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Recap / Numberjacks S 2 E 13 Matchmaking

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One is bouncing around in the gym, playing with Buddy Blocks and a see-saw and saying, "Ooh." Four slides into the gym, looking for Three, and sees the see-saw that One has put two blocks on one end of and one on the other. He says to himself that he greatly prefers the see-saw being balanced and adds one of Three's blocks onto the unbalanced end. Satisfied, he goes to look for Three in the Cosy Room, but One, who is on a high ledge, throws her Buddy Block down onto the see-saw. He adds one of Five's blocks to make it equal, but then One adds one of Nine's blocks. Four, not having seen One, is confused and doesn't want the see-saw to be unbalanced. He adds one of Seven's blocks, but One adds another. She then giggles and Four sees her. The alarm then sounds.

In the control room, Three reveals that she was indeed in the Cosy Room previously and that she was looking for Four. Agent 99 then reports that a young boy has only one sock, but three shoes. Six points out that it's not a serious problem, but Agent 99 says that it could get worse. Six thinks she has a point and asks who should go out. Three volunteers because the problem, like her, isn't very big. Six lets her, and she is launched.

She lands on a door and bounces down. Agent 72 then reports that one of the gardeners has lost his pot and Agent 27 reports that a teddy bear at a picnic has lost its glass. Three sees two girls on bikes and notes that at least there are enough bikes to go around, but then behind her, one of the bikes starts rising up into the air. It turns out that the Numbertaker is using a rope to steal it. After the Numbertaker's theme, Five imagines the Numbertaker taking a raincoat, a dog's food bowl, and two kites.

She then fires up the brain gain machine and Three corrects the situation, but Six suspects that they solved it too easily. Sure enough, the Numbertaker then adds an extra plant to the gardener's plants, then an extra teddy bear. He then tries to add an extra child next to the two girls with bikes, but he can only produce a thing with clothes as a body and a soccer ball as a head. Five makes more brain gain and Three uses it to get rid of the extras.

However, one of the teddy bears' drinks goes missing and there are now straws in only two of the cups. Additionally, one of the plant pots goes missing again and there's now a saucer. They fix the problem with brain gain, then Five gets an idea: make it the same number of Meanies in the park as elephants, i.e. zero. This works, Three comes back, and they do the recap.

Finally, back in the gym, Four's changed his mind about wanting the see-saw to be balanced all the time and Five asks the viewers if they have five of something that could match her buddy blocks.

This episode provides examples of:

  • Big "YES!":
    • When Six allows Three to go out, she says, "Oh, yes!".
    • When all the problems are solved, Four says, "Yes!".
  • Continuity Nod: When the problem isn't very big, Three volunteers to go on the mission, since she's not a very big numberjack, which she also did in "Data Day".
  • Crying Critters: A dog in Five's imagination cries after its bowl is taken.
  • Determined Expression: Three briefly looks determined when she's in the launcher and says, "I can do it!".
  • Ding-Dong-Ditch Distraction: This is one of the episodes where the Numberjacks need to ring the doorbell to get someone (in this case, the woman) off the couch.
  • Sticky Fingers: The Numbertaker's theft is what starts the conflict.
  • Tempting Fate: Three says that at least there are enough bikes to go around, then one of them disappears.
  • Third-Person Person: Three says, "Three is on her way!" when she lands.
  • Troll: One gets a kick out of adding extra blocks to one side of the see-saw just to mess with Four.

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