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.

**Bonus 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.

**Roots**

If playing with powers and roots (N^{2}, N^{3} √N, ^{3}√N) at scoring level, N^{2} and N^{3} count as multiplication, while √N and ^{3}√N count as division when calculating the number of operations used.

**Challenges**

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 **take** with 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 |

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