6 nimmt! Card Game Review
Welcome to The Board Game Dialogue, where we sit down with the most iconic and outrageous board games and let them speak for themselves. Today’s guest isn’t shy. It’s chaotic, unpredictable, and full of bull—literally. Say hello to the one and only 6 nimmt!, the card game that turns laughter, frustration, and a whole lot of horns into pure tabletop energy.
What is 6 nimmt!?
Before we jump into the madness, let’s give a quick rundown for anyone new to this delightfully silly card game.
6 nimmt! (also known as Take 5! in some regions) is a fast-paced, family-friendly card game designed by Wolfgang Kramer and originally published by AMIGO. Since its release in 1994, it has become a global hit thanks to its simple rules, quick gameplay, and chaotic interactions. Players aim to collect the fewest penalty points (represented by little bullheads) by playing cards into ascending rows—without being the unlucky soul who has to take a full row.
With its blend of simultaneous card play, sneaky risk-taking, and hilariously unfortunate turns, 6 nimmt! delivers big laughs and wild swings, especially at higher player counts. One moment you’re safe, the next you’re collecting a dozen horns and questioning your life choices.
Player Count: 2–10 players
Playtime: 20 minutes
Complexity: Light
Mechanics: Simultaneous Play, Hand Management, Push Your Luck
Theme: Silly Chaos, Number Matching, Avoid the Bullheads
Now, let’s hear what this wonderfully unhinged card game has to say for itself!
Random? Yes. But Also… No. Kind Of. Maybe?
Me: 6 nimmt!, people say you’re random—like, really random. What’s your defense?
6 nimmt!: Random? Me? Pfft. That’s adorable. I’ve actually run trillions of simulations in my underground data lab (located between Row 3 and Row 4). The data clearly shows that players who don’t play randomly win 4% more often. That’s science, baby!*
Me: You made that up, didn’t you?
6 nimmt!: Maybe. Probably. Definitely. But come on, who actually cares about winning? The real joy is in watching your friends collect a full row of horns and fall into despair. I’m not about glory—I’m about shared suffering with a side of laughter.
Me: So, it’s not about being the best. It’s about not being the worst?
6 nimmt!: Exactly! The true champion is the one who ends the game one horn short of disaster, holding their head high while someone else rolls in penalty points. That’s the sweet spot.
Me: And does player count affect how chaotic things get?
6 nimmt!: Oh yes. Four to six players is the golden zone—just enough chaos to laugh, just enough control to pretend you have a plan. Fewer than that, and it’s a slow burn. More than that? Buckle up. You’ll be eating horns by round two.
*Disclaimer: no actual simulations were harmed in the making of this nonsense.

The Secret Math of 6 nimmt!: Or Why You Should Ignore the Numbers and Fear the Horns
Me: So, I’ve always wondered—why do some cards have more horns than others?
6 nimmt!: Ah, excellent question! Please, allow me to remove my party hat and don my mathematical monocle. You may now refer to me as Professor Hornstein von Mathburger, professor emeritus of Applied Bullhead Analytics at the University of Useless-but-Clever Game Design.
Me: …Wait, what?
6 nimmt!: Observe! Cards divisible by 5 get more horns, cards divisible by 11 get even more horns, and if divisible by both—like the majestic 55—they earn what mathematicians refer to as loads more horns, the crown jewel of bovine embarrassment. This is no accident. It’s beautiful probability theory.
Me: You were just laughing about chaos and now you’re… citing number theory?
6 nimmt!: Jawohl! Because when the 6th card is placed in a row, the player takes the other five. And what numbers are just short of 6 and 12? That’s right: 5 and 11. Their divisibility ensures that, statistically, rows get more horns when they explode. Delicious design!
Me: Okay but… does this actually matter when I play?
6 nimmt!: Absolutely not. This is math misery™. Forget it immediately. What matters is HORNSSSSSSSSSSSSS flying at you when your “safe” card blows up a row.
Me: That… that was a lot.
6 nimmt!: Trust Herr Kramer. He is wise. Ask El Grande. Ask Michael Kiesling. We all agree—just laugh and suffer.

Chaotic Genius: When 6 nimmt! Lets You Feel Like the Smartest Fool at the Table
Me: Okay 6 nimmt!, we’ve talked randomness, horns, and unhinged math lectures… but is there ever a chance to make a smart play with you?
6 nimmt!: Ohhh yes. YESSS. I may be silly, but don’t let the bullheads fool you—I’m a chaotic card game with occasional flashes of genius. Beautiful, glorious, fleeting moments where you feel like a brilliant mastermind. And then it all falls apart again.
Me: So there is room for strategy?
6 nimmt!: Definitely. A small room, but it’s there. It’s all about hedging your bets. You think, “If I play 64 right after 63, I’m safe!” But then someone tosses a two onto the pile, steals the row, and leaves you crying in a fresh new row of horn-covered pain. Surprise! 💥🐂
Me: And when everyone’s playing low numbers, someone has to take the hit…
6 nimmt!: YEP! And suddenly it becomes a game of, “Okay, how low is too low?” Who’s gonna flinch? Who’s gonna bluff? Who’s going to stare into the void and whisper, ‘I’ll take the horns’?
Me: So, smart plays exist—but they’re wrapped in chaos.
6 nimmt!: Exactly! It’s not about perfect strategy—it’s about feeling clever for a split second before I pull the rug out from under you. You’ll laugh, scream, and will take 19 horns. Welcome to my world.

