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What happens when a child outgrows his trusty Imaginary Friend, the pal that stuck with him through all of the highs and lows of growing up? Well, these creations pack up and head for Foster's Home for Imaginary Friends! Foster's is a one-of-a-kind Victorian mansion filled with hundreds of unique characters from all over the world, thought up by completely different children for completely different reasons. These creatures all live together in this vast, sprawling home with more rooms than you could ever dream possible! Mac, a clever but somewhat shy 8-year-old boy, discovers Foster's when his mom tells him he's too old for his Imaginary Friend Blooregard. Not ready to part with his trouble making best buddy, Mac takes Bloo to Foster's with the hope of giving him a safe place to live, while still being able to visit every day.

2005

Mac tries to thwart Bloo's plans for a party.

Mac gets the gang to join a bowling team.

All Wilt wants to do is watch his favorite basketball team on TV, but the House's ridiculous requests and Wilt's ridiculous inability to refuse them threaten to keep him from the big game.

A new imaginary friend comes to Foster's after being framed by his kid.

When a Seeing Eye Friend loses his blind kid, it’s up to the gang to find him before harm comes to his boy.

Mac takes Bloo to school for show and tell, but his popularity causes unexpected troubles.

When Foster’s needs a new roof, Bloo bakes up a plan to sell Madame Foster’s amazing cookies.

Mac and Bloo fall for Frankie and become wildly jealous of each other and everyone else.

When Mac accidentally imagines another friend, Bloo suffers sibling rivalry with the newly arrived and very odd Cheese.

The gang wins a squeaking rubber elephant.

When Bloo accidentally offends the "New Guy", he is challenged to a fight at day's end.

Bloo becomes a huge celebrity, but fame taints his relationship with Mac.

Bloo tries to “cool-up” Mac.

Uncle Pockets, an original Friend of the house, returns to Foster's, and Bloo is immediately suspicious of him.

A case of mistaken identity sends Coco and Herriman to a high-society gala.

2005

Eduardo runs away from the Home to prove his bravery, but ends up over his head in a fight.

Bloo gets a nasty case of the hiccups and must get rid of them before the big Imaginary Friend Pageant.

A camping trip becomes a problem when Bloo eats all the food.

A suspicious imaginary friend shows up at the house, and Frankie is out to prove him a fraud.

The Duchess is adopted by Mac's neighbors, and the Foster's don't want to take her back.

Mac and the crew win a trip to Europe.

The house is filling up with imaginary friends, thanks to a girl named Goo.

Mr. Herriman tries to conceal his carrot addiction, which causes a lot of trouble at Foster's.

Although Eduardo is infested with fleas, he soon befriends them, but Frankie and Mr. Herriman want to get rid of them.

Mac starts to doubt Santa's existence when a hoard of imaginary Santas appear. Bloo sets out to prove that he's real.

Mac and Bloo collaborate on a movie, which turns into a hit. Later, they must make an even better sequel for a film contest.

Frankie faces a tough campaign against Mr. Herriman as they both compete to be president of Foster's.

A single room opens up in the house, prompting Eduardo, Bloo and Coco to compete for it.

Everyone becomes obsessed with card collection when Coco lays magical eggs filled with cards.

2004

After being told by his mother that he is too old to have an imaginary friend, Mac and Bloo find Foster's Home for Imaginary Friends. It seems like the perfect solution, but there's a little problem...

Mac and Bloo try to adjust to their new situation, but things are not easy for Bloo at Foster's.

Mac races to save Bloo from the sinister scheme of Duchess and his brother.

It’s Madame Foster’s birthday! But when Frankie tries to take a simple trip to the mall, Bloo and the Gang tag along.

There is one door in Foster’s that is never, ever to be opened. Well, that’s too tempting for Bloo...

Mr. Herriman grows frustrated with Bloo's inability to follow the house rules and threatens to evict him.

It’s dinner time and Mac and Bloo can’t manage to find the dining room in Foster’s twisty-turny house. And to make matters worse, Mr. Herriman won’t allow dinner to begin until Bloo arrives.

While conducting interviews for a website, Mac and Bloo get embarrassing footage of Mr. Herriman.

Berry, a new Imaginary Friend in the house, has set her sights on Bloo. Now anything that keeps her away from him must be removed.

Terrence realizes that the only way to get Mac is to create an Imaginary Friend to beat up Bloo.

Bloo is jealous of Wilt getting special attention for the number of abandoned imaginary friends he brings to Foster's, so he tries to rescue an imaginary friend too.

