Math Horse Derby
273.7K playsSaddle up for a math steeplechase! Every fence has a question: answer right to gallop and jump clean, get three in a row for Carrot Power, and race your horse past the pack to the finish. Count, add, subtract, multiply and divide.
Nine fences stand between the starting stalls and the red WIN post. In front of every fence, a math question is waiting, and you are the rider who has to answer it. Get it right and your horse gallops up and over. That is the big idea of Math Horse Derby for kids. It's a jumping horse race, and your brain decides how fast your horse runs.
You pick one of six cartoon horses, like Daisy the golden palomino or Midnight the shiny black horse. Then you race four other horses down a green grass track while a crowd cheers from striped grandstands. Kids have played it more than 270,000 times, and over 2,000 ratings give it 4.9 out of 5 stars. Most races last about one and a half to two minutes, so there is always time for one more.
๐ What Is a Steeplechase, and Where Does the Math Go?
A steeplechase is a horse race with jumps. Long ago in Ireland, riders raced their horses across the fields from one church steeple to the next. A steeple is the tall, pointy tower on top of a church. On the way, the horses jumped over walls, ditches and hedges. Today, steeplechase horses race on tracks with fences built for jumping.
The KidWorld track is 1,000 meters long, and white signs on the back rail mark every 100 meters. Nine red-and-white fences with little flower boxes stand along the way. Your job is to get your horse over all nine and across the black-and-white checkered finish line before the others.
Here is the twist. Each fence comes with its own question. As soon as your horse lands one jump, the question for the next fence pops up. Answer it right, and your horse gallops to the fence and makes a clean jump. That means it sails over without touching the top rail. The math can be counting, adding, taking away, times tables or dividing, depending on your level.
๐ Saddling Up on KidWorld, Screen by Screen
Pick your level. The first time you play, the game starts on Elementary. Tap Change Level to see four cards: Toddlers (ages 2โ4), Preschool (ages 4โ6), Elementary (ages 6โ10) and Tweens (ages 10โ12). Your level decides how hard the math is, and the game remembers your choice.
Choose your horse. Under 1. Pick your horse there are six horses to choose from. Meet Thunder (a brown bay), Daisy (a golden palomino), Pepper (a spotty dapple gray), Midnight (black), Snowflake (white) and Rusty (a red-brown chestnut). Each jockey wears different bright colors, called silks. The horse you tap starts galloping on its card, while the others stand and paw the ground. All six run at the same speed, so pick your favorite.
Choose your math. Under 2. Pick your math, tap ๐ฒ Mixed for a bit of everything, or one kind of math to practice. The buttons change with your level. Toddlers get Count and Add, and Preschool gets Add and Subtract. Elementary adds Times, and Tweens get Divide too. The game remembers your horse and your math for next time.
Press Start Race! Five horses wait in teal starting stalls with a number on top of each one. A big 3, 2, 1, GO! counts down, the gates swing open, and everyone is off. Your horse runs in the front lane, under a YOU tag in your jockey's color.
Read the question card. Under the track, a card shows the question and which fence it belongs to, like Fence 1 of 9. A green bar with a tiny horse shows how close your horse is to that fence. Tap the ๐ button to hear the question read aloud.
Answer. Tap the right number. You can also press the 1, 2, 3 or 4 key. Each key matches the small number in the corner of an answer button.
Keep an eye on the race. The badge in the top left shows your place right now, and it turns gold when you are in 1st. The oval map in the top right shows the whole track. It has a colored dot for every horse and tiny red dots for the fences. Some horses run off the screen. Then a tag like โ Pepper 34m tells you how many meters behind you it is. An arrow pointing โถ means ahead.
Take a break any time. Tap Pause, or press P or Esc. The question hides while the race is paused, so nobody can sneak extra thinking time. If you switch to another browser tab, the race pauses by itself. Tap the track to keep racing. The Setup button takes you back to choose another horse or another kind of math.
