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NOGGIN

How scoring works

Every game is marked out of 100, whatever it is. Add them up and that is your day.

The day's line-up

Each day Noggin sets four games, the same for everybody, and each is worth up to 100 — so the day is out of 400. Since 17 October 2026 they are Eyeball, Spectrum, Vault and Deduce (Eyeball first since the 28th); Rung held Eyeball's place before that, and every day from then keeps the total it was played for. The rest of the shelf is on More brain teasers: scored the same way and kept in your statistics, outside the day's total.

The line-up will change from time to time as the shelf grows. When it does, the change is announced on the hub, and no past day is rescored.

Your day's score is the total of the line-up, out of games × 100. It is a sum, not an average: skipping a game leaves the day short rather than quietly rescaling what you did play — and the figure beside your score on the shelf always says what the day is out of, so it stays right as the shelf grows.

Why one scale

Ordering six countries by land area and solving a logic grid have nothing in common, so any "score" for either is invented. What matters is that the two inventions are comparable — a 90 should mean roughly the same amount of "that went well" whichever game it came from, or adding them up is meaningless.

So every game is marked on the same 0–100 scale, and the shape is the same everywhere: 100 is a perfect round, and everything below it is earned rather than granted. Nothing is given for turning up.

Eyeball

In the daily line-up since 17 October 2026, and its first game since the 28th. Five things to judge by eye, dealt each day from twelve kinds of round — one guess each, scored for how close it was. Every kind has a margin inside which a guess scores the full 100, and a miss at which it scores nothing, with a straight line between the two.

Round100 within0 at
Count20%45% of the count of dots
Share5 points15 percentage points
Mix7 points20 percentage points
Angle, Degrees8°24°
Ratio45%more than double, or under half (×2.2), of how many times bigger
Path20%50% of the squiggle’s length
Center10%25% of the circle’s radius
Meet15%35% of the longer gap to where the lines cross
Mark2.5%10% of the line
Aim4%12% of the wall
Average5%15% of the tallest bar
ScoreThe average of the five rounds

So a share guessed 7 points out is 80, and 10 points out is 50. Four rounds inside their margins and one wild guess is 80. The margins were set from the first two weeks of play (17 October 2026) so that about one day in nine is a 100 — a perfect day takes a sharp eye five times running, which is the point of it.

Spectrum

Six tiles, three checks. Correct tiles lock as you find them.

ResultScore
Solved on the first check100
Solved on the second85
Solved on the third70
Out of checksUp to 33, for the tiles you locked

A board you did not finish still scores for what you got right. Because the tiles lock as you go, that count is everything you found across all three checks, not just the last guess. Four of six is as close as a failed board can get — find five and the sixth has nowhere else to be — which is why the ceiling there is 33.

Rung

On the second shelf since 17 October 2026, outside the day's total, scored as it always was. Rung cannot be failed: the climb ends when you reach the goal word. What varies is how far past par you wandered.

Rungs usedScore
Par or better100
One over91
Two over82
Three over73
Each further rung−9, down to a floor of 30

Par is one rung more than the shortest climb the dictionary allows, one letter at a time. The shortest climb is computed against every word the game accepts; par gives you one to spare, so matching it means you were a step off the optimal route, and finding that route comes in under par — every day has one on ordinary words. The leap — Rung’s once-a-day move of two letters at once, at a cost of two rungs — is not counted in par either; under par is 100, the same as par.

An undo counts as a rung. It still rescues you from a dead end, but the climb you take back stays on your scorecard, like a stroke in golf. Undoing a leap gives the leap back. A hint counts as two rungs: it names the next word of a shortest climb from where you are, and the word it names is a good one, so the hint itself is the cost — one hint and the shortest route is one over par. Reset keeps every climbed rung on the card — it resets the ladder, never the score. Typing a word the game does not accept still costs nothing — only real climbs count.

Vault

A hidden code and nine guesses. Scored against the puzzle's par — the number of guesses a good solver needs on that particular code plus a little room, worked out by simulation when the puzzle was made and printed above the board before you start.

ResultScore
Cracked in par or fewer100
One guess over par88
Two over76
Each further guess−12, never below 50
Each hint−10, and a solve still never drops below 50
Out of guessesUp to 40, for your closest row

A hint tags one shape of an earlier guess on that row — exact in green, near in orange, far in red — the earliest guess first, left to right, never the same shape twice, and only shapes that counted. It turns a count into a fact about one slot, which is most of the deduction, so it costs a real slice of the score rather than a token one. Ten points is the same whether the tag says exact or far: the order is fixed, so there is nothing to shop for.

