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Numero

Numero is so much more than just your average card game! It helps to develop mathematical skills, including basic number recognition, basic number facts, speed of recall, combining operations and problem-solving with Numero. The popular card game introduces fractions, percentages, decimals and other complex concepts. Suitable for any age, from 6 to 86! A great addition to any classroom or perfect as a fun game to involve the whole family.

Numero helps to develop a range of maths skills in a fun and engaging way that will leave students wanting more. The play-based nature of Numero engages students and encourages learning. Numero is the perfect accompaniment to any maths curriculum and it helps further stimulate and engage young minds.

  • Helps to boost mental maths accuracy and efficiency 
  • Numero can be played by children and adults of all ages
  • Turns maths into an enjoyable and engaging activity that students will look forward to
  • Helps establish critical and tactical thinking skills
Sort By
Numero Kit
$363.00
$330.00 (ex GST)
Numero® Single Pack
$17.95
$16.32 (ex GST)
Numero® Demonstration Pack
$39.95
$36.32 (ex GST)
400 Numero Challenges
$42.96
$39.05 (ex GST)
Numero® Class Pack - Set of 15
$249.00
$226.36 (ex GST)
Numero® Teacher Tip Cards
$19.95
$18.14 (ex GST)
Numero® Rules Poster
$5.01
$4.55 (ex GST)

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Numero is essentially a school-friendly card game. The level of difficulty can be adjusted depending on the skill of the players. 

Generally, the rules are as follows:

  • Each player gets an equal number of cards (usually five, if there are two players).
  • Two cards will be placed face up in the centre of the table.
  • The remaining cards will be placed in the centre near the two cards mentioned above.
  • The players play a number card (or cards) that indicates one of three moves: ‘take’, ‘build’ or ‘discard’.
  • In a ‘take’ move, the player puts down a card or combination of cards equivalent to at least one number in the centre, thereby winning the card(s) from the centre. For example, if the player puts down a card that says ‘2’, they will get the card marked ‘2’ from the centre. If the player puts down a card that says ‘10’, and the cards in the centre are ‘1’ and ‘9’ (which spells out the addends for ‘10’), the player wins both cards.
  • If a player cannot ‘take’, they can ‘build’. A ‘build’ is where a player adds a card on hand to the card (or combination of cards) from the centre. A ‘build’ play is valid only if the player has a single card on hand equivalent to the number(s) being added (i.e. the card being played and the card(s) from the centre). For example, if the player plays ‘2’, the card in the centre is ‘7’, and the player has another card on hand that is ‘9’, then they’ve created a ‘build’. The answer card (‘9’ in this case) must be shown to the other player(s) to prove that the ‘build’ is valid. The player can then take from the remaining cards to form a five-card deck once again.
  • If a player cannot ‘take’ or ‘build’, they can ‘discard’. In a ‘discard’, a player puts a single card in the centre face up, but not on top of other cards. Any card can be ‘discarded’, and the ‘discarded’ card can be used for later ‘takes’ and ‘builds’.
  • If a player plays a ‘wild card’, they get an extra turn.

As you can see, this is a great game for practising maths skills, particularly addition and problem solving. You can read more about Numero’s rules here.