A bright carnival claw machine packed with numbered gumballs. Drag the claw or tap a prize. Grab every ball that is a multiple of the factor on the marquee. A wrong prize costs a life. Built for fourth-grade multiples and skip-counting.
Read the Marquee
The lights show a factor such as 7. You need every multiple of that number still in the case.
Move the Claw
Press in the glass and drag, or tap a prize. The claw follows and snaps on contact.
Keep Hits, Skip Junk
A multiple flies to the chute and scores. A decoy shakes, breaks the streak, and costs a life.
Finish Eight Rounds
When Left hits zero, a new factor lights up. Three bad grabs end the run. Chase a best on each difficulty.
A Claw, Not a Quiz Card
Drag the carnival claw through the glass or tap a gumball. When it touches a multiple, the prize lifts into the chute.
Same Look, Different Numbers
Hits and decoys are the same glossy balls. Students have to check the number, not a color code.
Clear the Case
Every multiple must come out. Leftover decoys can stay. Eight clean rounds win the midway.
Three Fairground Shifts
Easy grabs 2, 5, or 10. Medium mixes 3, 4, 6, and 8. Hard runs 7, 9, and 12 with faster prizes.
Gantry Grab is a fourth-grade multiples game. Numbered gumballs bounce inside a carnival claw machine. The player sends the claw and lifts every ball that is a multiple of the factor on the marquee. That is skip-counting with a prize claw, not a worksheet of circled answers.
Moving Targets
Prizes drift around the glass. Students keep the factor in mind while they chase.
Hits Look Like Misses
Every ball is a shiny prize. The only tell is the number on it.
Instant Chute
A good grab scores at once. A shake is a miss. There is no check-your-work button.
Touch First
The glass is the control. The mute ticket sits with the score row, not under the fullscreen button.
Every gumball whose number is a multiple of the factor on the marquee. If the lights say 7, grab 7, 14, 21, and the rest. Leave 11 and 40.
Tap a ball, or press in the glass and drag the claw over it. The claw clamps on contact. You do not need a separate grab button.
The case shakes, the streak resets, and you lose a life. The prize stays in the glass.
Which factors appear, how many multiples you must grab, and how fast the prizes drift. The claw rule stays the same.
Third through fifth grade (about ages 8–11), when students learn multiples and skip-counting. Stay on Easy for 2, 5, and 10.
