Title: much more than a card game
1- much more than a card game
2?
What is
- NUMERO is an educational yet fun, mathematical
card game with a track record of achieving
results.
- Played in developmental stages the game can be
enjoyed at many different levels from junior
primary level right through to adulthood. In one
sense the game is similar to computer chess where
you can set the level at which you wish to play.
- Numero develops a wide range of mathematical
skills, including basic number recognition, basic
number facts, speed of recall, combining
operations and problem solving. At later stages,
Numero introduces fractions, percentages,
decimals and more complex mathematical concepts.
3Numero Contains
4 Sets of NUMBER Cards, numbered 1 to 15
coloured Blue, Green, Red Yellow
- 29 WILD Cards (mathematical operation cards)
4- Each turn, play only one
- number card from your hand
- a TAKE,
- a BUILD,
- or a DISCARD
- When you BUILD you MUST
- have the answer in your hand,
- in a SINGLE card.
- A wild card played from your
- hand gives an extra turn
The Three Golden Rules
5Level 1 Number Cards Only
6Deal 5 cards each face-down and turn two up in
the centre
7LEVEL 1 A TAKE
A TAKE The simplest TAKE would be to match a
card from your hand to a single card of the same
number in the centre.
8LEVEL 1 A TAKE (continued)
Centre
A better TAKE would be to match a single card
from the hand with a combination of cards in the
centre. When it is your turn ALWAYS add together
cards in the centre to see if it gives you a
better TAKE.
9LEVEL 1 A TAKE (continued)
Centre
The 8 from the hand could win all the cards from
the centre, as two sets of 8. (8 8 8 6 2)
10LEVEL 1 A BUILD
It is not always possible to do a TAKE. If you
cannot TAKE, you can try to BUILD. A BUILD is
when a card from the hand is added to a single
card, or combination of cards, in the centre
but take note of Golden Rule No. 2.
Centre
The 2 from the hand is played onto the 4 in the
centre to make a build of 6. This is only valid
because you hold a 6 in the hand.
11LEVEL 1 A BUILD (example)
Centre
12LEVEL 1 A BUILD (solution)
Centre
5 4 9 9 3 12
13LEVEL 1 A DISCARD
If you can neither TAKE or BUILD, or for tactical
reasons you decide not to, you must DISCARD.
A DISCARD is when you play one single number card
from your hand into the centre.
This is also the only means by which new cards
are made available in the centre once you
commence play.
14LEVEL 1 DISCARD Strategy
If possible discard a card you can use, or have a
chance of using in a later TAKE or BUILD.
DISCARD a 5, which you can take with the other 5,
next turn.
15LEVEL 1 DISCARD Strategy (continued)
As 10 3 13, DISCARD one of these, ready to
build 13 next turn (10 is a safer discard than 3).
16LEVEL 1 DISCARD Strategy (continued)
With no obvious discard option the 2 as your
lowest number provides most options for the
future.
17Level 2 Include Subtraction WILD Cards
18LEVEL 2
Playing a WILD card from your hand gives you
another turn.
Centre
19LEVEL 2
Playing a WILD card from your hand gives you
another turn.
Centre
20LEVEL 2 (contd.) WILD Cards
When we say playing a WILD card gives you another
turn, this is not optional. You must take another
turn. If this happens to be another WILD card,
yet another turn. These may be played onto the
same card, or different cards, or on their own,
in the centre.
21Level 3 Include Multiplication Division WILD
Cards
22LEVEL 3
Centre
23Solution
Hand
1 3 -2 -2 X 4 -8 -8 15 7 TAKE with 7 in
hand
24LEVEL 3
Centre
How to do a maximum TAKE with the 10, the 4 or
the 1 from the hand.
25A TAKE using the 10
Centre
4 6 10 10 2 8 8 divide by 4 2 2 X 5
10 TAKE with 10 from hand
26A TAKE using the 4
Centre
4 2 2 2 X 5 10 10 6 16 16 divide by 4
4 TAKE with 4 from hand
27A TAKE using the 1
Centre
4 divide by 4 1 1 2 -1 -1 X 5 -5 -5 6
1 TAKE with 1 from hand
28Special Moves
Centre
How to do a maximum TAKE with these cards?
29Special Moves
Hand
Centre
10 divide by 5 2 2 2 0 0 X 4 0 0 divide
by 4 0 0 X 3 0 0 6 6 6 divide by 2 3
Take with 3 remaining in hand. This is known as a
Zero move.
30How can be used in the Classroom
- Appropriate from age 6 to tertiary
- Special needs
- Regularity of use
- For most effective results daily sessions of 12
- 30 minutes - Part of the early years of numeracy program
- Start / End of Maths lesson
- Special session / Maths Club
- As a reward
- School Competition / Newspaper challenge /
Internet - Numbering of packs
- Removal of inappropriate cards for grade levels
31What does teach?
- Matching / Number bonding
- One-to-one correspondence
- Number recognition
- Concept recognition
- Process recognition
- Associative and commutative laws
- Excellent prerequisite for the refinement of the
4-processes algorithms - Order of addends
- Cooperation
- Strategies
- Mental skills
32Frequently asked questions
1. What happens if there are no cards left in the
centre?
2. Can you discard WILD cards?
3. Can you perform multiple takes on the same
turn?
4. If you create a BUILD, do you have to take it
in the next turn?
5. Can you add different BUILDs together?
6. Is there a time limit for your turn?