# |
Episode |
Original Air date |
Overview |
DVD release[broken anchor] |
1 |
The Trouble With Nothing |
16 October 2006 |
0 makes things disappear and 6 flies out to sort everything out. This is the first episode when a Numberjack makes a problem.
Agents: 33, 42, 16, 68
Numberjacks: 0, 1, 3, 4, 5, 6 |
Volume 1 |
2 |
Going Wrong Going Long |
17 October 2006 |
The Problem Blob makes the boys pencil get longer and the man's mop and the boys straw. 4 sorts him out. 3 can't go out even if she's taller than 4.
Agents: 16, 28, 68, 53
Numberjacks: 3, 4, 5, 6 |
Volume 1 |
3 |
Sphere Today Gone Tomorrow |
18 October 2006 |
The Shape Japer turns every sphere into a cube. 6 sorts her out.
Agents: 28, 33, 101, 70
Numberjacks: 3, 4, 5, 6 |
Volume 2 |
4 |
In Out Shake It All About |
19 October 2006 |
The Puzzler makes his eyes come out on both sides of him, making them turn, his glasses and nose on top: It's making everything outside and not in. 3 and 5 sort him out, once they are freed from the Puzzle Bubble.
Agents: 70, 94, 42, 53
Numberjacks: 3, 4, 5, 6 |
Volume 1 |
5 |
One More Time |
20 October 2006 |
When everyone passes under a bridge, they become one higher number: 4 turns into a 5, then 6. It's 1 that's causing all the trouble. Brain Gain changes 1's mind to make things one less.
Agents: 53, 28, 94, 68
Numberjacks: 1, 3, 4, 5, 6 |
Volume 2 |
6 |
Forward Thinking |
23 October 2006 |
The Problem Blob is back – and things go backwards and forwards. 6 hitches a lift. This is the first appearance of The Problem Blob's eye.
Agents: 16, 33, 53, 85
Numberjacks: 1, 2, 3, 4, 5, 6 |
Volume 3 |
7 |
Seven Wonders |
24 October 2006 |
4 finds things add up to 7 when the Puzzler's about, and 7 is caught by the Puzzler.
Agents: 53, 42, 70, 16
Numberjacks: 1, 3, 4, 5, 6, 7 |
Volume 3 |
8 |
Getting Heavy |
25 October 2006 |
Spooky Spoon is swapping light things and heavy things – 3 has no problem in this episode.
Agents: 53, 16, 68, 85
Numberjacks: 3, 4, 5, 6, 9 |
Volume 2 |
9 |
Belongings |
26 October 2006 |
Things don't belong when Spooky Spoon mixes things up – another problem for 5. In this episode, Spooky's trapped with a fork and a knife because of her last name (Spoon).
Agents: 16, 33, 68, 42
Numberjacks: 3, 4, 5, 6 |
Volume 3 |
10 |
4 He's A Jolly Good Fellow |
27 October 2006 |
The Numbertaker is taking all the fours he can find – will 4 be able to escape his clutches?
Agents: 28, 68, 101
Numberjacks: 0, 3, 4, 5, 6 |
Volume 1 |
11 |
Boxing Day |
30 October 2006 |
Boxes go wrong when the Shape Japer plays tricks – but 6 can do the trick too, when the Shape Japer puts him in a box.
Agents: 85, 33, 101, 94
Numberjacks: 0, 1, 2, 3 (The Numberjack-in-the-box), 4, 5, 6 |
Volume 1 |
12 |
Out of Order |
31 October 2006 |
Spooky Spoon makes sure things are well out of order – until 5 sorts her out.
Agents: 47, 96, 73, 88
Numberjacks: 1, 2, 3, 4, 5, 6 |
TBA |
13 |
Nine Lives |
1 November 2006 |
The Puzzler has 9 trapped in a puzzle bubble – 6 and 3 come to the rescue. In this episode, 6 turns into two 3's.
Agents: 25, 34, 88, 100
Numberjacks: 3, 4, 5, 6 (two 3s), 9 |
Volume 2 |
14 |
Takeaway |
2 November 2006 |
Not just a few problems, lots of them – 4 makes the Numbertaker take more than he wants to.