Why 6 nimmt! Isn’t UNO (And That’s a Very Good Thing)
Me: So, some people look at you and think, “Oh, another chaotic take-that card game like UNO.” Fair comparison?
6 nimmt!: EXCUSE YOU. No disrespect to my color-coded cousin, but I am not UNO. Sure, we’re both loud, silly, and make people yell across the table, but I am pure chaos without malice. UNO is full of actual targeted destruction.
Me: Yeah, like drawing four cards right before you’re about to win…
6 nimmt!: EXACTLY! UNO has take-that cards—Draw Two, Reverse, Skip—you can delete someone’s whole plan in one move. Just when they’re about to win, they have to call out UNO and put a target on their own back for someone else to stomp on drop a Wild Draw Four and watch their hopes crumble. That’s funny… but also kinda mean.
Me: So how are you different?
6 nimmt!: I don’t target. I don’t punish. I just let the horns fall where they may. There’s no “take that”—there’s only “oops, that row filled up and now you’re crying in bovine regret.” The pain is shared, the chaos is collective, and no one walks away feeling like they were personally attacked.
Me: So instead of sabotaging, it’s more like… everyone’s dodging disaster until someone faceplants into it?
6 nimmt!: BINGO. I’m not about ruining your progress—I’m about watching the universe randomly hand out doom. And it’s hilarious.

Why 6 nimmt! Might Be the Best Silly Card Game You’ll Ever Play
Me: 6 nimmt!, there are thousands of card games out there—what makes you stand out?
6 nimmt!: First of all, I’m simple. Beautifully, shamelessly, perfectly simple. My rules can be taught in under two minutes, and from there? Chaos and laughter ensue. But here’s the kicker—I’m flexible too. You want to deal out fewer cards? Sure. Play to fewer horns? Go for it. Add more rounds? Why not! I don’t break. I just keep being me.
Me: That kind of flexibility isn’t common in games this fast.
6 nimmt!: Exactly. And yes, I’ve got variations and advanced rules, but come on—you don’t come to me for tight strategy or tournament-level precision. You come to me for pure, silly joy. I’m here to spark laughter, groans, and chaotic table energy. I’m not a training ground for card wizards but here for the laughs. Like bowling on a Friday night—no one remembers their score, just who fell over and who threw it into the next lane. It’s all about laughing at your friend when they throw a gutter! A horny gutter!
Me: So it’s less about deep gameplay and more about shared experience?
6 nimmt!: 100%. Like the best light card games, I’m not about brain-burning decisions—I’m about throwing down cards, praying to the number gods, and either cackling or collapsing when the horns come home.
Me: Sounds like the kind of game that strengthens friendships… by lightly destroying them.
6 nimmt!: You get it! We need more of that in the hobby—games that make you laugh, point, and cry together. That’s the real victory. 🐂❤️

Final Verdict: Should You Play 6 nimmt!?
Me: Alright, 6 nimmt!, time to wrap things up. Final thoughts?
6 nimmt!: Look, if you’re searching for a funny, light-hearted card game that guarantees chaos, laughter, and accidental betrayal, I’m your game. Just don’t come to me expecting some deep strategic masterpiece—I’m here for horns, hilarity, and heckling.
Me: So long as players know what kind of wild ride they’re in for…
6 nimmt!: Then they’re in for a great time. Toss the cards, laugh at the carnage, and bond with your friends through shared suffering. That’s what I do best.
Me: Well said. Thanks for stopping by, 6 nimmt!—you’ve been chaotic, charming, and confusing in all the right ways.
6 nimmt!: Anytime, partner. May your horns be few and your laughs be plenty.

Conclusion: A Silly Classic That Brings Friends Closer Through Chaos
6 nimmt! is the kind of card game that doesn’t need deep strategy or fancy components to win you over. It thrives on pure simplicity, shared laughter, and just enough decision-making to make you feel clever right before everything collapses into a pile of horns. It’s fast, funny, and flexible—an ideal choice for game nights when the goal is to connect with your friends, not crush them under the weight of long-term strategy.
It may not be a game of perfect planning, and its high randomness might frustrate ultra-competitive players, but that’s not the point. 6 nimmt! is a celebration of silly chaos, the kind of game where losing spectacularly is part of the fun.
If you’re looking for games that hit a similar tone, For Sale is a great alternative. It’s still quick and funny but offers more space for clever decisions. For something even more strategic but with that same crescendo of tension and hilarious timing, check out Flamme Rouge—a brilliantly executed race game with just the right blend of planning and unpredictability.
Final Rating: 8/10 – A Perfect Storm of Laughs, Horns, and Friendship
✅ Pros:
Easy to learn, easy to teach
Lightning-fast turns and short playtime
Genuinely funny and full of memorable moments
Affordable and highly portable
Adapts easily to different group sizes
❌ Cons:
High randomness can turn off strategic players
If you want a card game that guarantees big laughs and good vibes, 6 nimmt! is a must-have. Just don’t get too attached to your low horn count—because the game isn’t over until the bulls come charging.
Leave a Reply