6 Team Colour Cards
Includes large and small printable cards for Pink, Teal, Gold, Green, Purple and Orange. Keep them ready for Corner Cup, Mastery Vault, Roll The Room and other team-based games.
Open colour cards ↗
THE FIXES PROGRAM™Indoor Recess Arcade™The Indoor Recess Arcade™ is a teacher-led game library for the weird ten minutes, indoor recess, movement breaks and whole-class play. One screen. One room. Everybody in.

The games handle randomization, timers, rounds, reveals and scoring while the teacher keeps the classroom safe and moving.
Pick the game that fits the time, room and energy.
Open it full screen on the teacher device.
Use the on-screen flow while students participate together.
Many Fixes games reuse the same six team colours. These printable cards give teachers a fast way to mark teams or areas without rebuilding the setup every time.
Includes large and small printable cards for Pink, Teal, Gold, Green, Purple and Orange. Keep them ready for Corner Cup, Mastery Vault, Roll The Room and other team-based games.
Open colour cards ↗Every card opens a teacher-facing game page first. From there, PLAY FULL SCREEN enters the clean game.

A five-round, one-screen dice game where everyone chooses when to bank their points.
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One shared deck, five rounds, and a genuine choice: stay in or bank what you have.
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A neon six-lane spectacle for quick races and longer team championship moments.
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A different race environment with winding canyon scenery, neon tracks and a quick class payoff.
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A Halloween-themed race with dark skies, pumpkins and a theatrical phantom moment.
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A winter race with falling snow, holiday atmosphere and a theatrical gift reveal.
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Match by colour or signal, vote Left/Middle/Right and build a twelve-link class chain.
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A six-zone race cup with automatic races, one rescue per colour, Pit Crew roles and a final-three medal round.
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The complete six-zone Corner Cup experience, with configurable tournament length, procedural courses, automatic rescue screens and a championship payoff.
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A space-racing version of the Corner Cup choose-race-rescue format with live ships, route selection and an Orbit Cup championship.
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A classroom arcade-racing edition of Corner Cup with live cars, multiple circuits, pit-crew rescue and a complete championship loop.
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A teacher-operated silent-ball system with random pairings, visible status, four consequence styles and built-in ways back into play.
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A quick whole-class passing game with a hidden random timer, two-strike consequences and automatic survival scoring.
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A self-running three-team Rock-Paper-Scissors movement game. The Machine assigns gestures, judges every clash and runs three fresh Power Runs.
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A one-press whole-class vault game with three five-round runs, keys, alarms, shields and a final security draw.
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An expanded Mastery Vault with Quick Crack, Full Vault and Championship modes, automatic scoring and a Grand Vault finale.
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A complete whole-class temple adventure with automatic chamber reveals, relic scoring, guardian wards, expedition winners and a final treasure draw.
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A whole-class ocean suspense game with sonar reveals, pearl scoring, oxygen protection, dive winners and an Abyss finale.
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A projected math-duel generator with adjustable skills, pacing, display options and automatic player-rotation cues.
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A whole-class language review game covering grammar, punctuation, sentence structure, agreement, contractions, homophones and word choice.
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A projector-based phonics game with sound identification, blending, decoding, word families, nonsense words and advanced vowel patterns.
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A fast whole-class vocabulary game with selectable arenas for meaning, relationships, context clues, precise language and academic words.
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A reusable word-list game that turns teacher-entered spelling, sight-word or content vocabulary into multiple projected challenge types.
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Six classroom sides, six dice, moving alliances and automatic Room Rolls. One projected screen; the room does the moving.
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A two-lap six-lane rail race with visible overtaking, a live order strip, camera views and one Rescue Beat.
Explore this game →The Indoor Recess Arcade is built around one shared screen because the teacher should not have to create accounts, distribute devices or explain a complicated control scheme just to use an unexpected gap. The games carry timers, randomization, reveals and scoring; the teacher still decides whether the format fits the room.
Replayability matters, but so does the exit. A good classroom game should be able to stop cleanly when the bell, lunch, assembly or next lesson arrives.
Corner Cup, Treasure Temple and Deep Sea Discovery are built for whole-class anticipation. Use them when the class can handle a shared result and you have enough time for the payoff. Do not start a championship sequence when you know you have four minutes left.
Rock Paper Reactor and other quick-response formats are useful when movement is the point. Mark physical boundaries first. The digital game can judge rounds, but it cannot make a crowded classroom safer.
Mastery Vault and Showdown work best for retrieval and practice, not for introducing a concept for the first time. If students need modelling or explanation, teach first and use the game afterward.
Whisper Fix is deliberately different from the louder arcade options. A quiet game can still create anticipation without making the teacher spend the next transition undoing the energy the game created.
The six colour cards and familiar team structure reduce setup across multiple games. Consistent zones let the novelty live in the race, reveal or challenge instead of forcing students to relearn where to go each time.





