NUMERO is a game for ail ages. Simply set the level of

NUMERO is a game for ail ages. Simply set the level of
NUMERO is a game for all ages. Simply set the level of
difficulty to match the ability of the users. This is done
by deciding which cards are included in the pack for a
particular game. To play NUMERO well all players must
start at the early stages and progress to more
challenging levels. As a learning game it is best played
between two people, which provides the optimum
playing conditions to challenge minds and improve
number skills, but can be played by up to four players.
# 3
The NUMERO Pack includes:
Number Cards: Four sets of Number Cards (1-15)
-green, orange, blue and red.
When learning to play NUMERO, use these cards
only (and only numbers 1-10 with young children).
Wild Cards: Are added to increase the level of
challenge of play as the ability of players increases.
— 4 subtraction, 4 multiplication, 4 division, 13
fraction/decimal/percentage. Square root, cube
root, squared and cubed cards (for players looking
for a real challenge).
2 blank cards: To be used as replacements if cards
are lost
2 point-scoring cards: To be used as reference cards
when players reach the scoring level of challenge.
White Dot: cards have a small white dot on the
NUMERO side of the card. The dot has been placed
on the cards so that individual packs can be
numbered to avoid situations where different packs
can become mixed.
a e
NUMERO Patience is an interesting and challenging
version of NUMERO, if you are on your own. It provides
the same enjoyment and challenge as the normal game
and also means you can practise working out the
infinite variety of possible number combinations.
The Basic Rules
1. Using whichever selection of cards you wish, deal
five cards into the centre and five cards for your
2. Make the best possible take that you can, or
multiple takes with the one Number Card from
your hand.
3. Restore both the centre and your hand to five
cards from the pack.
4. Repeat the procedure as long as you are able to
Note: No builds for future takes are allowed
and no discards. Simply perform the best take
you can.
5. When you can no-longer take, the game is over
and you then either count the cards won or note
the points scored, depending on the level of
game played.
6. Remember at all levels of play, you play only one
Number Card from your hand each turn (your
‘taking’ card) but may use any or all Wild Cards
from your hand, and any cards (Wild or Number)
from the centre.
7. The highest level of both NUMERO and
NUMERO Patience is when you play to score
points, instead of simply winning cards. If you
wish to move on to this level, simply check the
Numero Rules and use the Easy Check List Cards
to help you remember the different ways of
scoring. Then, every take that you do, simply
spread out the cards in the take to count them,
check their point values, colours, operations etc.
before placing them in your ‘win stack". The only
additions to the normal NUMERO point scoring
when playing NUMERO Patience are:
(a) If you use (deal) all the cards from the pack,
score an extra 10 points and if you achieve
the perfect ending by being able to take with
every card in your hand and ‘clear the deck’,
score an extra 25 points.
(b) Any cards showing Point Values left in your
hand when the game ends means those
points are subtracted from your score.
À. game.
The following are frequently asked questions that may help
you get more fun out of playing NUMERO. All the answers
can be obtained by referring to the three Golden Rules of
1. What happens if there are no cards left in the centre?
If there are no cards in the centre you will not be able to
take or build. Therefore, your only alternative (Golden
Rule No.1) is to discard.
2. Can you discard Wild Cards?
Yes. You can discard a Wild Card at any time, as long
as you remember that you must play a Number Card from
your hand to complete your turn. In fact, if you ever find
yourself with five Wild Cards in your hand, you have to
discard all five cards (Golden Rule No. 3).
3. Can you perform multiple takes on the same turn?
Yes, there is no limit to the number of cards or builds that
can be taken by a single Number Card.
4. If you create a build, do you have to take it in the next
5. Can you add different builds together?
Yes, you can add builds together, but you can not break
a build (e.g. a build of eight and a build of seven can be
added to make 15 and taken by a 15 Number Card from
your hand.
6. Is there a time limit for your turn?
No. However, competitive players may create a time limit
if they want to increase the pace or challenge of the
Frank Drysdale is the creator of NUMERO. Born in 1932, в
began his working life as a physical education teacher and
later became a minister in the Methodist (later Uniting)
Church in Australia. Most of his time as a minister was spent
as a school chaplain.
