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.
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 ifβ¦
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.
older than 94% of games
collected more than 64% of games
Best with 4 or 5 Β· publisher: 10+
longer than 62% of games Β· typical 30β90 min
Explained in 5 minutes Β· 1.5 out of 5 Β· lighter than 74%
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Playable without the language