How to play Magic Path
Find every number that fits the rule and join them all in one continuous path.
The rules
- Each game gives a maths rule — for example 'multiples of 7', 'prime numbers' or 'square numbers'.
- Find all the numbers in the grid that match the rule.
- Connect them in one continuous path, moving horizontally, vertically or diagonally between touching cells.
- Every matching number must be on the path, and no non-matching number may be used.
Playing Magic Path on Puzzle Solvers
- Choose a maths rule, a grid size from 4×4 to 12×12, and a difficulty.
- Press Begin Adventure, then tap or drag through the matching numbers to build one path — sideways, up, down or diagonally.
- Rule explains the rule with examples; Hint helps when you are stuck; Clear starts the path again.
- When the path is complete, the results card shows what you practised.
A worked example
Rule: multiples of 4. The grid holds 8, 12, 20, 36 and 44 among other numbers. 44 has only one matching neighbour, 36, so the path starts or ends at 44.
From 36 the only unvisited matching neighbour is 20, then 12, then 8 — one continuous path through all five.
Strategies
- Find the ends. A matching number with only one matching neighbour must be an end of the path.
- Count first. Count how many numbers match before you start — the path has exactly that many cells.
- Learn the rule. The Rule card explains each rule with examples. Rules range from multiples and factors to Fibonacci numbers, factorials and Pythagorean triples.
- Use hints sparingly. Show valid highlights numbers that match; switch it off for a harder game.
Common mistakes
- Stopping when the path looks long enough — every matching number must be included.
- Including a number that only nearly fits (51 is not prime: 3 × 17).
Where it comes from
Magic Path was designed for this site to practise number properties from the upper-primary and lower-secondary curriculum (UK Years 6–8).
Frequently asked questions
How many rules are there?
81 rules in 10 groups — from multiples and factors to fractions, percentages, Fibonacci numbers, factorials and narcissistic numbers.
What ages is it for?
Roughly 7 to 18. Pick a rule and grid size to suit — 4×4 for beginners, up to 12×12.
Can a class play together?
Yes — teachers can run Magic Path live in the Slate whiteboard's Game Time, with the same grid on every student's screen.
Keep going
- Play Magic Patha fresh puzzle every time
- Magic grid puzzlesPlace each number once so every row and column hits its target — by adding…
- Number SnakeFill in the missing numbers so 1, 2, 3 … N form one chain of touching cells.
- BODMAS GameBuild equations that hit the target by applying the order of operations…
All guides: How to play every puzzle and game.