Beating par is not worth more than matching it. Par is already what a good solver needs, and the days you come in under it owe as much to the code sitting near your opening guess as to anything you did.

A locked-out board is scored on how many symbols you had exactly in place at your closest. That can never reach what a solve is worth, and the game's own shape is what prevents it rather than a rule: a row with every symbol exactly in place is a solve.

Every code is five slots from five shapes, but some codes are harder to crack than others — par is worked out for each one, so the score stays comparable.

Deduce

Twelve cells, three checks, three hints. Solving starts from a base set by how many checks it took, then the clock and any hints adjust it.

ComponentEffect
Solved on the first check90
Solved on the second80
Solved on the third70
Finished in under 7 minutes+10
Took more than 12 minutes−10
Each hint taken−8
Out of checksUp to 25, for the cells you had right

So a perfect Deduce — first check, no hints, inside seven minutes — is exactly 100. A careful eleven-minute solve with nothing else against it is 90.

The clock only counts when you solve it. There is no reward for failing quickly, and piling a slowness penalty on top of a failure would be unkind.

A spent grid cannot score near a solve, and the puzzle's own shape is what prevents it rather than a rule: every value is used exactly once down a column, so three right in a column forces the fourth. Half the grid is the most a wrong grid can hold.

Mini

The crossword on the second shelf is scored on the same scale but sits outside the day’s line-up: its number is kept for you and shown on its own sheet, and it never moves the day’s total. Every solve starts at 100.

ComponentEffect
The first two minutesFree
Every eight seconds after that−1, to a limit of −40
Each Check grid−6, to a limit of −24
Each Reveal word−15, to a limit of −60
FloorA solve is never under 5

So a clean solve inside two minutes is 100; six minutes with one check is 64.

Blink

Also on the second shelf and outside the line-up. Ten rounds of spot-the-change, scored on the clock round by round.

ComponentEffect
A change found within 4 seconds+10
Every 2 seconds after that−1 from that find, never under +5
A wrong tap (which ends the round)−2
Show me (giving a round up)Nothing lost, nothing earned
FloorNever under 0

So ten rounds found in four seconds each is 100, ten at eight seconds each is 80, and seven found at six seconds with three rounds lost to a wrong tap is 57. The clock waits while the page is away.

Connect

Ten trails a day on an 8×8 grid, 115 dots in all (seven dots to sixteen; the last four trails cross themselves); the score is the share of the trail you remembered.

ComponentEffect
Each dot up to the first wrong turn, on each trailCounts
Everything after a wrong turnDoes not
ScoreDots remembered, out of 115, as a percentage
Smooth (a perfect trail drawn without pausing)A badge, not points

So ten perfect trails is 100, and a slip on the last dot of the sixteen-dot trail still pays for the fifteen before it: 99.

Trace

Three rounds — trace, recall, mirror — each scored 0–100 for the form of the drawing: it is slid and scaled onto the shape first, so where it landed and how big it came out never matter.

RoundWeight
Trace (the shape stays faint under your finger)One fifth
Recall (from memory)Two fifths
Mirror (from memory, flipped)Two fifths

So a tracing at 100 with 70 and 60 from memory is 72. A different shape altogether stays in the forties however neatly it is drawn.

Fold

Four rounds of paper folding — two folds and a punch, then three folds, then two punches, then the fourth round backward — each scored for the holes you marked.

ComponentEffect
Each hole foundCounts
Each stray mark (no hole there)−1 hole
A roundHoles found minus strays, over the holes there were, never under 0
ScoreThe average of the four rounds
Replay (watching the folds again)Free

So four perfect rounds is 100; three perfect and one with four of six holes found and no strays is 92.

Bracket

Five questions with a number for an answer, each bracketed between two handles on a track — scored for how narrow the bracket was, if the answer was inside it.

ComponentEffect
A question, answer inside the bracket100 minus the bracket’s width as a percentage of the track
A question, answer outside the bracket0, however close
The whole trackAlways inside, always 0
ScoreThe average of the five questions

So five brackets each a tenth of their track, all holding the answer, is 90; four of those and one miss is 72. A logarithmic track is measured the same way, in its own scale — a tenth of it is a tenth of the powers of ten it spans.

Weigh

Five parcels, five known weights, a balance — scored against par, the fewest weighings that can always tell the parcels apart.

