left and right over the coins. The coin under it glows when you are close enough to catch.
Tap to Drop
Tap the drawer or Drop when the magnet is over the ticket coin. The right metal clinks and scores. The wrong metal costs a sock.
Clear Eight Hauls
Eight good drops win the load. Three misses end it. Best is saved per difficulty.
A Ticket on the Dryer
Each haul asks for a name, a cent value, or the coin worth the most or the least among the ones in the lint.
Swing and Drop
The magnet wand swings over the coins. Tap the drawer or Drop when it hangs over the ticket coin. Land it and the coin lifts.
Wrong Metal Misses
Drop on the wrong coin or empty lint and the streak breaks. You lose a sock. The next wave deals a new row.
Three Loads
Easy is pennies and quarters by name. Medium adds nickels and dimes and asks for cents. Hard mixes most and least. The swing gets faster.
Lint Cast is a first- and second-grade coin game. Kids time a swinging magnet over a dryer lint trap and drop it on the coin the ticket asks for. That is identifying pennies, nickels, dimes, and quarters by look and value, not tapping a labeled button.
Coins Have Size and Color
The dime is small and silver. The penny is copper. The ticket does not stamp the answer on the metal.
Timing Matters
A good haul lands on the ticket coin. A miss costs a sock. The magnet keeps moving, so you have to watch and drop.
Name, Value, Compare
Easy names the coin. Medium asks for cents. Hard asks which visible coin is worth the most or the least.
Tap, Don't Drag
Tap the drawer or the Drop button. Mute sits with the mint score stickers, not under the fullscreen button.
The coin the dryer ticket wants. If it says 10¢, that is the small silver dime. If it says the most, drop on the highest value among the coins in the drawer.
The streak resets and you lose a sock. Empty lint is a miss too. Three socks ends the load.
Which coins appear, how the ticket asks, and how fast the magnet swings. Easy is pennies and quarters by name. Medium adds nickels and dimes and asks for cents. Hard adds most and least.
Each good haul scores in the hundreds. Streaks add a bonus. Best is saved per difficulty.
First and second grade (about ages 6–8), when students learn penny, nickel, dime, and quarter.
