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6 nimmt!
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6 nimmt!

international edition

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Product Awards:  

Ages Play Time Players
10+ 45 minutes 2-10

Designer(s): Wolfgang Kramer

Manufacturer(s): Amigo

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Product Description

Players start with ten random number cards. These are played in turns onto four card rows. Players attempt to play all their cards without laying the 6th card in a row, as this results in a penalty. Over a predetermined number of rounds the player with the least penalty points wins.

Product Awards

Mensa Best Mind Game Award
Best Mind Game, 1996
Games Magazine Awards
Best Family Card Game, 1996
Spiel des Jahres
Nominee, 1994
Deutscher Spiele Preis
1st place, 1994

Product Information


  • 104 playing cards
  • 1 set of rules
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Product Reviews


Average Rating: 4.5 in 22 reviews

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Chaotic fun in this Wolfgang Kramer classic
October 20, 2016

Design by Wolfgang Kramer

Published by Amigo / Mayfair Games

2 - 10 Players, 30 minutes

Review by Greg J. Schloesser NOTE: This review was first published on the Opinionated Gamers website In the board gaming world, a game that has been in continuous print since 1994 is a rarity. There is a seeming insatiable urge to publish new games, with hundreds, if not thousands released each year. Often a game is in print for a year or less, quickly vanishing from a company's catalog before it has a chance to even be noticed. If a game doesn't make a splash immediately, it is usually given little marketing effort and is sent packing to the island of forgotten games. Even games that are successful often go out of print in just a few years. A shame, really. Fortunately that fate was not suffered by Wolfgang Kramer's entertaining 6 nimmt! (Take 6 in English). This little card game was popular when first released back in 1994, garnering a nomination for the coveted Spiel des Jahre and receiving accolades from other game publications and awards. Its popularity never faded and it has been published by over two dozen publishers, often under different names and in several different guises. It once even had a hurricane theme (Category 5)! The latest version by Amigo and Mayfair Games returns the game to its original artwork and theme. Gone are hurricanes, Sponge Bob Square Pants, and a variety of other themes and art. Now, it is a return to the bulls, which is even touted with a tagline proclaiming "Not a game for the Bullheaded!" Most folks who have been immersed in the hobby for any length of time will be familiar with the game. However, for those who may not have played, a description is in order. Take 6 consists of 104 cards, conveniently numbered 1 - 104 in large, easy-to-read numbers. Each card has a bull head in the background, with each card also depicting 1 - 7 smaller bull heads. The object is to avoid collecting cards, especially those with multiple bull heads. These more damaging cards have alarming background colors, making them easy to spot, but not so easy to avoid. The game is quite simple to play. Four cards are dealt to the table, beginning what will become four rows. Each player is dealt a hand of ten cards and the chaos begins. Each turn all players play a card face-down to the table and simultaneously reveal them. Beginning with the card with the lowest value, each is assigned to one of the four rows. Which row a card is assigned to is determined by a few simple rules. 1) Ascending Order. The card must be placed in a row where it has a higher value than the last card already in the row. 2) Lowest Difference. If there are multiple rows that meet the "Ascending Order" rule, the card must be placed in the row whose last card is closest numerically to the card being played. An example is in order. Assume the last card played in the first row has a value of 14, while the last card played in the second row has a value of 21. If a player plays a card with the value of 23, it must be placed in second row, as it is closer numerically to the 21 than the 14. If a card does not meet the Ascending Order rule, the player must pick-up any one of the existing rows and begin a new row with his card. For example, if the player plays a "2" and there is no card lower than that on the face of each of the rows, the "2" is unplayable. Each row can hold five cards before it is in danger. If a sixth card needs to be added to a row (following the above placement rules), the player must take the five existing cards of that row and begin a new row with his newly placed card. Now, picking up cards is normally not a good thing. You see, ultimately the player collecting the fewest bull heads wins the game, so in most cases players want to avoid collecting cards. Sometimes, however, it may be wise to play a low valued card that won't legally play, as this allows the player to take any of the existing rows. This often allows the player to take a row that only has a few bull heads, thereby avoiding a row that had multiple bull heads. Sometimes a little pain is worth it to avoid a lot of pain! Any cards taken are set aside into a "Bullhead Discard Pile" (scoring pile). A round ends once all players have played all ten cards, at which point players tally the number of bull heads depicted on the cards in their scoring pile. If someone has exceeded 66 bull heads, the game ends and the player with the fewest bull heads is victorious. Otherwise, a new round is conducted until someone reaches a cumulative total of 66 or more bull heads. Usually this takes several rounds. That's it. The rules are incredibly simple and game play is usually lightning fast. Since all players play cards face-down and reveal simultaneously, there is a healthy dose of luck involved. Even so, with dozens and dozens of games under my belt, I firmly believe a player does have some control over his fate. I like using the term 'hand management' to describe the task (or challenge) of properly managing the hand of cards you are dealt so as to achieve optimum results. No, you can't completely control your fate here, but deciding upon which card to play in what round, based on the existing contents of the four rows, is an important skill in this game. A player who manages this properly will most assuredly beat a player playing randomly nearly every time. That being said, there is a large amount of randomness and chaos. Normally, I disdain these elements in a game, but it is acceptable in a light filler, which is exactly the category within which Take 6 fits. Indeed, it is this chaos that is the main contributor to the fun of the game. There is glee in successfully slipping a card into a row, forcing an unlucky opponent's card to become unplayable, thereby forcing him to take a row of cards. This glee is increased when the row contains several multiple bull head cards, causing even more pain to your opponent! Of course, when this happens to you, it is not nearly as much fun! Take 6 never fails to elicit moans of frustration, shouts of glee, and tons of laughter and good-natured teasing. It is a light, easy-to-learn and fun-to-play card game that has certainly stood the test of time, especially by board game standards. I hope it never goes out of print.

Note: this review refers to a different release of this product.
Poor card quality, mere shadow of 'Category 5'
January 12, 2008

I'm a big fan of this game 6 Nimmt/Category 5, however this new incarnation of the 'take 5' series really sucks. The theme is lame where you build slopes and create avalanches on the 5th card, the previous versions involved build-up of stormy weather (Category 5 and the dreaded 5-flag, Cat5 hurricane) and Bulls head trying to pile in steer (fun with a cow moo'er, a drinking variant I created with my group) into the corral. More importantly the card stock and quality is horrendous, I don't see how more shortcuts in production could've been taken as it is apparent this is as low as you can go. Already a handful of cards have been bendt or deformed or ripped in just one night of playing. BRING BACK CATEGORY 5!

Note: this review refers to a different release of this product.
Fun, fast and always different
January 14, 2007

Our family learned this quickly (which is a huge plus), and played it over and over from the very first time. We then shared it with people over the holidays, and everyone ended up liking it. The balance of strategy and luck makes it a good game to play with a mix of teens and adults, because no one can really control the game.

I ended up ordering several more to give as gifts, because it's an easy game to learn and because it's so affordable.

One slight drawback is that it's sometimes difficult to read some of the cards, especially when you're looking at them upside down. The cards can only be placed one direction, so someone is stuck looking at them upside down if more than 3 people are playing. 66 can mean a big difference to 99! If they redesign this, I'd like to see cards that are more easily read by everyone surrounding a table.

Note: this review refers to a different release of this product.

Show all 22 reviews >

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