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 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 values on a score sheet.
- 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 both a 10 and a 6 + 4 = 10 counts as two takes and equals 2 points.
- Each card in a take earns one point; e.g. a 10 played to take both a 10 and a 6 + 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.
Bonuses are the means of earning the most points.
Bonus points for the number and colour of cards (items 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 the turn 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, 3√N) at scoring level, N2 and N3 count as multiplication, while √N and 3√N count as division when calculating the number of operations used.
When at the scoring level of Numero® (where tactics become more important), players may be tempted to break Golden Rule No. 2 and build without holding the answer. If an opponent suspects this has happened and challenges the build (‘Show me that 10…’), and the required card cannot 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 challenged.
End of Game
When one player is out of cards, the game is over, unless the other player can do a takewith their final turn.
- 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.
- Any cards remaining in the centre go to the last player to record a take.
Easy Checklist for Point Scoring
|1. Each take||1 point|
|2. Each card in a take/s||1 point|
|3. Wild Cards, 1s and 15s as printed.|
|4. A take of five cards||2 points|
|5. A take 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. A take (five cards or more) including all four colours||5 points|
|9. A take (five cards or more) with only one colour||5 points|
|10. Clearing the deck||5 points|
|11. Most cards held at the end of the game||10 points|