A copper-lit workshop and a plump ceramic raccoon crock. First count the pennies, nickels, dimes, and quarters already in the belly. Then tap coins from the walnut tray to reach a new total. Built for first through third graders practicing coin values and adding money.
How much is already in the crock?
Pennies and nickels. Count first, then fill.
Pick a Difficulty
Easy is pennies and nickels with 90 seconds. Medium adds dimes and 70 seconds. Hard uses quarters too and 50 seconds.
Count the Crock
Look at the coins in the raccoon's belly. Tap the total that matches. A hit flies points off the board and opens the fill step.
Fill to the Target
Tap coins on the walnut tray to drop them in. Hit the target exactly to score again. Tap an added coin's minus chip to take it back. Go over and you miss.
Beat the Clock
Keep counting and filling before time or lives run out. Chase a new best on each difficulty.
Two-Step Rounds
Each round starts with coins already in the crock. Tap the matching total. Then a new target appears and you add coins from the tray until the belly hits that amount.
Visible Coins, Instant Check
Coins sit in the raccoon's belly so you can count them. A correct total or an exact fill pops hundreds of points. A wrong total or an overshoot shakes the crock and costs a life.
Score, Streak, and Lives
Hits pay in hundreds and grow a combo. A miss resets the streak. Best score is saved per difficulty.
Three Difficulties
Easy uses pennies and nickels. Medium adds dimes. Hard uses all four coins and a tighter clock.
Bandit Bank is a two-step money math game for first through third graders. A ceramic raccoon crock holds a visible pile of US coins. Players first count what is already inside, then add pennies, nickels, dimes, or quarters from a tray to reach a new target. Correct answers award points in the hundreds and grow a streak. Wrong totals and overshoots reset the streak and cost a life. Buttons and labels follow the site locale.
Count, Then Compose
The first step is identifying the value of a mixed pile. The second step is making a larger amount from known coin values.
Instant Feedback
A hit pops points off the crock. A miss shakes the raccoon. Scoring is not hidden behind a Done step.
Take-Backs on the Fill
If a coin is one too many, tap its minus chip to lift it out before you go over. Planning still matters because an overshoot ends the round.
Built for Touch
Play sits under the board. Score plaques stay in their own row so they never cover the coins or the tray.
Easy uses pennies (1¢) and nickels (5¢). Medium adds dimes (10¢). Hard includes quarters (25¢). Amounts stay in cents so early graders can add them.
Going past the target is a miss. The streak resets and you lose a life. While you are still under the target, tap a minus chip under the tray to take an added coin back.
Yes. The belly does not show a running total. You count the coins you see, then choose a total or add from the tray.
Yes. The score row sits above the raccoon. The total chips or the coin tray sit below it, so nothing overlaps on a narrow screen.
First through third grade, when students are naming coins and adding small money amounts. Stay on Easy for pennies and nickels. Use Hard when quarters are familiar.
