What is Algebra Sprint?
Find the missing integer in a one-variable equation. Each puzzle has the form ax plus or minus a number equals a known total. Four candidates appear below it. The coefficient multiplies x; it is not an extra number to add. All generated questions have a definite integer solution, allowing you to verify your result directly.
Rules and controls
- Choose the value of x that makes both sides equal. A correct answer earns one objective, while an incorrect choice records a mistake. Either choice moves to a fresh equation after a short transition. Use the answer buttons or keys 1–4 when game focus is active. Thinking longer does not itself create a mistake or an achievement.
- Controls respond only during active play. The countdown and the brief change between boards are pauses, not opportunities to submit the next answer early. Touch controls and native Tab/Enter button activation follow the same replay rules.
Use the controls displayed above the playfield. Touch buttons and keyboard shortcuts are shown before the round begins.
Scoring and rewards
The game scoreboard gives 100 for each correct equations solved objective and subtracts 25 for a recorded mistake, with a minimum displayed score of zero. Only new, accepted objectives count; waiting or repeating completed work does not create achievements.
Reward points use verified performance against this game’s reference pace rather than its raw scoreboard. The reference is: Solve a one-variable equation every 1.9–3 seconds, plus transition. Full reference performance corresponds to 40 base reward points and 60 XP per minute; the account’s level bonus is applied separately.
Points and XP scale with objective performance, precision, and round length. At full reward performance, a 45-second round earns up to 30 base points and 45 XP. Each level gained adds a 0.1% point bonus. Guest practice has no reward balance.
For eligible rewarded rounds, points remain pending until the sponsored claim’s 12 seconds of focused time and fresh hCaptcha are complete. No ad click or purchase is required.
How difficulty changes
Early equations use smaller positive solutions and simple coefficients. Higher difficulty expands values and may include negative solutions or a negative added constant. The arithmetic remains a one-variable linear equation; difficulty does not silently introduce quadratic terms or fractions that require a different solving method.
Difficulty increases after every three starts of this game during a UTC day, up to level 10, and resets at 00:00 UTC. Your player level and its point bonus are separate from the game’s daily difficulty.
Strategy
Plan the next move
Undo operations in reverse order. Remove the added or subtracted constant first, then divide by the coefficient of x. Keeping that order clear prevents the common error of dividing only one part of a side.
Check before committing
Substitute your candidate back into the original equation before choosing when signs are involved. A quick check catches mistakes such as adding a negative constant in the wrong direction.
A worked example
- For 3x + 4 = 19, subtract four from both sides to get 3x = 15.
- Divide both sides by three, giving x = 5.
- Check the original: three times five plus four equals nineteen, so the candidate 5 is correct.
Common mistakes
- In 4x, the four is a multiplier rather than an added constant.
- Subtracting a negative value adds its magnitude; keep the printed sign attached to its number.
Questions
Can the correct answer be negative?
Yes, at higher difficulty. Negative candidates follow the same reverse-operation method as positive ones.
Are decimal estimates necessary?
No. The generated equation is built from an integer solution, so an exact candidate always exists.

