Join the patrol
The rules
- A crook runs across the rooftops. A question pops up.
- You get one try. A right answer fires your power and catches the crook.
- Each crook is worth 20 to 100 points. Big crooks are rare.
- The more you get right, the stronger your power gets.
- When time runs out, the hero with the most points wins!
Stay on this page during the game. If you open a new tab or click away, you are out.
Make your hero
Hero
Suit color
Hero name
Skin and hair
How to play
The crooks
The powers
Press a power to see it catch a crook. Nobody gets hurt. Crooks get trapped and the money goes back to the bank.
Start a game room
Show this page on the board. You will get a room code for students to type in.
How it runs
- Students open this page, click Play, type the room code and their real first name, and make a hero.
- You pick the subject, the topics, and the minutes. Then press Start.
- Every student gets the same questions in the same order. The size of each crook is luck.
- When time runs out, the top three heroes land on the winners platform.
- You can put a student out, put a student back in, or end the round at any time.
Teacher note
- Questions: 3rd, 4th, and 5th grade Math and ELA in the style of the state test. You pick the grade. Each grade has ten math topics that make fresh numbers every game, and fifteen language topics with 180 ELA questions. There are no long reading passages.
- Fair questions, lucky crooks: every student gets the same questions in the same order. What changes is the crook. Each right answer catches a crook worth 20 to 100 points, picked by luck, so a careful student can pass a fast one.
- One try: a wrong answer lets the crook get away and shows the right answer for a moment. There is no second guess, and the answer buttons wait a moment before they turn on, so students cannot click through.
- Powers: everyone starts with the laser. Fireball unlocks at 5 right, ice blast at 12, and lightning at 20. Stronger powers find bigger crooks more often.
- Bonuses: every fifth right answer in a row is a Super Catch worth double. A surprise Crime Wave makes every catch worth double for 20 seconds.
- Names: students type their real first name so you know who is who. Hero names come from two lists, so nobody types a hero name.
- Tab rule: a student who opens a new tab, switches tabs, or clicks outside the game is out. If it happens by accident, press Put back in. A student who stays out keeps their points but is placed after everyone who stayed in. Turn the rule off in the lobby when you test alone with two windows.
- Your board: crooks run across the rooftops, and each time a student catches one, that student's hero flies in, zaps it, and flies off. With a big class, catches that happen at the same moment show in a short list in the corner. A live leaderboard shows places and points. If you would rather keep scores private until the end, choose "Hide scores until the end" in the lobby.
- Rooms: a room closes by itself after four quiet hours. Up to 40 students can join one room.