- The sum rides on the ball; the answers are choices on three backboards, and exactly one is true
- Every level is a named way of adding — count on from the bigger · doubles · make ten · split tens and ones · round up and give back · find the pair that makes ten
- The method is taught before the first ball, and the six rungs ladder from อนุบาล to ป.3 — not random sums with no method
- The wrong boards are that trick's real slips — ten made then the whole second number added (8+5→15), or the carry dropped (47+38→75)
- A miss costs nothing: the ball comes back, the same sum stays, and the game opens the trick worked on those very numbers
- Three ways to throw: your real hand through the camera · drag the ball and let go (a flick counts) · or simply press a board, which is the path a keyboard and a screen reader take
- Hand mode ✋: the camera becomes the court — wave your hand over the ball to pick it up, then flick up at a hoop. Nothing is recorded, nothing leaves the device, and it is off until asked for
- The hand is found by comparing one camera frame with the last and taking the middle of whatever moved — not one byte of model to download, so it runs on an old phone
- The owner's first verdict was “จับไม่ติดเลย” — it would not catch. Fixed as a set: a hit area half again the ball’s size, the ball’s own touch-action, a real aim line while it is held, a release mid-air that still throws, and a plain tap that answers instead of doing nothing
- The host jumps for joy when a ball goes in
- 60,000 shots verified before anyone played one: every sum adds up, exactly one board is right, no number appears twice, and every hint really arrives at the answer
- Three misses in a row stops the game for a breath together, never a telling-off
- The court, the backboard and the ball are newly painted Kidsquare art on a square canvas, cut out so the net is really see-through
- Add the ป.4-and-up methods, and a mixed mode that deals from every trickplanned
✓ = done · ☐ = planned. Every game is built one step at a time like this.

