Math Sprint Tips: Faster Mental Arithmetic

Updated September 2026

Math Sprint gives you thirty seconds to answer as many arithmetic problems as possible. Each problem uses addition, subtraction or multiplication and comes with four answer choices, and a wrong tap costs you two seconds. That penalty means accuracy matters, but so does speed. This guide shows how to use the answer choices to your advantage and which mental shortcuts save the most time.

You do not always need the full answer

Because four choices are shown, you often only need enough of the answer to rule out the other three. The fastest check is the last digit. For 37 + 48, the last digits 7 and 8 add to 15, so the answer must end in 5. If only one choice ends in 5, tap it without working out the rest.

For multiplication the same trick works: 7 × 8 ends in 6 because 7 × 8 = 56, and any product of numbers ending in 7 and 8 will end in 6. For subtraction, the last digit of 52 − 17 is the last digit of 12 − 7, which is 5.

Check the size

If two choices share the right last digit, rough size usually separates them. Round the numbers to estimate: 37 + 48 is roughly 40 + 50 = 90, so 85 fits and 75 or 95 do not. For multiplication, 23 × 7 is a bit more than 20 × 7 = 140, so an answer near 160 makes sense and 200 does not.

Combining the last-digit check with a size check solves the vast majority of problems without doing full calculation.

Shortcuts worth learning

For addition, round one number to a ten and adjust: 47 + 38 is 47 + 40 − 2 = 85. For subtraction, count up from the smaller number instead of subtracting: from 38 to 52 is 2 to get to 40, plus 12, making 14. For multiplication by 9, multiply by 10 and subtract the number once. For multiplication by 5, halve the number and multiply by 10.

Knowing the times tables up to 12 instantly is the foundation. If any of them make you hesitate, practise those specifically, since hesitation on a single fact costs as much as a longer calculation.

The two-second rule for guessing

A wrong answer costs two seconds, so blind guessing is a poor strategy. With four choices a random guess is wrong three times out of four. However, if you have narrowed it down to two choices, a guess is right half the time, and the expected cost is usually lower than spending several seconds calculating. Use this sparingly and only when you are truly stuck.

Keep a steady rhythm

Top scores come from a smooth pace rather than bursts of speed followed by mistakes. Read the whole problem once, apply your check, tap, and move on. Do not double-check an answer you are confident about; the next problem is waiting.

Train the weak spots

After a few rounds you will notice which problems slow you down. For many players it is subtraction that crosses a ten, such as 63 − 28, or multiplication facts involving 7 and 8. Spend a few minutes practising only those. Because the game mixes all three operations randomly, a single weak area can drag down your average far more than you would expect. It also helps to say the numbers silently in a consistent way; reading '63 minus 28' the same way every time helps your brain move straight to the calculation instead of re-reading the problem.

A practical plan

  1. Check the last digit first and eliminate choices that cannot be right.
  2. Use a rough size estimate to split any remaining choices.
  3. Learn rounding and counting-up shortcuts for addition and subtraction.
  4. Know your times tables to 12 without hesitation.
  5. Only guess between two choices, never among four.

Math Sprint rewards smart shortcuts more than raw calculation. With a few elimination habits and solid basic facts, you will answer more problems per round and make fewer costly mistakes.

▶ Play Math Sprint Solve as many problems as you can in 30 seconds.