In 1967, he was voted ‘The Outstanding Young Man in
After a successful career in both education and the church,
Frank was forced to retire when, in 1989, he was diagnosed
with Alzheimer’s disease.
In 1993, he developed NUMERO as a game to play with his
grandchildren and to keep his mind active. With the help of
his family he first published NUMERO in 1994.
At this early stage, Frank and his wife Joan donated all rights
to NUMERO to the Alzheimer’s Association of Western
Australia and have since worked tirelessly promoting
NUMERO throughout the world—Frank being a personal
example of the benefits of regular mental stimulation.
In 1998, he received the Order of Australia Medal 'for services
to youth, through sport and youth clubs, to education
through the development of the maths game NUMERO, to
the community and to the Uniting Church’.
In 2001, Frank was awarded a Fellowship of Edith Cowan
University in recognition of distinguished contribution to
learning and in particular to mathematics education.
Frank and Joan were elected Life Members of the Alzheimer’s
Association of WA. Royalties from the sales of NUMERO now
go to The Drysdale Family Foundation Charitable Trust to
further the work of the Alzheimer’s Association with people
with dementia and their carers.
The NUMERO website is provided to assist NUMERO players
with the following services:
* The history of NUMERO.
* The rules of NUMERO further explained.
* NUMERO Challenges. Do you want to test your
NUMERO skill? The Challenge section will provide
given hands of NUMERO for you to calculate the
best possible move.
* Reviews: See what other people are saying about
* How to purchase NUMERO in your country.
For the ultimate NUMERO challenge, play the game using
the points scoring system. The winner now is the one
who scores the most points, instead of the one who
simply wins the most cards.
Try scoring with NUMERO after you have become a
confident player.
Scoring does not affect any rules of play, however it will
influence strategies used during play.
Scoring must be recorded progressively, spreading out
the cards after each take, to note their bonus points
value on a score sheet.
(a) Each take earns 1 point. (Note: A multiple take
earns 1 point for each individual take in that play.)
e.g. a 10 played to take botha10anda6 +4 =10
counts as two takes (equals 2 points).
Each card in a take earns one point.
e.g. a 10 played to take botha 10 anda6+4=10
counts as two takes (equals 2 points) and the takes
include a total of four cards (10, 10, 6, 4) equalling
4 points, for a total of six points.
Bonus Points
Bonuses are the means of earning the most points.
Bonus points for the number and colour of cards (item
4, 5, 8 and 9 on the Easy Check List) apply to individual
takes only, and not to all cards won in one turn, if that
included multiple takes.
The same applies to bonus points for the number of
operations (items 6 and 7). For this purpose, fraction
cards with a numerator (top number) of 1 count as
division only, while fraction cards with a higher
numerator count as division and multiplication.
If playing with powers and roots (N2, N3 N, 3N) at
scoring level, N? and N? count as multiplication, while
N and ?N count as division, when calculating the
number of operations used.
When at the scoring level of NUMERO, where tactics
become more important, players are tempted to break
Golden Rule No. 2 and build without holding the answer.
If the opponent suspects this has happened and
challenges the build (‘Show me that 10..."), and the
required card can not be shown, the offender is penalised
20 points and the card used in the build is placed in the
centre as a discard. If a player is challenged and can
show the card concerned, the challenger is penalised
10 points. Such a challenge must be made before the
challenger's second turn, after the move being
End of Game
When only one player has any cards left, he/she may
complete one take if this is possible, when play will end.
(If a take can not be made, that is the end of the game.)
(a) Any cards remaining in that player's hand are
subtracted from his/her score—both the number of
cards and the bonus value of any cards.
(b) Any cards remaining in the centre go to the last
player to record a take.
