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MultiplyFire

Battleship meets times tables: a mobile game prototype where solving the multiplication is how you fire the shot, not a quiz that gates the reward.

Most "educational" math apps dress up flash cards with cartoon characters. Kids see through it in minutes; the game is a thin candy shell around the homework, and they know it. MultiplyFire is a prototype built on the opposite bet: make the multiplication the mechanic itself, not the gate in front of the fun.

It's Battleship, with one twist. You can't fire unless you solve the shot.

How it plays

Two dice land. A d10 gives you the row (1–10), a d6 gives you the column (1–6). To take the shot, you need the product. Tap the target cell, scroll to your answer, and watch it hit or splash. Get it wrong and you lose the turn, and the enemy fleet is still bearing down on you.

The AI fires back. On its turn the board slides over to show your fleet, rendered as detailed top-down warships, taking damage, and every enemy shot shows its multiplication too. So the facts keep surfacing even when it isn't your turn.

Products fill the grid as the match goes on. By the end, the board is a partially completed times table that the child built through play rather than recited from memory.

Why it works

  • The math is the mechanic, not the gate. You don't answer a question to unlock a reward; the answer is the action.
  • Emotional stakes drive recall. Kids remember that 6 × 5 = 30 because that's the shot that sank the Destroyer.
  • Repetition without repetition. Every game is different, but the same facts keep recurring through natural dice probability.
  • Covers the 1–10 tables. Products range from 1 to 60, exactly the facts kids need between roughly ages 6 and 10.

Under the hood

This is an early prototype, a single-device, player-vs-AI mock-up of what an iPhone game like this could feel like:

  • 10 × 6 grid with four ship classes: Patrol Boat, Submarine, Destroyer, Battleship
  • Detailed top-down warship graphics
  • Sound effects via the Web Audio API
  • Streak scoring and round tracking
  • Mobile-first, no account required

It's not released; the Short above is a walkthrough of the working prototype. The interesting question it's poking at is whether mechanic-as-learning beats reward-as-learning for the kind of drilling that usually feels like a chore.