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1『The Trouble With Nothing』

1『The Trouble With Nothing』
Zero escapes the sofa and makes things disappear, so Six has to catch him.
2『Going Wrong, Going Long』

2『Going Wrong, Going Long』
The Problem Blob makes things go very long indeed, including a man's mop and a boy's pencil. Four soon sorts him out.
3『Sphere Today, Gone Tomorrow』

3『Sphere Today, Gone Tomorrow』
Things that should be spherical are being turned into cubes, thanks to the Shape Japer. Six goes to sort things out.
4『In, Out, Shake It All About』

4『In, Out, Shake It All About』
Thanks to the Puzzler, things that should be in are out. Five and Three race to the rescue.
5『One More Time』

5『One More Time』
One escapes the couch and creates one more of everything.
6『Forward Thinking』

6『Forward Thinking』
Things can't stop going forward thanks to the Problem Blob
7『Seven Wonders』

7『Seven Wonders』
Seven is kidnapped by the Puzzler, causing everyone to get seven of things when they only need one
8『Getting Heavy』

8『Getting Heavy』
Spooky Spoon is swapping light things and heavy things – Five and Three both fly out together to save the day.
9『Belongings』

9『Belongings』
Things don't belong when Spooky Spoon mixes things up - another problem for 5 to solve.
10『4 He'S A Jolly Good Fellow』

10『4 He'S A Jolly Good Fellow』
The Numbertaker is sucking up the number fours, so Four has to replace them all before dealing with the evil Numbertaker.
11『Boxing Day』

11『Boxing Day』
Sides, bottoms and lids of boxes are disappearing and some boxes are turning into very odd shapes, but Six is on the case and finds the Shape Japer behind all the irregularities.
12『Out Of Order』

12『Out Of Order』
Spooky Spoon makes sure things are well out of order - until 5 sorts her out.
13『Nine Lives』

13『Nine Lives』
Nine is captured by the Puzzler, so Six and Three must rescue her.
14『Takeaway』

14『Takeaway』
Not just a few problems, but many of them – Four eventually makes the Numbertaker take more than he wants to.
15『The Cuck-Cuck-Cuck-Oo-Oo-Oo Bird』

15『The Cuck-Cuck-Cuck-Oo-Oo-Oo Bird』
There’s a pattern to the problems the Puzzler causes – and 5 has to break that pattern!
16『Stop And Go』

16『Stop And Go』
Things don’t move when they should – 6 has got to sort Spooky Spoon out.
17『Off Colour』

17『Off Colour』
Spooky Spoon starts taking yellow items, then red and then blue things including Four. Can the Numberjacks stop the mean Spooky Spoon?
18『A Game Of Two Halves.』

18『A Game Of Two Halves.』
The Shape Japer makes half a load of trouble, and 4 has to make things whole again.
19『Out For The Count』

19『Out For The Count』
Two's inability to count is impacting everyone in town.
20『The Container Drainer』

20『The Container Drainer』
Agents call in to report that a girl's drink has disappeared from her bottle, and a boy's sand has gone too. It seems that the Puzzler is to blame.
21『Tens Moments』

21『Tens Moments』
1 and 0 get out and about and make ten of everything – 5 has got more work to do.
22『3 Things Good』

22『3 Things Good』
3 is out on her own trying to do battle with the Shape Japer, who doesn’t like things in threes.
23『Say What You Mean』

23『Say What You Mean』
Be clear what you mean or the Problem Blob will make trouble for you, as 4 finds out.
24『One Won』

24『One Won』
There’s only one of everything, thanks to the Numbertaker – 6 sorts things with help from 1