Gallop home and see how you did. After the ninth fence, there are no more questions. Your horse races down the home stretch on its own. Confetti falls at the finish, and then your result card shows your place, your stars and every horse's time. Pick Race Again, Change Horse or Math, or Change Level.
Use the page buttons. The buttons on the game frame switch to fullscreen and reload the game for a fresh start. One more turns the racing music and sounds on or off.
๐ฅ Gallop, Bump or Wait at the Fence
Between fences, your horse moves at a canter. A canter is a calm, bouncy run. It is faster than a walk but much slower than a gallop. What happens next depends on your answer.
โ A right answer: gallop!
Your horse speeds up to a gallop, more than twice as fast as its canter. Bits of grass fly up behind its hooves, and happy words like Giddy-up! or Go, go! pop up over its head. At the fence it leaps up and over without touching a thing. Up and over!
๐ฅ Three in a row: Carrot Power!
Every third right answer in a row gives your horse Carrot Power. It gallops even faster than a normal gallop, with orange and yellow sparkles trailing behind it. A little ๐ฅ badge on the right side of the question card counts your streak once you have 2 in a row. With no mistakes, Carrot Power comes three times in one race: at fences 3, 6 and 9.
โ A wrong answer: bump and wobble
The card says Oops! and lights up the right answer in green, so you learn it right away. Your horse slows to an unsure canter, a little slower than usual. When it jumps, its hooves knock the top rail off the fence. Bump! That rail stays lying on the grass for the rest of the race. Then your horse lands with a Wobble!, dizzy yellow stars spin over its head, and it almost stops for a moment. Your carrot streak goes back to zero, too. Don't worry, nobody gets hurt. It's just a silly stumble.
โณ No answer yet: your horse waits
If your horse reaches a fence before you answer, it does not crash, and it does not count as a wrong answer. It stops politely in front of the fence, paws at the ground and shows an orange ? bubble. The card wiggles and says Your horse is waiting! The moment you answer, off it goes. Waiting only costs a bit of time, so a slow reader is never punished with a mistake.
๐ What about the other four horses?
The other horses don't answer questions. Each one runs at its own speed. The fastest one is about as quick as a rider who answers every question right in about 7 seconds. The others are slower. They also knock a fence now and then and wobble just like yours. A horse that gets far ahead slows down a tiny bit, and one far behind speeds up a tiny bit. That keeps the pack close and the race exciting to the end.
๐ Riding Smart: Tips From the Winner's Circle
Winning Math Horse Derby is not about tapping as fast as you can. It is about reaching every fence with the right answer ready. These tips start easy and get cleverer as you go.
1. A slow clean jump beats a fast bump
This is the biggest secret in the game. A wrong answer makes your horse canter slowly all the way to the fence, knock the rail and wobble when it lands. A right answer, even a slow one, lets it gallop. We timed it with the game's own race math. Picture two riders. One takes 12 seconds and answers right. The other guesses in 1 second and gets it wrong. Both horses land the next fence at about the same time! And the right answer also keeps your jump points and your carrot streak. So take a breath and check before you tap.
2. Use the canter time
When a question appears, your horse still has a whole stretch to run, about 9 to 12 seconds at a canter. Look at the green bar on the card. While the little horse is far from the fence, you have time to count, think and check. If you answer while the little horse is still in the first half of the bar, your horse gallops most of the way.
3. Count your carrots
Watch the ๐ฅ badge. When it says ๐ฅ 2, your next right answer switches on Carrot Power. That is a great moment to slow down and be extra sure. One wrong answer sends the streak back to zero. Then you need three more right answers in a row to earn it again.
4. Learn the tricks the wrong answers play
The wrong answers in this game are not random numbers. Most of them are mistakes that real kids make, put there on purpose so you learn to notice them:
Flipped digits: 826 instead of 862. The last two digits swapped places.
Off by ten: 852 or 872 instead of 862. This often happens when you forget to carry a ten, or carry one you didn't need.
Off by a hundred: 407 instead of 307. This one only shows up for Tweens.
One group too many: 42 for 7 ร 5. That is really 7 ร 6.
