Make Ten gives you four numbers and one destination. Use every starting number exactly once, combine them with addition, subtraction, multiplication, or division, and finish with a single value of exactly 10. The board is small enough to understand at a glance. The possible paths are not.

You build the expression directly on the board: tap one number, choose an operator, then tap a second number. Those two tiles become their result. Repeat until one tile remains. If that last value is 10 and all four starting numbers have been used, the puzzle is solved. Undo lets you explore without rebuilding the entire attempt from memory.

The arithmetic stays exact

Make Ten does not round intermediate values. Fractions remain fractions, and negative values remain available, so a route that briefly moves away from 10 can still be the right one. That exact arithmetic matters: it keeps the puzzle honest and opens solutions that would disappear if every step had to be a positive whole number.

This also changes how the numbers feel. A 2 is not only something to add; it can halve another value. A 1 can preserve a number through multiplication, shift it through addition, or emerge from a useful division. Strong solves often begin by making a helpful intermediate value—1, 2, or 5—then using the remaining pair to steer the board home.

When the obvious path stalls

Try working backward from 10. Ask what final operation could produce it, then look for two intermediate values your four numbers can make. The last step is often easier to see than the first.

Any Order, In Order, and Sprint

Any Order is the most flexible version: combine any two active tiles at each step. In Order changes the grammar of the puzzle by allowing neighboring combinations from right to left. The same four numbers can require a completely different idea when their sequence must be respected. Both modes are available for the daily puzzle and for unlimited practice.

Sprint turns the same exact solver into a 60-second race. Complete a puzzle and a fresh set of numbers arrives immediately. Skip when a board is consuming too much of the run, then keep moving. Daily Sprint records one ranked attempt; practice Sprint lets you repeat the format without replacing that result.

  • Any Order: combine any two active number tiles.
  • In Order: combine neighboring values from right to left.
  • Sprint: make as many exact 10s as possible in 60 seconds.
  • Daily: share one common puzzle and preserve a streak.
  • Practice: generate fresh puzzles and choose a difficulty level.

Difficulty without hidden tricks

Practice offers five difficulty levels, changing the range and character of the starting numbers while leaving the rules alone. That consistency is important. A harder Make Ten puzzle does not introduce a surprise operator or a special exception; it asks you to search the same compact system more deliberately. You can move between levels as your pattern library grows.

Some patterns become reusable. Two numbers that make 5 can be doubled. A pair that makes 1 can adjust another expression without changing its scale. A useful subtraction can turn an awkward large number into the missing small one. The goal is fixed, but the intermediate shapes become a vocabulary of their own.

Why the tile interaction matters

Writing a full equation can make experimentation feel expensive. The tile system keeps every move local and visible. Select, operate, combine. The remaining cards show the current state, while the expression under a combined value preserves how you got there. Undo restores the prior board when an idea closes the wrong door.

That makes Make Ten approachable on a phone without flattening the mathematics. The controls handle parentheses and exact fractions behind the scenes, but the player still owns every operation. A correct solution is not guessed or selected from a list; it is constructed, one irreversible-looking step at a time, until the undo button reminds you that trying another idea is always allowed.

One target, several kinds of pressure

The single daily puzzle rewards patient elegance. In Order rewards disciplined sequencing. Sprint rewards recognition and triage. Multiplayer turns the shared number sequence into a live race. Because all of those modes use the same basic move, improvement transfers: a pattern learned slowly in practice can become the instant first step of tomorrow’s sprint.