Choose a table

Find a useful starting point

The ones, twos, fives, and tens offer convenient starting points. Doubles connect the fours and eights; fives help build the sixes and sevens. This is one useful route, not a required order.

Every table runs through times twelve. The multiplication chart shows how the tables connect. For a short practice routine, see learning multiplication facts.

From examples to play

Use these examples to understand an individual table. MathJolt mixes facts from tables 1–12 in Practice and Jolt Run; the game does not have a separate single-table mode.