The wrong kind of math: adding when the question says take away, or adding two numbers when it says times.
5. Build big answers from the right end
For big sums, look at the last digit first. In 661 + 201, the ones are 1 + 1 = 2, so the answer must end in 2. Then do the tens: 6 + 0 = 6. Now you know the answer ends in 62, and only one button has that. It works for take-away too. In 379 โ 72, the ones are 9 โ 2 = 7, so only 307 and 407 can be right. Then the hundreds decide: 3 hundreds take away nothing is still 3 hundreds, so it's 307.
6. Ride with the number keys
On a computer, rest your fingers on the 1, 2, 3 and 4 keys. The small number in the corner of each answer button tells you which key to press. Then your eyes can stay on the question instead of hunting for the mouse.
7. The race isn't over at the 500m sign
Lots of races change in the second half. The other horses knock fences too, and a horse far ahead eases off a little. Three right answers in a row bring Carrot Power, which can carry you right back into the pack. Check the oval map: if your dot is close to the other dots, you are still in the race.
8. Have a training day with one kind of math
If times tables feel tricky, pick โ๏ธ Times on the setup screen and run a few races with only those. When they feel easy, switch back to ๐ฒ Mixed. The game makes up new questions for every race and never repeats one in the same race. So you can't just remember the answers.
๐งฎ Fence by Fence: Six Questions Worked Out
Here are real kinds of questions from the game and how a smart rider thinks each one through.
Toddlers: How many ๐ฅ?
Two carrots sit on the card, and the answers are 2, 3 and 1. Touch each carrot as you count out loud: "one, two." The last number you say tells how many there are. Tap 2, and your horse gallops off! Counting questions for toddlers always have 1 to 5 things to count.
Preschool: strawberries taken away
The card asks How many are left? and shows 7 โ 3 = ?. You see seven strawberries, and the last three are faded with a red line through them. Those ones are gone, so skip them. Count only the bright ones: 1, 2, 3, 4. The answer is 4. If you ever see 10 as a choice, that is the trap for adding 7 + 3 instead of taking away.
Elementary: 7 ร 5
The answers are 42, 35, 30 and 40. Count by fives, seven times: 5, 10, 15, 20, 25, 30, 35. The answer is 35. Now look at the traps. 42 is 7 ร 6, one group too many. 30 is 6 ร 5, and 40 is 8 ร 5, each one group of five away. Here's a quick check: anything times 5 ends in 0 or 5, so 42 can't be right.
Tweens: 661 + 201
The answers are 826, 852, 872 and 862. Start with the ones: 1 + 1 = 2, so 826 is out. It's the flipped-digits trap. Tens: 6 + 0 = 6, so 852 and 872 are out too. Those are the off-by-ten traps. Hundreds: 6 + 2 = 8. The answer is 862.
Tweens: the missing number
Some Tweens questions hide a number, like ? + 245 = 612. Ask yourself: "What plus 245 makes 612?" You can find it by taking away: 612 โ 245 = 367. Check it: 367 + 245 = 612. The answer is 367. If you see 857, watch out. That is what you get if you add 612 + 245 instead of taking away.
Tweens: 144 รท 12
The answers are 24, 12, 14 and 11. Dividing asks "how many twelves fit in 144?" Turn it into a times question: 12 ร what = 144? You might know 12 ร 12 = 144. The answer is 12. The 24 is a trap that doubles the answer, and 11 and 14 are near misses.
๐ฏ Math Horse Derby for Kids of Every Age
The racetrack, the horses and the fences look the same at every level. What changes is the math, how many answers you choose from, and how fast the horses canter between fences.
๐ผ Toddlers (ages 2โ4)
Math Horse Derby for toddlers is all about pictures. Questions ask how many carrots, apples, ladybugs or ponies are on the card, from 1 to 5. Others add two small groups, like 2 horse faces plus 3 more, with totals up to 5. There are only 3 big answer buttons, and the horses canter more slowly between fences. When sound is on, each question is read aloud by itself. A grown-up can sit close, count along and let the child tap.
๐๏ธ Preschool (ages 4โ6)
Math Horse Derby for preschoolers adds up to 10 and takes away from up to 10, always with pictures. Take-away questions show the whole group first, with the taken-away things faded and crossed out. That way children can see what "take away" means. There are still 3 answers, and questions are still read aloud automatically when sound is on.
๐ Elementary (ages 6โ10)