When Eduardo finds a puppy, he must keep it a secret due to Mr. Herriman’s strict rule of “No Dogs in the House.”

Adopt-a-thought Saturday is a great day when Imaginary Friends try to get adopted by new families. But to Mac and Bloo, it is a dark day when their good friends are taken away from them, so they turn to some drastic measures.

After watching a scary movie, Wilt, Eduardo, and Coco begin to believe that the ghost is real. Meanwhile, Frankie gets locked out of the house in the rain.

2006

When a large and dangerous imaginary friend is destroying the city, a superhero friend named Imaginary Man comes and saves the day, leaving Mac impressed. But once Mac becomes Imaginary Man's sidekick, Bloo becomes jealous and joins forces with Nemesis, Imaginary Man's mortal enemy and sister.

The residents prepare for the annual house photo. Meanwhile, Bloo, Mac and Goo search for an answer behind a weird photo of Foster's taken years ago, Eduardo gets an "extreme makeover" from Duchess, Coco realizes she needs to lose weight and Wilt has trouble being in the house photo without getting his head obscured.

When the home's residents go to the beach and leave Bloo in the house alone on purpose so that he doesn't ruin the fun, he and Mac try to squeeze in as much fun as possible and make it the best day of their lives.

Old Man Rivers, who lives across the street from Foster's, does not want imaginary friends on his lawn, and on "Adopt-A-Thought Saturday," his grandson, Young Man Rivers, makes faces at Bloo. Bloo and Madame Foster throw papers — that are adoption forms — at Old Man Rivers, who keeps them for himself, causing Bloo and Wilt to try to get them back. Meanwhile Eduardo tries to keep the parents busy so Bloo can get the adoption forms, but the parents get more impatient by the moment.

Bloo, Wilt, Eduardo, and eventually more guests arrive at Mac's apartment for a slumber party that Mac didn't plan. But because they are all so loud, Mac's mom or Terrence could wake up and get them all into trouble.

Bloo, along with the rest of the house, plan a surprise party for Mac. However, Mac wants no part of it and tries to destroy their plans.

Bloo notices after a trip to the grocery store that Frankie has left the keys in the bus, and decides to take Mac for a joyride in the Foster's bus, and Wilt, Coco and Goo promise to keep it a secret much to poor Wilt's disconcern.

Foster's is going to be on TV, and Frankie wants everything perfect. Meanwhile, Cheese keeps showing up at Foster's, despite being told numerous times that he doesn't live there. In an attempt to keep him out, Mr. Herriman installs a security system. Unfortunately, due to his misreading of the directions, nobody knows the password except for Cheese, who memorized the code as a song. It is now up to the gang to get Cheese to recite it, and craziness ensues.

Bloo alerts that an imaginary friend is in trouble. No one wants to help him at first because it might be a trick, but Madame Foster forces Frankie, Coco, Wilt, and Eduardo to help him. They find that the imaginary friend is stuck in a tree, and Bloo tries to help by climbing on top of them but only causes them to fall. Madame Foster manages to save the friend and is awarded for her good deed. Bloo tries to prove that he can also do good deeds and makes his own home for imaginary friends.

An imaginary pen, that resembles Abraham Lincoln, is caught with a student cheating on a test by Mac's teacher. He is saved from the classroom's closet by Mac and Bloo along with his au pair, a green ogre named Moose. The Lincoln pen cons Madame Foster into a new plan to adopt an overcrowded home to unsuspecting adopters for a fee, then takes over the house, planning to turn it into a casino.

In her sleep, Goo accidentally creates all the villain characters from a make-believe game that she had helped out on while the power was out at the home during a thunderstorm, who then imprison Mac and Bloo at the home. Now, the gang must finish the game to save their friends.

It's time for the 5 Year Creator Reunion Picnic, where imaginary friends' creators come to Foster's to see their imaginary friends. However, once again, Wilt's creator doesn't show up. Wilt, believing that his creator is still mad at him for a past let-down, sets off on a cross-country journey to find an imaginary friend that he lost to in a past basketball game and challenge him to another game to set things straight.

Bloo and the gang are out to find Wilt and discover some interesting things about his secret past along the way.

2008

Mac discovers that an impostor has been checking out library books in his name and hires a detective to find the crook.

Coco escapes from Foster's, and a chain of events has her on adventures all over the world.

