Skip to main content
All help topics

Abacus Quest 🧮

A soroban your child taps rather than drags. Eight levels from reading beads to carrying across rods — and then a Workshop where they build levels of their own. Ages 4–12.

The Abacus Quest level map: eight levels, the later ones showing a padlock, with a Workshop and Badges card underneath.
The map. A level opens only when the one before it is finished — locked levels stay visible with a padlock, so a child can see what is coming rather than wondering whether it exists.

How the abacus works

Each rod holds one digit. The coral coin above the beam is worth 5. The four teal coins below are worth 1 each. Tapping a coin turns it on or off — there is no dragging, which is a surer gesture for a four year old on a trackpad.

An abacus showing 253: two teal coins on the hundreds rod, the coral coin on the tens rod, three teal coins on the ones rod.
Two hundreds, one five on the tens, three ones — 253. The number under each rod always matches the coins above it, so a child can check themselves without asking anyone.

A rod can never have a gap in it

Tapping the third coin fills every coin from the beam down to it. Tapping a filled coin clears it and everything below. There is no way to leave a hole in the middle — not because the game checks for one, but because a rod is stored as a single number, so a gap is not a thing that can exist.

An abacus rod showing 0 — nothing on
0 — nothing on
An abacus rod showing 3 — tap the third coin
3 — tap the third coin
An abacus rod showing 7 — the big coin plus two
7 — the big coin plus two

When they get stuck, it shows them

This is the part that makes it a soroban lesson rather than a quiz. Every question knows the moves that solve it, so the abacus can replay the answer on itself — one move at a time, one short line each, with a ring around exactly the coins that are moving.

Here is the classic one. 4 + 1 looks easy until you try it: there are only four small coins and they are all used. So the 5 goes on, and 4 comes back off.

The question 4 plus 1, with four teal coins on the ones rod and Check and Show me buttons.
Step 0. Four coins are on the rod and there are no more to add. A child can press Check, or ask to be shown.
The coach's first step: the coral 5 coin is now on, the abacus reads 9, and the caption says Put the big coin on.
Step 1 — “Put the big coin on.” The rod jumps to 9, which is too many. That is fine; it is halfway.
The coach's second step: coins have come off the ones rod, the abacus reads 5, and the caption says Take small coins off.
Step 2 — “Take 4 small coins off.” The rod lands on 5. The ring sits on the coins that just moved, not the whole rod.

Which finger

Every step names the finger that makes it, because that is real soroban technique and it is far easier to learn than to un-learn: the thumb pushes small coins towards the beam, and the index finger does everything else — small coins away from the beam, and the big coin in both directions.

The five moves, in the order they are taught

MoveWhen it is neededExample
StraightThe coins are free.3 + 1
Small friendThe small coins ran out — borrow the 5, give the difference back.4 + 1 → +5 −4
Small friend backSame thing subtracting — take the 5 off, put the difference on.6 − 2 → −5 +3
Big friendThe rod is full — 1 goes on the next rod, the rest comes off this one.9 + 3 → +10 −7
CombinedCrossing ten and needing the 5 on the way.6 + 7 → +10 −5 +2

A miss is never a telling-off

The words wrong, incorrect, failed and error do not appear anywhere a child can see them. A miss says what the answer was and then shows the fingers, on its own, without being asked.

After a miss the game says: It's 5. Here's how, with a Show me button and a Next button.
And asking for help is not surrender: tapping “Show me” on purpose plays the coach, then offers “Let me try” — the answer stays covered and the question is not spent.

The sixteen levels

Questions are generated fresh from each level's rule rather than read off a list, and a run never asks the same question twice — a replay even avoids what the run before it asked. What stays fixed is the kind of thinking each level needs. A level is finished at 8 out of 10; stars are 3 for a clean sweep, 2 for eight, 1 for finishing.

1. Bead Reader

Read the coins. Build the number — 1 digit up to 4.

1 → 4 digits

2. Number Builder

Put coins on. Nothing tricky yet.

1 digit

3. Take Away

Take coins off again.

1 digit

4. Small Friends

The small coins run out. Use the big one!

1–2 digits

5. Small Friends Back

Give the big coin back.

1–2 digits

6. Big Friends

Jump over ten to the next rod.

2 digits

7. Big Friends Back

Come back over ten again.

2 digits

8. Two Rods

Tens and ones, adding and taking away.

2 digits

9. Three Rods

Three rods. Hundreds, tens and ones.

3 digits

10. Carry Master

Carry and borrow, three numbers at once.

3 digits

11. Four Rods

Four rods now. Up to nine thousand.

4 digits

12. Thousands

Big numbers that carry all the way up.

4 digits

13. Missing Number

Something is missing. Find it.

2–3 digits

14. Listen Up

No looking. Listen, then build it.

3 digits

15. Mind Reader

The coins hide. Do it in your head.

in your head

16. Grand Master

Everything at once, and no peeking.

4 digits, hidden

Six kinds of question

The same maths asked six ways, mixed at random inside a level. This is what stops a run turning into a worksheet.

Make it

The app names a number; they build it on the coins.

Read it

The coins are set; they read the number off them.

Work it out

A sum, moved on the abacus one coin at a time.

Find what's missing

4 + ? = 5 — the hole is in the middle of the sum.