ComponentEffect
Finishing at par or under100
Each weighing over par−15
A wrong checkCounts as two weighings
Floor, solved10
A third wrong checkEnds the puzzle unsolved: 0

So par 6 solved in six weighings is 100; in eight, or in six with a wrong check, 70. Three wrong checks end the puzzle unsolved, and that day is 0.

Split

Twelve numbers into four groups of three that each add to the target — three rounds, each scored for the groups you got wrong along the way.

ComponentEffect
A clean round100
Each mistake (a wrong group submitted; the same wrong group again is free)−20, never below 0
The fourth groupLocks for free once three are in
ScoreThe average of the three rounds

So three clean rounds is 100; two clean and one with two mistakes is 87.

Sudoku

Three boards a day — Easy, Medium and Hard — and the first one you finish is the day’s score. The other two stay open to play and change nothing. Every entry is checked as you make it.

ComponentEffect
A board finished with no mistakes and no hints100
Each wrong digit (one the board itself did not rule out)−8
A digit already in the row, column or boxRefused, free
Each hint−4
Notes and EraseFree
Floor, solved10
Every empty cell filled by a hintNot a solve: 0

So a board with one mistake and one hint is 88. The three levels score on the same curve — pick the one you want to play — and the clock is shown on the results sheet, never scored.

Chrono

Six events dealt one at a time into a growing timeline — scored for the cards you put in the right gap the first time.

ComponentEffect
A card placed in the right gap first timeOne sixth of 100 — about 17
A card placed in the wrong gap0 for that card; it moves to its true place
Picking a gap and changing your mind before Place here, or dropping the card backFree
ScoreThe share of the six placed first time, out of 100

So six of six is 100, five is 83 and four is 67. Every card is worth the same, early or late, and Gentle, Fair and Mean days score on the same scale.

Grow

A word tree of five rows, from three letters to seven — scored on the clock, and for the hints you took, never for the tries.

ComponentEffect
A finished treeStarts at 100
The first 90 secondsFree
Every 6 seconds after that−1, to a limit of −50
Each hint (the next letter of the row’s commonest word)−8, to a limit of −20 a row
A row the hints spelled out (all but its last letter locked)−20
A full row that is not a wordFree — it shakes and the letters go back
Shuffle and ClearFree
FloorA finished tree is never under 5; one spelled out row by row is 0

So a tree grown in a minute and a half with no hints is 100, three minutes is 85, and five minutes with one hint is 57. The clock starts on your first move and waits while the page is away. Any real word of a row’s letters counts, and Gentle, Fair and Mean days score on the same scale.

Crumble

A board of falling letters, every word on the day’s theme — scored for the mistakes you made clearing it, never for the time.

ComponentEffect
A clean board100
A decoy traced (a real word that is off the theme)−15, once for each decoy
Each hint (the next letter of a word you can take)−15
A word that fits the theme but is not on the board, a word found too soon, or one not in the word listFree — it is refused
Score100 less the mistakes, never under 10

So one decoy and one hint is 70. A board is always cleared in the end — the last word standing crumbles on its own — and Gentle, Fair and Tricky days, which differ in how many decoys the board carries, score on the same scale.

Practice rounds and replays

Only your first, genuine attempt at a day's puzzle is scored. Playing a finished puzzle again is welcome and changes nothing — your score, your streak and your statistics all stay where they were. The results sheet will tell you how the replay compared.

The archive

Every past day's puzzle is there to play, from the Puzzle archive button on any results sheet. A day you never played scores the first time and the score sticks, counting toward your all-time total — but it is a puzzle played late, not a day you showed up for, so it never mends a broken streak.

Streaks

Your streak counts consecutive days on which you played anything at all — one game out of the line-up is enough to keep it. A day where life got in the way of the rest should not wipe out a month.

Today not being finished yet never breaks it. Until you open a puzzle, the streak is measured up to yesterday, so it does not read zero every morning.

Daily average

The middle number on the shelf is your average day: each day's line-up total, averaged over every day you have played. Games outside the line-up are not in it, and a day you played from the archive counts like any other.

A word on the numbers

These curves are considered guesses, not laws. Nobody has yet played enough Noggin for us to know what an average Deduce looks like, and when we do, these are likely to be adjusted so that a score means the same thing across games in practice and not just on paper. Old scores are kept with a record of which version of the rules produced them, so nothing has to be thrown away when that happens.

Scoring version 2, in effect since 15 August 2026.