Agents: 28, 101 (Although mixed up with 42), 85, 70
Numberjacks: 3, 4, 5, 6 |
Volume 4 |
15 |
The Cuck-Cuck-Cuck-Oo-Oo-Oo Bird |
3 November 2006 |
The Puzzler espatilly have turns 5 into a wooden bird, he is rescue five. In the episode, doubled Numberjack in espatilly turns 5 in a bird was as a fivebird.
Agents: 14, 47, 73, 96
Numberjacks: 3, 4, 5, 6 |
Volume 4 |
16 |
Stop And Go |
19 February 2007 |
Things don't move when they should, like a walking trash bin etc. – 6 has got to sort Spooky Spoon out.
Agents: 34, 52, 73, 100
Numberjacks: 3, 4, 5, 6 |
TBA |
17 |
Off Colour |
20 February 2007 |
Spooky Spoon wants to be the most colourful character around, by taking other yellow, red, and blue things – 4 is out to stop her.
Agents: 88, 34, 25, 100
Numberjacks: 3, 4, 5, 6 |
Volume 1 |
18 |
A Game Of Two Halves |
21 February 2007 |
The Shape Japer makes half a load of trouble, and 4 has to make things whole again.
Agents: 14, 47, 73, 96
Numberjacks: 2, 3, 4, 5, 6 |
Volume 3 |
19 |
Out For The Count |
22 February 2007 |
2 is making everyone count incorrectly – 6 goes after him.
Agents: 96, 61, 100, 25
Numberjacks: 2, 3, 4, 5, 6 |
Volume 4 |
20 |
The Container Drainer |
23 February 2007 |
Everything is empty thanks to the Puzzler – 3 helps 5 to fill things up again but not without 3 getting caught by the Puzzler.
Agents: 25, 61, 96, 100
Numberjacks, 2, 3, 4, 5, 6 |
Volume 5 |
21 |
Tens Moments |
26 February 2007 |
1 and 0 get out and about and make ten of everything – creating more work for 5.
Agents: 25, 52, 61, 88 |
TBA |
22 |
3 Things Good |
27 February 2007 |
3 is out on her own trying to do battle with the Shape Japer, who does not like things in threes. 4 inset fly out to don't launch 43.
Agents: 25, 34, 88, 100 |
Volume 4 |
23 |
Say What You Mean |
28 February 2007 |
Be clear what you mean or the Problem Blob will make trouble for you, as 4 finds out. In this episode, the Problem Blob sticks on two walls and a cube-shaped bush.
Agents: 34, 47, 100, 14 |
Volume 5 |
24 |
One Won |
1 March 2007 |
There's only one of everything, thanks to the Numbertaker – 6 sorts things with help from 1.
Agents: 55, 68, 70, 94 |
Volume 2 |
25 |
Tricky Sixes |
2 March 2007 |
The Numbertaker likes two lots of three today – 6 is the Numberjack to sort him out.
Agents: 42, 85, 55, 68 |
TBA |
26 |
May The Fours Be With You |
5 March 2007 |
The Shape Japer is after things that come in eights – 4 goes on the mission. In this episode, the Shape Japer stays as a cube, and becomes a good eight at the end.
Agents: 16, 42, 68, 101,
Numberjacks: 2, 3, 4, 5, 6, 8 |
Volume 5 |
27 |
Best Estimate |
6 March 2007 |
The Problem Blob makes things go wrong when people can't estimate – 5 to the rescue.
Agents: 28, 55, 70, 101
Numberjacks: 3, 4, 5, 6 |
Volume 2 |
28 |
On and Off |
7 March 2007 |
Spooky Spoon is mixing things up again, so instead of being on things are off – 4 is on the case.
Agents: 16, 33, 68, 85
Numberjacks, 3, 4, 5, 6 |
TBA |
29 |
Zero the Hero |
8 March 2007 |
0 to the rescue when just for once, the Numberjacks are the problem, not the answer!