Listen

The number is spoken and never shown on screen.

In your head

The coins are covered. Real mental arithmetic.

A read-the-beads question: the digits under each rod are replaced by question marks so the abacus does not answer itself.
On “what number is this?” the digits under the rods turn to question marks — otherwise the child reads the numerals instead of the beads and the question answers itself. They come back the moment it is answered.
A missing-number question: 460 minus what equals 399, with an empty abacus to build the answer on.
A missing-number question puts the hole in the middle of the sum. The coins start empty and the child builds the number that belongs in the gap — the same arithmetic, running backwards.
A hidden-abacus question: the sum is shown, the coins are covered by a monkey emoji and the words Do it in your head, with a box to type the answer.
The last levels cover the coins altogether. The sum is there, the abacus is not, and the answer is typed — which is what a soroban is actually for, and the reason children who learn one can add faster than the adult holding the calculator.
A four-rod question adding four-digit numbers, with thousands, hundreds, tens and ones rods.
A fourth rod appears when the level reaches the thousands — up to 9,999. The earlier levels keep three, so a one-rod question never sits in a wide empty frame.

Then they build their own

The Workshop is the other half of the game. A child snaps rule blocks together — which numbers, plus or minus, how many rods, whether the big coin has to come out — presses Play it, and the game rolls endless questions that obey their rules. It is the same kind of object the eight built-in levels are, which is why anything they can build is something the game can play.

The Workshop: rule blocks for numbers, plus and minus, rods and the tricky bit, with locked blocks showing a padlock and the level that unlocks them, plus a preview of three sample questions.
Blocks are earned, not given. A locked one names the level that drops it, which is the reason to go back and play. “Try it” rolls three sample questions before saving, so an impossible level — “numbers 1 to 2” plus “cross ten” — is caught while the blocks are still on screen.

What each level drops

Finishing…unlocks the block
Bead Readernumbers from _ to _
Bead Readerask me _ times
Number Builderuse +
Take Awayuse −
Small Friendsmust use the big coin
Small Friends Backgive the big coin back
Big Friendscross ten
Two Rodsrods: 1, 2, 3 or 4
Carry Masterchain of 3 numbers
Thousandschain of 4 numbers
Missing Numbermissing-number questions
Listen Upsay it, don't show it
Mind Readerhide the coins

Share codes

Every homemade level compacts to a short code. Copy it, read it out, write it on paper — pasting it into A friend's code plays that level, with no account and no link. A code that has been mistyped is refused rather than quietly patched up, because a level that plays differently from the one your friend built is worse than one that does not open.

Badges

The badges grid: eleven badges, unearned ones shown as a padlock with the thing you have to do to earn them.
One badge per level, plus three for the Workshop — building a level, building five, and playing a level from someone else's code. Earned ones show the date.

What it never does

No clock

No timer, no countdown, no streak to lose. The combo counter resets silently and costs nothing.

No telling-off

Ten questions, then “that's enough for today” — with a button to keep going if they want to.

No reading required

“Read to me” speaks every question and every coaching step, so a pre-reader can play all of it.

Saving progress

With no account at all, progress saves to the device — levels, stars, badges and the levels they built survive a refresh and a closed laptop. Sign in and the same document lives on the account instead, so it follows them to a phone or a school computer, and finishing a run earns Arena coins and XP like every other game.

Making an account later does not cost them anything: whatever they earned while playing as a guest is carried into the account the first time they sign in on that browser. Play free at /abacus or /play.

FAQ

What age is Abacus Quest for?

Four to twelve. The youngest players use the Read to me switch, which speaks every question and every coaching step aloud, so a child who cannot read yet can still play the whole game. The later levels — crossing ten, carrying, chains of three numbers — keep it worth playing at ten and eleven.

Does my child need to know the abacus already?

No. Level 1 is nothing but reading and building numbers, and each level after it introduces exactly one new idea. A child who has never seen a soroban can start at the beginning and be adding four-digit numbers in their head by the end.

What happens when they get one not-quite-right?

The right answer appears quietly and the abacus replays the solution move by move, with one short line per step. The words wrong, incorrect, failed and error never appear anywhere in the game.

Is there a timer?

No. No timer, no countdown, no streak to lose. The only counter is a combo of consecutive right answers, and it resets silently and costs nothing.

Do the questions repeat?

Never inside a run, and a replay avoids what the run before it asked. Every level is a rule rather than a list, so questions are generated fresh each time and there is nothing to memorise instead of learning the moves.

What is the Workshop?

Where children build their own levels by snapping rule blocks together — which numbers, plus or minus, how many rods, whether the big coin has to be used. Finishing a level on the ladder drops a new block into the Workshop, so playing is how you earn parts to build with.

Can they share a level with a friend?

Yes. Every homemade level compacts to a short share code that can be copied, read out loud, or written on paper. Pasting a code plays that level — no account and no link needed.

Is progress saved?

Yes, even with no account: levels, stars, badges and homemade levels save to the device. Signing in moves the same document onto the account so it follows them between devices, and anything earned as a guest is carried over the first time they sign in.

Does it need the internet?

It needs a connection to load and to save progress. The maths, the coach and the sound effects all run in the browser.

Give it ten minutes with your child.

No signup, no timer, and they can stop whenever they like.

Play Abacus Quest free