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Recap / Numberjacks S 1 E 27 Best Estimate

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Six is in the gym, preparing to practice a game called Estimate. Three bounces over, wanting to play too. He explains that estimating is making a thoughtful guess, and that the game shows you a number of things and you guess the number. If it's close to your number, you jump on the spot. He estimates six, and she points out that there are actually five spots, but he reminds her that an estimate is just a guess and isn't always exact. Three has a go and does a pretty good job, estimating three when there are four dots. They try to have a go together, but then the alarm goes off.

Agent 28 informs the Numberjacks that a little boy is trying to build something, but he needs four pieces of equipment, can't gauge which pile of stuff has the right amount, and to top it all off, they're moving around on their own!

Five is launched (after Three rings the doorbell) and lands on a board game's box. Then, a builder needs six nails, but like the boy, she also can't tell which pile of nails has the right amount, and her nails are also moving around. Five then notices the Problem Blob nearby, and sure enough he has slimed the builder in the ear.

On the beach, a man has been blobbed and has trouble figuring out if he has six balloons, causing him to writhe around and fall over backwards. Then, an elementary school teacher, who has also been blobbed, can't tell which group of children is closest to four. The kids start dancing around and Five begins her imagining.

She imagines a girl having trouble deciding which bunch of sandwiches has four causing them to move about, a man having trouble deciding which group of plants is closest to three, causing the plants to sprout flowers and one to become sentient and start pushing the trolley, and the Dancing Cow having trouble finding a group of four shoes, causing the shoes to dance on their own.

Three then has an idea: have the people estimate what number of things/people is in what group, like the game she and Six were playing. Three sends some brain gain to make the builder choose the pile of seven nails, the balloon man realise that he already has approximately six balloons, the teacher choose the group of five students, and the construction kit boy choose the pile of five tools.

Now that the problems are solved, the Numberjacks need to get rid of the blob. The agents suggest estimation because, hey, it worked for the other things! So they have him spray out blobs of slime and estimate how many blobs there are. Five, with the help of Three's brain gain, estimates five blobs (correct), then ten blobs (incorrect, but close, it was actually nine). This makes the Problem Blob so mad that he explodes and Five comes back.

After the episode recap, Six and Three go back to their game and Three estimates (correctly) one Problem Blob, while Six asks the viewers to estimate how many nails there are.

This episode provides examples of


  • Accessory-Wearing Cartoon Animal: Discussed when Five imagines the Dancing Cow wanting to put on shoes.
  • Ding-Dong-Ditch Distraction: This is an episode in which someone rings the doorbell to get someone else out of the way. In this case, Three rings it to get the woman off the couch.
  • Happy Dance: Three jumps for joy when she makes a good estimate in the game.
  • Subverted Catchphrase: Five imagines something, but she doesn't say, "Anything can happen", she says, "things could get even worse".

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