Agents: 33, 55, 85 |
Volume 3 |
30 |
Bad Circles |
9 March 2007 |
The Shape Japer is making bad circles by enter the circular hollow and say "Circle... BAD!" – 6 gets ready to sort her out.
Agents: 28, 42, 70, 94 |
Volume 6 |
31 |
Famous Fives |
12 March 2007 |
The Puzzler sets the problem – and 5 is the right Numberjack to sort it out.
Agents: 16, 42, 68, 94 |
Volume 6 |
32 |
Fair Shares |
13 March 2007 |
Things aren't being shared fairly, thanks to the Problem Blob – 6 makes everything all right.
Agents: 28, 101, 85, 33 |
Volume 4 |
33 |
Being 3 |
14 March 2007 |
The Numbertaker is taking threes today – but he can't take Numberjack 3; 3 turns into a 4.
Agents: 28, 55, 70, 101 |
Volume 3 |
34 |
Into the Teens |
15 March 2007 |
The Numbertaker has added ten more than 1 – 4 has to sort him out. in the episode, 4 turns into a 14. And the Numbertaker turns into eleven Numbertakers!
Agents: 33, 55, 70, 85
Numberjacks: 1, 3, 4, (14), 5, 6, 7, 8, 9 |
Volume 6 |
35 |
Slide and Turn |
16 March 2007 |
The Shape Japer is moving things and causing problems – 5 goes out there.
Agents: 17, 41, 60, 106 |
TBA |
36 |
Six Of One |
19 March 2007 |
The Problem Blob is making trouble with sixes – Numberjack 6 to the rescue.
Agents: 22, 41, 60, 106 |
TBA |
37 |
Time Trouble |
20 March 2007 |
Time passes very strangely – thanks to Spooky Spoon. 5 investigates. This is the first appearance of the Beeper.
Agents: 38, 54, 79, 95 |
Volume 5 |
38 |
1, 2, 3, Go |
21 March 2007 |
It's 1, 2, 3 – pattern time! 3 battles with the Puzzler.
Agents: 17, 54, 60, 106 |
TBA |
39 |
More 4 |
22 March 2007 |
The Shape Japer makes trouble with symmetry – 4 goes out to sort things out.
Agents: 17, 22, 41, 38 |
TBA |
40 |
Almost Human |
23 March 2007 |
The Problem Blob causes trouble – and 4 tries out being a human being. There is a special Numberjack known as the Numberjack Man (played by Steven Lim), known as 4's temporary replacement.
Agents: 79, 83, 95, 106 |
TBA |
41 |
Two, Four, Six, Eight |
26 March 2007 |
The Numbertaker takes all the even numbers – 6 and 8 fly out to put things right.
Agents: 79, 54, 57, 17 |
Volume 5 |
42 |
Round and Round |
27 March 2007 |
The Problem Blob has gotten people going around in circles – can 5 restore things to normal?
Agents: 41, 60, 83, 106 |
TBA |
43 |
Square Dancing |
28 March 2007 |
The Shape Japer's about – and 1, 4, and 9 sort out problems with squares.
Agents: 22, 41, 79, 95 |
TBA |
44 |
Data Day |
29 March 2007 |
Spooky Spoon is mixing things up and makes things at a cafe behave like party things and vice versa – 3 gets ready to take her on.
Agent: 17, 54, 60, 106 |
Volume 4 |
45 |
How? What? Check! |
30 March 2007 |
5 sorts out the Puzzler's problems – and checks to make sure.
Agents: 22, 38, 83, 95 |
TBA |
Series 1 Specials |
1 |
Counting Down To Christmas |
TBA |
The Numbertaker, the Shape Japer, and Spooky Spoon make Christmas go wrong, and Agent 20 is one of the victims. 5 and 6 fly out and save Christmas Day with help from 3 and some other agents. In this episode, the Meanies are together.
Agents: 20, 77, 49
Numberjacks: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 |
Volume 5 (Release Date: 24 November 2008) |
2 |
Seaside Adventure |
TBA |
The Numberjacks have a holiday at the beach, only to face troubles with the Meanies!
Agents: 39, 91, 121, 122, 20
Numberjacks: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 |
Volume 6 (Release Date: 3 August 2009) |