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6 Nimmt

This document provides the rules for the board game 6 Nimmt! and its anniversary edition. 6 Nimmt! is a card game for 2-10 players ages 8 and up that takes about 45 minutes to play. The objective is to accumulate the fewest negative points by strategically placing number cards in rows while avoiding taking cards from a full row. The anniversary edition includes the base game plus new cooperative and special card variants.

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0% found this document useful (0 votes)
967 views

6 Nimmt

This document provides the rules for the board game 6 Nimmt! and its anniversary edition. 6 Nimmt! is a card game for 2-10 players ages 8 and up that takes about 45 minutes to play. The objective is to accumulate the fewest negative points by strategically placing number cards in rows while avoiding taking cards from a full row. The anniversary edition includes the base game plus new cooperative and special card variants.

Uploaded by

aceitosapatata
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 28

Wolfgang Kramer Franz Vohwinkel

8 and up 1–10 players about 45 minutes

For 30 Years…
…6 nimmt! fans have been proving that they are anything but
bull-headed!
Play your number cards into one of the four rows of cards as cleverly as
you can. However, when it comes to 6 nimmt!, sometimes you just have
to grin and take it: Whoever plays the sixth card in a row must take the first
five – and the negative points they bring! In this anniversary edition, you’ll
find the beloved Base Game as well as four additional Special Fan Cards
that make the game even more varied and fun.
In addition, there’s also the brand-new cooperative variant “Beat the
Buffalo.” Team up against the “buffalo,” use the special cards cleverly and
make sure not to saddle each other with negative points, but pass them on
to the buffalo. Will you rise to the challenge?
If you already know the base game, continue on page 10 to find the new
exclusive features of this anniversary edition.

Table of Contents
• The Base Game .................................................................................. 4
• The Special Fan Cards ....................................................................... 10
• “Beat the Buffalo” – Cooperative Variant ......................................... 18

2
Components
104 Number Cards
With numbers
from 1 – 104

13 Special Fan Cards


(1 each of Even/Odd,
Mountain Climbing,
and The Jumping Cow,
as well as 10x Flippin’
Digits)

16 Special “Beat the


Buffalo” Cards
(2 each of Take 7!, Stop!,
Replace!, Insert!, Push!,
First Card, Last Card, Sort)

1 Buffalo
Sheet

1 Notepad 1 Pencil 1 Rubber Band


(for closing the
box)

3
The Base Game
For 2–10 Players

Components
104 number cards, notepad, and pencil

The Idea of the Game


You each get a hand of ten cards you’ll need to play in the four rows of
cards as cleverly as you can. However, in a game of 6 nimmt!, sometimes
you just have to grin and take it: If you play the sixth card in a row, you
must take the first five cards – and the negative points they bring. The
player with the fewest number of points after several rounds wins the
game.

Setup
Shuffle all number cards and deal ten cards to each player. Get the note-
pad and the pencil ready to write down the negative points later.

Creating four rows


Take four of the remaining cards and put them in a column in the
middle of the playing area, face-up, as shown to the right. Each of
these cards is the start of a row that must not contain more than
five cards, including the first card, at any time. Put all other cards
aside: You won’t need them until the next round.
Example: In this round, the four rows start with the numbers
12, 37, 43, and 58.

Playing the Game


1. Playing cards
Pick a card from your hand and put it on the table in front of you
face down. Only reveal your cards after all players have cards in
front of them.
The player who has played the lowest card goes first and places it
in one of the four rows, then the player with the second-lowest card places

4
theirs in a row, and so on until the player with the highest card has played
their card in a row.
Repeat this step ten times until you’ve played all of your cards.

How to place a card


Cards always go next to each other in the rows. New cards must always be
added to the end of a row, next to the last card that was added there. The
card you’ve played can only ever go in one row legally, as you will have to
follow these rules when playing your card:
Rule 1: Ascending Order
Cards in a row must always follow each other in ascending order of value.
You can only add your card to a row where it is higher than the row’s last
card.
Rule 2: Lowest Difference
You must always play your card in the row where the
 
difference between it and the row’s last card is lowest.
Example: The first cards played are 14, 15, 44, and
61. Your 14 is the lowest, so you get to place it in a
row first. According to Rule 1, you can only play it
in the first row, after the 12. The same goes for the
15. The 44 could go into the first, second, or third 
row, according to Rule 1. However, Rule 2 dictates
that it must go in the third row. The 61 must go
into row 4. 
2. Taking a row
What happens when the row you must place your card in already contains
five cards, though? Or if your card is so low that it won’t fit in any of the
rows?
In both cases, you’ll have to take a row.