Math Horse Derby for elementary kids moves to numbers without pictures. You add and take away with two-digit numbers, like 43 + 7 or 39 โ 11. You also practice times tables, with lots of 2s, 3s, 4s, 5s and 10s. There are 4 answers now, with clever traps in them. Questions aren't read out by themselves, but the ๐ button still reads any question you want to hear.
๐ Tweens (ages 10โ12)
Math Horse Derby for tweens is the toughest ride. Adding and taking away go up to three digits, and some questions hide a missing number. Times tables run up to 12 ร 12, plus a few bigger ones like 23 ร 7. Division facts go up to 144 รท 12. The traps get sneakier, like answers that are off by exactly 100. The Divide button only shows up at this level.
๐๏ธ Points, Places and Stars
Your score is out of 100. It has two parts:
Your place: 1st place earns 40 points, 2nd earns 32, 3rd earns 25, 4th earns 18 and 5th earns 12.
Your clean jumps: up to 60 more points, about 7 for every fence you clear without a bump. All 9 clean jumps give the full 60.
So winning with 9 clean jumps scores a perfect 100. Coming 2nd with 8 clean jumps scores 32 + 53 = 85. Notice that clean jumps are worth more than first place. Careful answers always pay off, even if a rival sneaks past you.
The result card turns your score into stars. A score of 90 or more earns all 5 stars, 70 or more earns 4, and 50 or more earns 3. It also shows how many clean jumps you made, how many rails you knocked, your best carrot streak and your race time. Below that, a list shows all five horses in the order they finished, with their times. If you are logged in to KidWorld, your score is added to your stars.
๐ป More Than a Race: What Riders Learn
Number facts that stick. Math Horse Derby for kids hides a lot of practice inside a race. Nine questions per race, with a reason to care about each one, adds up to a lot of practice. A child who races five times has answered about 45 math questions and hardly noticed.
Looking before tapping. The trap answers teach kids to check. After a few bumps from picking 826 instead of 862, most riders start checking the ones place without being told.
Calm thinking under a little pressure. The race feels exciting, but the horse always waits for an answer. Kids learn that slowing down to get it right is the fast way to win, which is a great lesson for tests, too.
Bouncing back. A knocked rail is not the end. The horse wobbles, shakes it off and canters on, and the next question is a fresh chance. Every mistake also shows the right answer straight away, so it turns into learning.
Real meaning for math words. Younger players see "take away" happen as pictures get crossed out, and "in all" happen as two groups join together.
For the grown-ups in the stands
Math Horse Derby is gentle and safe. There is nothing scary in it: horses never fall or get hurt, and a mistake just makes a silly wobble with dizzy stars. There is nothing to type and no chatting inside the game. It practices counting, addition and subtraction (with carrying and borrowing), times tables, division, missing-number thinking and checking answers. Questions are made fresh for every race, so kids can't win by memorizing. The race music can be turned off with the page's sound button, and the game pauses itself if your child switches tabs. For the youngest players, sit together, count the pictures out loud, and let them press the button.
So pick your horse, choose your math and listen for the countdown. Nine fences are waiting, and every one of them is a chance for a clean jump. Saddle up for Math Horse Derby for kids and gallop your way to the winner's circle! ๐
๐ผ๏ธ See the Game in Action

Four age cards for Toddlers, Preschool, Elementary and Tweens on the Math Horse Derby level screen

The Math Horse Derby setup screen for toddlers, with six horses to pick and Mixed, Count and Add math buttons

Five horses leaving the starting stalls in Math Horse Derby for kids, with a count the carrots question below

A palomino horse stopped at the first fence with an orange question bubble while the card says Your horse is waiting

Carrot Power in Math Horse Derby for toddlers, with sparkles and speed lines behind a galloping palomino horse

A black horse breaking from the stalls in Math Horse Derby for tweens, with the question 379 minus 72

A wrong answer in Math Horse Derby, with a knocked fence rail, a Bump popup and the right answer 862 lit up

The Math Horse Derby result card with 1st place, five stars, a score of 100 and race times for all five horses
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