Easy Check List for Point Scoring
1. Each take ....................er0000rieeecece DA 1 point
2. Eachcardinatake/s.............................. 1 point
3. WILD CARDS: 15:90 1050 ceo as printed
485: A TAKE of five cands 5, ants ao wie iw 2 points
5. ATAKE of Six cards Or MOre .................... 5 points
6. A TAKE using three of (+, —, X, +) ............ 5 points
7. A TAKE using all of (+, —, X, +) ............... 10 points
8. ATAKE (five cards or more)
including all four colours ......................... 5 points
9. A TAKE (five cards or more) with
ONIY ONC COQUE rer bitin 5 points
10. CLEARING THE DECK ere 5 points
11. Most cards held at the end of
Ea ana 10 points
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———————————] ——— er rt
f There are only three simple rules in the game of NUMERO.
Golden Rule No. 1
Each turn, play one Number Card only from
your hand—a take, a build or a discard.
Golden Rule No. 2
When you build, you must have the answer
to that build in your hand in a single card.
Golden Rule No. 3
Every Wild Card played from your hand
gives you another turn and if that is a Wild
Card, another turn.
To begin playing NUMERO, follow these simple steps.
* Before commencing the game, select only the Number
Cards from the pack (all cards 1-15). These are the only
cards you use at this stage. a
* Ignore the colours and points on some cards.
* For young children, using only Number Cards 1-5 or
1-10 is a successful strategy.
1. First, deal five cards to each player (ideally played with
two players but can be played with more).
2. Place two cards face up in the centre of the table.
Note: Although you start with two cards in the centre,
the number of cards in the centre will vary during play.
At times there will be less (sometimes no cards at all)
and at other times, more than two.
3. Place the remainder of the pack in the centre of the
table (face down).
remainder of pack
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4. You are now ready to play NUMERO, with the non-dealer,
or player to the left of the dealer, having first turn.
Players take turns.
Each player plays a Number Card from his/her hand, into
the centre and must either take, build or discard.
Golden Rule No. 1
Each turn, play one Number Card only from
your hand—a take, a build or a discard.
A take is when a single Number Card from your hand is
matched to a card, or combination of cards, equalling the
same number in the centre.
The cards in the take and the matching card from the hand
are then placed face down on the table near the player (this
is your ‘win stack’ and these cards are counted at the end of
the game to determine the winner).
The hand is restored to five from the pack. It is important to
always restore your hand to five cards at the completion of
each turn.
a >
Example 1 - TAKE
5 5) (8 8) (4 4) (10 10) [12 12
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Play the 5 from the hand to win the 5 from the centre.
However, a better alternative is to add the 5 and 3 in
the centre to make 8. Then play the 8 from the hand to
É win both cards (the 5 and 3 from the centre).
Note: Although you may use only one Number Card from
your hand, you may win any cards from the centre that
equal, or combine to equal, a single card in your hand.
Example 2 - TAKE ;
5 5 10 10 l 2pors 1 13 13 15 20005 15
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9 © 000
© © 000 ооо 900
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4 4 6 6
© © © ©
© ©
у y 9 9
Play the 10 from the hand to win the 10 from the centre.
However, a better alternative is to add the 6 and 4 to
make 10. Then play the 10 from the hand wins both sets
of 10 (the 10 and the 6 and 4 from the centre).
ED o
is not always possible to take.
you can not take, you try to build.
A build is when a card from the hand is added to a single card,
r combination of cards, from the centre.
This creates a new number, ready for a later take.
Golden Rule No. 2
When you build, you must have the answer
to that build in your hand in a single card.
i Example 1 — BUILD
Not being able to match the 9 for a take, you look to build.
Play the 1 from the hand, adding it to the 9, for a build
> 10 (saying out loud, © + 1 = 107).
he build of 10 is valid, as you have the answer to the
| build in your hand in a single card.
Note: As you can play only one Number Card from your hand
each turn, a build finishes your turn. You can not take until
your next turn. Restore your hand to five from the pack.
Any player may take a build if it is his/her turn.
A build may be added to by any player to make another build.
A build can never be broken up or separated.
Example 2 - BUILD
2 2 4
5 5 3 3
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Ss S £ €
Not being able to match the 5, 3 or combination of 5 and
3 (8) for a take, you look to build .