The Bull Pile


Whenever you must take a row, put the cards down in front of you,
face down. This is your bull pile.
Important: Cards you’ve taken never go in your hand!

5
When you have to take a row, follow these rules:
Rule 3: Full Row
A row with five cards in it is full. If you place the sixth card in a row, you
must first take all five cards in that row and put them in your bull pile. The
card you’ve played becomes the new first card in that row.
Example: The second cards chosen to play are 21, 26, 30, and 36.
The 21 and the 26 go in the first row, which means that it’s full now.
You’ve played the 30 and must place your card in the first row, too.
As this row is now full, you must take the five cards from this row.
Your 30 is the new first card in the first row. The 36 also goes in that
row, after the 30.

Your
Bull Pile

6
Rule 4: Low Card
If you play a card whose value is so low that you can’t play it in any of the
rows, you must take all cards from a row of your choice and put them
on your bull pile. Your “low” card becomes the new first card in that row.
Example: For the third set of cards, you’ve chosen 3, 9, 68, and 83.
Your “low” 3 card won’t fit in any row in ascending order, so you
have to take a row of your choice. You pick the second row and take
the 37. Your 3 becomes the new first card of the second row. The
other players place their cards according to the normal rules.

Your
Bull Pile

Hint: If a “low” card forces you to take a row,


you’ll usually try to take the row containing the
fewest bullheads.

Bullheads = negative points


At the top and bottom of each card, between the numbers, you’ll find at
least one bullhead. Each bullhead counts as one negative point!

All cards with


Numbers ending in five (5, 15, 25 etc.) have
two bullheads,
Multiples of ten (10, 20, 30 etc.) have three
bullheads,
Doubles (11, 22, 33 etc.) have five bullheads.

The number 55 is both a double and ends in 5, so that card has seven
bullheads.

7
The End of a Round
The round ends when all players have played all 10 of their cards and
placed them in rows. Take your bull piles and count the bullheads on your
cards. These are the negative points you’ve earned this round.
Write down how many points each of you has on the notepad and start
the next round.

The End of the Game


Continue playing until a player has reached 66 points or more. The player
with the fewest points in total wins the game. If more than one of player
has the lowest points total, those players share the victory.
Of course, you can also agree on a different number of points or a
prearranged number of rounds.

Tips and Hints


These examples serve to illustrate how you can lay traps for yourself or
maybe the other players:

1. You played the 45 because you


thought you could play it in the third
row after the 41. However, that’s not
the case! According to Rule 2, you’ll
have to play it in the fourth row
after the 42, since that is the lowest
difference. And as it is the sixth card
in that row, you’ll have to take the
whole fourth row!

8
2. You played the 62 because you
thought it was a good move, as it
could easily go into the first row.
However, you were wrong: Another
player has played a 29 and takes the
first row. You’ll have to place your
62 in the fourth row and take that
whole row!

Pro Variant for 2–6 Players


If you love playing more tactically, try this game variant. The base game
rules all still apply, but here are some additional rules:

1. You know all the cards in the game


Use only a limited number of cards. How many and which ones depends
on the number of players. Follow this formula:
Number of players x 10 + 4 cards
Examples: 3 players  34 cards from 1–34
4 players  44 cards from 1–44 etc.
Remove all higher cards from the deck. You won’t need them for this variant.

2. You pick your own 10 cards


Next, put the cards on the table face up and take turns picking them up one
after the other, until you each have ten cards in your hand. Four cards will be
left over. These are the cards you’ll start the rows with. After that, continue
playing as described in the base game rules.

9
Special Fan Cards
For 2–10 Players
When 6 nimmt! turned 25 in 2019, AMIGO called on fans from all
over the world to come up with the “best 6 nimmt! special card in
the world”! The winning card, “Even/Odd” by Guillaume Lefebvre,
came as an add-on with the April 2020 edition of Spielbox magazine.
Together with three other fan-created special cards, it’s now also
part of this 30th Anniversary edition of the game.
AMIGO would like to thank all 6 nimmt! fans for their commitment
and their creative ideas!
Generally, the 6 nimmt! base game rules apply in combination with
all fan-created special cards. Any changes related to individual special
cards are detailed in the following pages.
Note: We recommend not combining the special cards with each
other but adding them to the base game one at a time.