A termite infestation at Foster's forces Mr. Herriman to move the friends into a hotel for the night. While at the hotel, Bloo, being rambunctious, gets out of hand, disobeying all of Mr. Herriman's rules. To get rid of him, Wilt, Eduardo, and Coco play a prank on Bloo, though Mr. Herriman believes Bloo did it. Bloo, angry at Coco, challenges her to a prank war, turning the night into an outrageous chain of pranks.

The friends have to make their own fun when rain forces them to cancel a trip to a water park. They decide to upload videos to ViewTube, while Bloo, sulking because of their cancelled trip, tries to ruin everyone's fun.

Bloo becomes tired of always losing to Mac at everything, so one day at the Prize Hive, he challenges Mac to a 30-mile race back to Foster's.

Frankie is tired of working without being thanked. One day, a toy box is discovered at Foster's front door. Frankie is ordered to take it to the attic and leave it alone, but she knows there is an imaginary friend trapped inside, and opens the box to find it. When she looks inside, she falls into a strange imaginary world.

After tackling certain bizarre toy box trials and tribulations, Bloo, Mac, Wilt, Eduardo, and Coco discover Frankie's whereabouts and set out to rescue her from the strange world.

Frankie, Mac, Bloo, Mr. Herriman, Wilt, Eduardo and Coco must find a way to escape the mysterious realm of an imaginary friend.

A deliriously ill Bloo attends Mac's birthday party and daydreams about his adventures as a superhero.

The friends have a house-wide dare competition that quickly gets out of hand.

Bloo is sad about Eduardo getting adopted and holds auditions to get an alternate one; meanwhile, the residents get letters from those that were adopted in the latest Adopt-a-Thought Saturday.

Frankie and Mr. Herriman host a party at Foster's and ask the friends to stay outside or upstairs.

When Mr. Herriman tells Bloo that Mac is moving, Bloo decides to give him the best day ever, though things do not go as he plans. All day, Mac does things with everyone but Bloo, making him angrier after every disappointment.

2007

Bloo is convinced that Cheese is an alien after watching a sci-fi movie about brain-eating spacemen and reading a tabloid newspaper with a picture that has an alien that resembles him and attempts to send a message to outer space.

The gang goes to a swap meet where a pick-pocketer is stealing money. He accidentally loses a $100 bill that Eduardo finds. Eduardo takes his money around the swap meet, looking for something to buy. But even the most sensible of the gang are tempted by the bill, and with the thief also trying to catch his bill, craziness ensues.

When the whole house goes to a fair, Mac and Bloo compete to see who will throw up last on a ride called the Vomit Comet. Bloo ditches Mac to ride in Madame Foster's Firebird, but a "quick" stop at the fabric store that is just across the street from the fair suddenly turns into a nightmare for Bloo that doesn't seem to end, causing him to take big measures to try to get out of it.

Bloo visits a retirement home and inadvertently disguises himself as a senior, getting to live there and being pampered all day long. When Mac finds out about it, Madame Foster teams up with him in order to get Bloo out of there.

Bloo entertains Mac with an action-packed story about a crystal "potato" of power. A little boy (Eduardo), an alien (Coco), a hermit (Wilt), a magical fairy (Frankie), and the Superdude (Bloo) attempt to protect the crystal potato from the evil Lord Snooty (Mr. Herriman), who is taking away all the fun in the land ruled by the Queen (Madame Foster).

Bloo learns about a garage band known as Pizza Party. After realizing that he cannot be in the band, he starts his own musical act and inadvertently causes the creation of a concert.

Bloo is convinced Mac is going to be married, so he tries to act mature in order to impress Mac.

A rich kid named Barry Bling comes to Foster's looking for a friend. He has a mansion filled with toys, which tempts Bloo so much that he starts cheating on Mac. But there's something strangely familiar about Barry...

Bloo, Mac, Frankie and others are tangled up in a chaotic series of events when Frankie wins tickets to the premiere of a new action movie starring Rod Tango.

Bloo tries the old peanut brittle can filled with snakes trick, thinking it as the ultimate Halloween prank after strapping Mac to his bed so as to not allow him to go trick-or-treating because of his sugar rushes. However, when Mr. Herriman tries his trick, Bloo thinks it has gone awry, and Mr. Herriman becomes a zombie, much to the shock of the other residents.

Eduardo tells some little white lies to the nursery residents of Foster's, and now has to cover his tracks so they can't catch up to him.

This episode tells the story of "The Big Cheese" through the eyes of a pea-sized imaginary friend named Peas, detailing how he helped Frankie turn a negative into a positive.

A plan to mellow out Mr. Herriman backfires when conditions at the house quickly deteriorate.