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Take 5!

Play cards into ascending rows, dodge the dreaded fifth slot, and collect green bulls while ducking red ones.

Wolfgang Kramer's more strategic cousin to 6 Nimmt, Take 5 uses a deck of one to ninety-eight cards, some marked with bulls that score for you and some that score against you. Each turn you play one, two, or three cards, building four rows of ascending numbers. Get stuck placing the fifth card in a row and you scoop it up, bulls and all.

Positive and negative bulls raise the stakesPlay up to three cards for real controlFifth card in a row forces you to take it all

Who it's for

Players who like the 6 Nimmt tension but want more agency, and groups who enjoy sweating over number placement and press-your-luck rows.

Not for you if…

You want deep strategy or dislike the swing of a bad draw. Fans of the pure 6 Nimmt chaos may find the added control less punchy.

Vibe's take

A tense numbers duel with more steering than its chaotic parent, every card a small calculation of which row will bite you.

#2,880 on BGG

of over 30,000 ranked board games

Published 1998 Β· 28 years ago

older than 94% of games

In 5,815 collections

collected more than 64% of games

2–6 players Β· ages 8+

Best with 4 or 5 Β· publisher: 10+

about 60 min

longer than 62% of games Β· typical 30–90 min

Complexity: light

Explained in 5 minutes Β· 1.5 out of 5 Β· lighter than 74%

Opinions: broad agreement

Most people rate it similarly

Language: no text

Playable without the language

Play style: competitive

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