Play the 4 from the hand, adding it to the 5, for a build
of 9 (saying out loud, ‘5 + 4 = 9°). or
Play the 9 from the hand, adding it to the 3, for a build
of 12 (saying out loud, ‘9 + 3 = 12°). or better still
Combine the 5 and 3 from the centre to equal 8.
Play 4 from the hand to the 8, for a build of 12 (saying
If you cannot take or build you must discard.
A discard is placed as a single card in the centre, not on top of
other cards.
Always restore your hand to five cards after every turn.
This is the only way cards in the centre are replenished, to be
used in later takes and builds.
You may discard any card from your hand. However, where
possible, discard a card you could use on your next turn.
Example 1 - DISCARD
12 12 4 A 5 5 9 9
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Having two 12s, you would discard one of them.
If it is still there for your next turn, you could take
with your remaining 12.
(Example 2 - DISCARD 3
4 4) (5 5) (9 9 2 | |
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Not having two of any number, but with your 4 and 5
adding to 9, you would discard the 4 or the 5 and if
it is still there for your next turn, you could add the
| other number to it, for a build of 9 in your next turn.
If none of the above opportunities present themselves, or if you
are in doubt, it is suggested you discard your lowest card.
End of Game
When the pack is finished, keep playing until only one player
has cards left.
This player is then given a final chance to play, if able to take.
The game is then over.
Any cards left in the centre are added to the ‘win stack’ of the
player who did the last take of the game.
Any cards left in the final player's hands are subtracted from
that person's ‘win stack’.
All players ‘win stacks’ are then counted and the player with
the most cards is the winner.
You now know how to play NUMERO. It is best to develop
a good understanding of NUMERO at this level, before
moving to more challenging stages.
When you do proceed to the next level, do so in gradual
steps. Learn each level before moving to the next.
If you cannot take, you might use your Wild Card in a it.)
WILD CARDS (Example — Wild Card Build A
INTRODUCING WILD CARDS (starting with Hand
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Golden Rule No. 3 voa) lé 8 si ver
Every Wild Card played from your hand
gives you another turn and if that is a Wild
Card, another turn.
The introduction of Wild Cards greatly increases the possible
moves and the level of challenge in NUMERO. ve,
> You could play the -5 Wild Card onto the 8 to make 3.
Example - Wild Card Take Then, with your extra turn you could add the 10 for a build
Hand of 13. (Golden Rule No.2)
— 6 aß 2 However, playing a Number Card would end your turn, and
000 e... you would have to wait and hope to take in your next
o © 000 turn. J
с. чес Z- 2 >. 9 E 2 = Discarding Wild Cards
You may discard a Wild Card; however, your turn is not
complete until you have played a Number Card from your
x hand. If you have five Wild Cards in your hand, discard all
five cards, ending your turn. Then restore your hand to five
from the pack.
sr ag citing SE == I
The -2 Wild Card can be played onto the 10, to о G OTHER LD CARDS
make 8. Then having an extra turn, you could play As in the last example, a series of Wild Cards may be played
your 8 to take. from your hand as long as you play only one Number Card
or from your hand.
An even better move, after playing the -2 onto 10 to Introduce other Wild Cards such as division, multiplication,
equal 8, you could play the 4 Wild Card onto the 5 fractions etc. as you are ready for greater challenges.
to make 1 and you still have another turn. rs —
You then combine the 8 (10 - 2) and the 1 (5-4) to EE
make 9 and take with your 9, winning a total of 5 Hand
cards. -2 10poins +2 x3 wports x3| |6 6
Notice that you still played only one Number Card A
from your hand. (Golden Rule No. 1) S S о ©
At the end of this turn, you would then restore your pe, ec e E :
hand to five cards from the pack. ;
WEBSITE AT: Playing the -2 onto 10 makes 8;
the +4 played changes this to 2;
the x3 played makes this 6; and you then take with the 6, all in one turn, winning five
cards, but still using only one Number Card from your
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