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45 episodi
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
Numberjacks
IMDb 5,9/1020062 stagioni
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