
| PLAYERS | TIME | DESIGNER | PUBLISHER |
|---|---|---|---|
| 2-10 | 30 mins | Wolfgang Kramer | VR Distribution |
In this 2-10 player card game you’ll be working through your hand of 10 cards while avoiding having to pick any up from the table.
6NIMMT! (or TAKE 5 to give it its English title) looks a little messy mid play, but the rules are simple and the actual playing is pure and entertaining chaos.
Each player starts the round with ten cards while four are placed face up in a column on the table. The deck of cards is numbered from 1-104.
Each turn players will put a card face down in front of them. When everyone is ready the cards are revealed.
Now they are placed alongside the table cards in assending order to the highest card in a row that they are closest to.
It sounds complicated, but it’s not. And more so, it’s hilarious when the cards are flipped and players see who got screwed over.
You see, when a row hits five cards, anyone forced to place the sixth card must first pick up those five cards and then their card starts the row again.
Why is this bad? Well all cards have a number of bull icons on them, and each icon is worth points at the end of the round.
And 6NIMMT! is a game where points are bad.
Now, just because it’s chaotic doesn’t mean you can’t have a plan. Having the very next number in a sequence can be useful (and screw over those who gamble on it not being in play).
You can also play a card lower than anything on the table to take a hit. This lets you take cards from any current row, so you might do this to control taking less points.
But best laid plans are often demolished by the plans of others and it regularly makes this game a lot of fun.
I think its only real flaw is that it can take new players several games to get their heads around the rules.

6NIMMT! is one of the best small box card games around. It has a nice range of player counts, though it’s definitely best from 4 upwards.