CBSE Class 6 · Mathematics
Number Play
Official NCERT chapter from Ganita Prakash (book code fegp1). ExamMaster notes are original teaching at CBSE Class 6 depth.
This lesson follows the official chapter “Number Play” in Ganita Prakash. The words below are ExamMaster’s teaching, not a paste from the book. Use the NCERT chapter for the classroom sequence; use these notes to hold the idea without copying exercises or figures.
- CBSE Class 6
- Easy level
- 12 concepts
1Numbers can Tell us Things
A number can be even or odd, a multiple, a code for a house. It tells a fact only after you name the test you ran.
A number sitting alone is mute until the test is named.
Figure. Numbers can tell a fact you could not see from a name. 135 cm against 128 cm says Zoya is taller — the number is the message, not decoration. A class roll, a house number, and a bus number work the same way.
How it works
- Name the testEven, multiple of 5, house number…
- Run it on the numberPass or fail.
- Say what it told youThe fact, not a vibe.
2Supercells
A supercell here is a highlighted cell in a grid of numbers that wins a local compare — larger than its neighbours, or matching a stated rule.
Colouring a cell because it looks pretty is not a supercell.
Figure. A supercell holds the sum of the cells it covers. 13 is 5 + 8; 7 is 3 + 4. You check a supercell by adding, not by guessing a prettier number.
How it works
- Read the compare-ruleLargest among neighbours, or another stated test.
- Check each neighbourEvidence.
- Mark only the cells that passThose are the supercells.
3Patterns of Numbers on the Number Line
Even numbers sit every other mark: 0, 2, 4, … Odds sit on the leftover marks. A hop of 5 lands on multiples of 5.
A number line with no hop named is just a ruler.
Figure. A pattern on the number line is a jump you can name. Here every mark is 4 more than the last. From 12 the next mark is 16, not a guess — the same +4 that made 8 from 4.
How it works
- Name the hop2, or 5.
- Start at a mark0, or 1.
- Land only on the hopThat is the pattern.
4Playing with Digits
Digits can be rearranged, summed, or swapped by place. 257 and 572 use the same digits; the houses make different values.
Rearranging digits is a new number, not a costume on the same value.
Figure. The digit is allowed only after you name its house. 3 in tens is 30; the same stroke in ones is 3. That is why 32 and 23 are different numbers — swapping houses is not a font change.
How it works
- List the digits2, 5, 7.
- Place them in housesA new numeral.
- Read the new valueDifferent houses, different number.
5Pretty Palindromic Patterns
A palindrome reads the same forward and back: 121, 3443. The test is the digit sequence, not a pretty font.
1221 is a palindrome; 1223 is not “almost” one.
Figure. A palindrome reads the same forwards and backwards. 1221 folds on the dashed midline: the outer 1s match and the inner 2s match. 1231 fails the fold — that is the test, not a pretty look.
How it works
- Write the digits left to rightThe sequence.
- Write them right to leftThe reverse.
- Demand they matchThen it is a palindrome.
Palindrome test
Is 2552 a palindrome? Is 2553?
- 2552 reverse2552
- 2552yes
- 2553 reverse3552
- 2553no
Pro tip. Exact reverse match. Almost is a miss.
6The Magic Number of Kaprekar
Kaprekar’s routine on four digits (not all equal): arrange largest, arrange smallest, subtract, repeat. Many seeds reach 6174. The routine is the maths; “magic” is the nickname.
Do not skip the subtract. A pretty 6174 without the steps is a label.
Figure. Kaprekar's routine: rearrange a four-digit number largest-to-smallest and smallest-to-largest, then subtract. 7641 − 1467 = 6174, and 6174 maps to itself. Most four-digit starts reach this same 6174.
How it works
- Form largest and smallest from the digitsTwo numbers.
- SubtractA new four-digit (pad zeros if needed).
- Repeat until it staysOften 6174 for four distinct-enough digits.
7Clock and Calendar Numbers
A clock wraps at 12 (or 24). A calendar wraps months and weeks. Adding 8 hours to 9 o’clock is not 17 on a 12-hour face without a wrap.
Treat wrap as a remainder after the cycle length.
Figure. Clock numbers are a cycle of 12, not a line that keeps growing. At 3:00 the minute hand is on 12 and the hour hand is on 3 — a right angle. The same instant is 15:00 on a 24-hour calendar clock.
How it works
- Name the cycle12 hours, 7 weekdays.
- Add or count along the cycleThen wrap.
- Write the landing nameA clock or weekday.
8Mental Math
Mental math is a split you can hold: 47+38 as 47+30+8, or 25×16 as 25×10 + 25×6. The split must rebuild the original.
