If 6 Takes! doesn't sound familiar, you might also know it as Take 5, 6 Nimmt, or some variation of these. Being around for almost 30 years, 6 Takes! has racked up as many names as it has fans... and it has a lot of fans. Myself included.
You start the game with a hand of 10 cards and a goal to avoid collecting bullheads. These are on the cards, numbered from 1 to 104, with most cards only having one bullhead. Some have more, with 55 being the worst with seven bullheads.
With each turn, every player picks a card to play. These cards are revealed simultaneously, and then starting with the player with the lowest card, you'll add your card to one of four rows in the centre of the table.
To figure out where your card is going to go you'll look at the last cards in each row. Your card will end up next to a card that's smaller than it, and closest in value. So a 10 card would be placed next to an 8 over 6, and couldn't be placed next to an 11.
Now, the reason for these strict placement rules isn't just a subtle nod to George Orwell's 1984. The unfortunate player who plays the 6th card to a row then collects all of the cards from the row and associated bullheads. You know, the one thing you're trying to avoid in this game.
Anyway, players continue to choose and play cards simultaneously until everyone's used up all 10 of their cards. At that point, players count their bullheads and if anyone ends up with 66 or more, the game is over. Whoever has the least bullheads wins.
Otherwise, record everyone's points somewhere, reshuffle the deck and begin a new round.
That sad moment of playing a 72
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