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Numberella Deluxe Math Board Game Level 3 | Ages 13-15 | Algebra, Geometry

Numberella Deluxe Math Board Game Level 3 | Ages 13-15 | Algebra, Geometry

Regular price $40.50 USD
Regular price Sale price $40.50 USD
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About this item

  • 300 MATH PROBLEMS PER HOUR — MORE THAN ANY CLASS, TUTOR OR APP AT THIS PRICE — Numberella Level 3 turns the hardest Grades 8–9 topics into a 30–45 min competitive game: algebra, Pythagoras, statistics, geometry, directed numbers and probability — the full Common Core 8–10 cluster. Designed by Alexander F.L. Newberry, top London private tutor, 99% elite-school entry success, 20,000+ teaching hours. Academics' Choice Smart Toy Award · Good Toy Guide · ISTE STEM Nominee.
  • REAL EXAM SKILLS IN EVERY SESSION — Grade 8–9 standardised test demands met in real time: probability and statistics reasoning, algebraic substitution under pressure, Pythagorean theorem applications, directed number fluency. High Pressure cards replicate the timed, multi-step question format of PSAT, SAT and state assessments. No other math card game builds Grade 8–9 test skills through physical, competitive play. The only math game backed by 3 independent school trials across 2 countries.
  • 6 CARD TYPES. 432 QUESTIONS. EVERY SKILL YOUR TEEN NEEDS FOR GRADES 8–9 — Dice/Stacking, True or False, Word Problems, Quick Draw, High Pressure and Trivia cards, each targeting a different cognitive demand. The statistics card is the only one on the market to cover mean, median, mode AND range in a single round — a design no competitor has replicated. 3-ply laminated for 200+ sessions. Common Core Grades 8–10.
  • MOVE. THINK. ANSWER — THE GAME TEENS ACTUALLY BEG TO PLAY AGAIN — Quick Draw cards demand physical action before answering — so teens retain more, compete harder, and stay engaged session after session. When movement and math happen together, the brain creates two memory traces. Neuroscientists call it embodied learning. Teens call it fun. No screens. No subscription. Adaptable for gifted, reluctant and homeschooled learners ages 13–15. Trusted by teachers in 46 US states.
  • THE ADVANCED MATH GIFT FOR TEENS 13–15 THAT TEACHERS ACTUALLY RECOMMEND — "It's great that he has increased his number fluency — but what's even better, his heart is changing towards math." — Ronnesha Smith, High School Math Teacher, Statesville STEAM Academy. Complete the Grades 2–10 journey with Level 1 (Grades 2–4) and Level 2 (Grades 5–7). Pairs with Numberella Tiger Edition workbooks for a daily fluency and game-night program.
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  • ⭐⭐⭐⭐⭐

    Emily Carter — Seattle, Washington

    The science kit was clearly organized and easy to follow. It made our weekend project feel enjoyable and gave us plenty of opportunities to explore each idea together.

  • ⭐⭐⭐⭐⭐

    Daniel Brooks — Austin, Texas

    I liked the variety of hands-on projects available at TinkerVanta. The kit we selected was engaging, practical, and well suited to a curious beginner.

  • ⭐⭐⭐⭐⭐

    Lauren Mitchell — Denver, Colorado

    The building project kept us interested from start to finish. The finished model was rewarding to complete, and the activity encouraged creative problem-solving along the way.

  • ⭐⭐⭐⭐⭐

    Jason Reed — Portland, Oregon

    Our electronics project was a fun introduction to circuits and basic engineering concepts. The hands-on format made the activity easier to understand and more memorable.

FAQ

1. What types of products does TinkerVanta offer?


TinkerVanta offers science kits, engineering projects, robotics, electronics, building models, maker crafts, workshop supplies, and educational exploration activities for a variety of interests and skill levels.

2. Are your products suitable for all ages?


Recommended ages vary by product. Please review the age guidance, skill level, dimensions, included components, and safety information on each product page before ordering. Adult supervision may be required.

3. How do I choose the right kit?


Consider the user’s age, interests, experience, and preferred project type. Product descriptions provide information about contents, difficulty, assembly requirements, and recommended use to help you compare available options.

4. Are batteries, tools, or additional materials included?


Included components vary by product. Some projects may require batteries, household materials, tools, adhesives, or other supplies that are sold separately. Please check the individual product description before purchasing.

5. When will I receive my tracking number?


Tracking information is usually provided within 3–5 business days after an order is placed. During busy periods or when additional processing is needed, it may take up to 7–8 business days.

6. How long does delivery take after tracking is provided?


Delivery time depends on the carrier, destination, weather, and other transportation conditions. After tracking becomes available, delivery may require approximately 4–5 additional business days or longer in some circumstances.

7. Why is my tracking information not updating?


Carriers may need additional time to scan and update a shipment after the tracking number is created. Please allow a few business days for movement to appear. If there is still no update, contact us for assistance.

8. Can I change or cancel my order?


Contact us as soon as possible after placing your order. We will try to accommodate your request, but changes or cancellations cannot be guaranteed once processing or shipment preparation has begun.

9. What should I do if my order arrives damaged, defective, or incomplete?


Contact us promptly with your order number, a description of the issue, and clear photos of the product, packaging, and shipping label. We will review the information and explain the available resolution options.

10. How can I contact TinkerVanta?


Email us at zircorncirkne@gmail.com or call +1 (936) 260-5549. Please include your order number when contacting us about an existing purchase so we can assist you more efficiently.