A guess that you cannot rebuild is not mental math.
Figure. Mental math here is a split you can say: 25 × 12 = 25 × 10 + 25 × 2 = 250 + 50 = 300. The split uses place value, not a new trick. A split you cannot say out loud is not yet mental math.
How it works
- Split one numberA friendly piece.
- Compute the piecesKnown facts.
- Add the pieces backThe original product or sum.
9Playing with Number Patterns
A play-pattern still needs a rule you can say. Alternating +2 and −1 is a rule. Scribbling digits is not play in this chapter.
Write the rule before you enjoy the pattern.
Figure. Triangular numbers add one more each time: 1, then 1+2=3, then 3+3=6, then 6+4=10. The next jump is +5, so T5 = 15. Naming the jump is the pattern; copying the last height is not.
How it works
- Say the ruleA sentence.
- Generate two more termsA check.
- If you cannot, it was not a ruleA list.
10An Unsolved Mystery — the Collatz Conjecture
Collatz rule: if even, divide by 2; if odd, 3n+1. Then repeat. The conjecture says every positive start eventually reaches 1. It is unproved — a mystery, not a homework “always” you must pretend is settled.
A chain that reached 1 for 17 does not prove every start.
Figure. Collatz rule: even → n/2, odd → 3n+1. From 6 the path is 6, 3, 10, 5, 16, 8, 4, 2, 1. Nobody has proved every start reaches 1 — the chapter shows the rule, not a finished theorem.
How it works
- Pick a startA positive integer.
- Apply even/odd ruleA next term.
- Stop at 1 or after a named number of stepsA case, not a proof of all n.
Collatz from 6
Start at 6. Write the next four terms using the Collatz rule.
- 6 even6÷2=3
- 3 odd3×3+1=10
- 10 even5
- 5 odd16
Pro tip. Even → ÷2. Odd → 3n+1. One start is a case, not a proof.
11Simple Estimation
Estimate by nearby friendly numbers: 198×4 is near 200×4=800. Then compute or sense-check.
An estimate is a neighbour, not a replacement when the exact is asked.
Figure. Estimate 198 + 403 by walking each addend to a nearby ten: 200 + 400 = 600. The exact sum is 601, one away. The figure shows the rounding, not two bars that would look the same height.
How it works
- Round to a nearby friendly number198→200.
- Compute that800.
- Say “about” and, if needed, compute exactlyTwo numbers, two labels.
12Games and Winning Strategies
A strategy is a plan that uses the arithmetic (leave a multiple of 3, take 1 or 2). The move is still a counted take. A plan that miscounts is a broken strategy.
Hoping is not a strategy.
Figure. A take-1-2-or-3 game on 21: the winning leaves are multiples of 4 (0, 4, 8, 12, 16, 20). From 21 you take 1 and leave 20. After that, answer k with 4 − k. 21 is not a safe leave — that is the start, not a win.
How it works
- Name the legal movesThe rules.
- Name a target leftover if you have oneA plan.
- Compute the take as subtractionArithmetic first.
Collatz from one start reaching 1
- Is a case, not a proof for every n
- Settles the conjecture
- Means the rule failed
The conjecture is still a mystery. One chain is evidence for that start only.
Notes
- The official chapter title is “Number Play”. Teach the school test for that title, not a contest shortcut.
- If a step needs a later class, stop. The next official chapter will pick it up.
Formulas
- Palindrome: digits = reverse(digits).
- Clock wrap: landing = remainder after the cycle length.
- Collatz: even \rightarrow n/2; odd \rightarrow 3n+1 (one start is a case).
Recap
Hold these pegs from the official chapter “Number Play”. The wording is ExamMaster’s teaching, not a textbook recap.
- Numbers can Tell us Things
- A number can be even or odd, a multiple, a code for a house.
- Supercells
- A supercell here is a highlighted cell in a grid of numbers that wins a local compare — larger than its neighbours, or matching a stated rule.
- Patterns of Numbers on the Number Line
- Even numbers sit every other mark: 0, 2, 4, … Odds sit on the leftover marks.
- Playing with Digits
- Digits can be rearranged, summed, or swapped by place.
- Pretty Palindromic Patterns
- A palindrome reads the same forward and back: 121, 3443.
- The Magic Number of Kaprekar
- Kaprekar’s routine on four digits (not all equal): arrange largest, arrange smallest, subtract, repeat.
Practise Number Play
Reading is free and needs no account. Practice, mocks and progress live in the app.
- A 4-question practice set that ends the chapter
- 1 quick check with worked explanations
- Timed mocks scored with the real marking scheme
- Readiness tracked per topic, kept on your device