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Biggest Number deals you a hand of digit cards and asks you to arrange them into the largest possible number — or, on some rounds, the smallest. It sounds trivial until the round asks for the smallest and there is a zero in your hand, at which point place value stops being automatic. Ten rounds, each on a timer.
Read the round goal — biggest or smallest. It changes between rounds.
Tap the digit cards in the order you want them placed.
The number builds left to right as you tap.
Submit before the round timer expires.
Ten rounds; your score combines correct arrangements with time taken.
Place-value fluency — understanding that the leftmost digit carries the most weight, and that the rule inverts when you are asked for the smallest. It is a core number-sense skill and the smallest-with-a-zero case catches out plenty of adults.
For the biggest number, sort descending. For the smallest, sort ascending — but never lead with a zero.
When the goal is smallest and you hold a zero, put the next-smallest digit first and the zero second.
Sort the whole hand in your head before you tap anything. Tapping and rethinking wastes the timer.
Read the goal line every round. Most lost points come from solving the previous round's question.
A leading zero does not change the value — 0123 is just 123. The game follows the standard convention that numbers are written without leading zeros.
It is built to be child-friendly, but the smallest-number rounds under time pressure catch adults out regularly.
Yes, hands can contain duplicates, which makes the ordering easier but the reading harder.
Hands grow across the ten rounds, so later rounds hold more cards than the opening ones.