Even/Odd
Based on an idea by Guillaume Lefebvre

Setup
Set up the game as usual by placing four cards in
the middle of the play area in a line. Then, place
this special card to the left of the card with the
lowest value. If that card’s number is even, flip the
special card to its “even” side, if it’s odd, use the “odd” side.

Playing the Game

1. Placing Cards in Rows: Even/Odd Only


You can only place cards with even or odd values in the row marked with
the special card, depending on which side it shows.

10
2. Taking a Row: Moving the Special Card
Every time you take any row, move the special card. First, take the cards as
usual, put them in your bull pile, and place the card you played as the new
first card of that row.

Next, move the special card:


• You must take the special card from the row it’s in and move it to
one of the other three rows. This may be the row that you’ve just
restarted with your newly played card.
• Place the special card to the left of the row that has the lowest-value
card as its last card (its rightmost card).
• Depending on whether this lowest card is even or odd, flip the special
card to its “even” or “odd” side.

Note: The special card doesn’t count toward the maximum number of
cards that may be in a row. As usual, you’ll only have to take a row when
you play the sixth card into it.


Example: Guillaume has played the 90 and must now place it in a
row. According to the base game rules, he’d have to place it in the
fourth row, next to the 85. However, the special card shows “odd,”
so he must place his 90 next to the 52 in the second row instead. It’s
the sixth card in that row! Guillaume must take the row. The 90 he
played becomes the new first card in the second row. Then he moves
the special card: The last cards in the three applicable rows have
11
the values 31, 90, and 92. 31 is the lowest of these, so he moves the
special card to the first row. As 31 is odd, too, the special card still
shows its “odd” side.

Mountain Climbing
Based on an idea by Daniela Bustos

Setup
Set up the game as usual by placing four cards in
the middle of the play area in a line. Then, place the
special “Mountain Climbing” card to the left of the
fourth row. Flip the special card so that it shows
the upward-pointing arrows.

Playing the Game

1. Placing Cards in Rows: Going Down


• In the row with the special card, you can only place cards in
descending order, not like you usually do. This means that you
can only place a card in this row if it’s lower than the last (right-
most) card in that row. This rule does not apply to the other three
rows, where you place cards in ascending order as usual.
• Continue following the rule of the lowest difference. Occasionally, you
may find that a card you play has the same difference to the row with
the special card and another row. In this case, your card goes into the
row with the special card.

2. Taking a Row: Moving the Special Card


Every time you take any row, move the special card. First, take the cards
as usual, put them in your bull pile, and place the card you played as the
new first card of the row.

12
• Next, move the special card to the next row in the direction of the
arrows.
• If this causes the special card to end up in the top (or, later, in the
bottom) row, flip it so the arrows point the other way. The next time
you move the special card, move it in the new direction of the arrows,
in the opposite direction as before.

Note: The special card doesn’t count toward the maximum number of
cards that may be in a row. As usual, you only have to take a row when
you play the sixth card into it.

!
Example: Daniela has played a 21 and must place it in a row.
According to the base game rules, she would have to place it in the
second row next to the 12. However, the special card dictates that
cards in the fourth row must be placed in descending order, and
since the difference between 26 and 21 is less than that between 12
and 26, she must place her 21 there. It’s the sixth card in the row!
Daniela must take the five cards from the fourth row, and her 21
becomes the new first card there. Then she moves the special card in
the direction of the arrows to the next row. From now on, cards must
be played in descending order in the third row.

13
The Jumping Cow
Based on an idea by Frank Heeren

Setup
Set up the game as usual by placing four cards in the middle
of the play area in a line. Then, place the special „Jumping
Cow“ card to the right of the lowest number card.

Playing the Game

1. Placing Cards in Rows:


A Row with the Jumping Cow
• The Jumping Cow doesn’t have a value of its own. When you place
a card in the row with the Jumping Cow, use the card to the left of
the Jumping Cow as your reference.
• When you place your card in the Jumping Cow’s row, it jumps to one
of the other three rows – to the one that has the lowest value as its
last (rightmost) card.

2. Taking the Cow’s Row: Moving the Special Card


• The Jumping Cow may not have a value, but it counts towards the
row’s card limit. A row counts as full if it has four number cards and
the Jumping Cow in it.
• If you take the row with the Jumping Cow in it, it jumps. First, take
the number cards (but not the Cow) as usual, put them in your bull
pile, and make the card you played the first card of the row. Then, the
Cow jumps to another row as described above.
• Note: If placing your card causes the Cow to jump to another row
that then contains six cards, you must take that row (too)! The card
that was the highest in that row becomes the new first card of that
row. Then, the Jumping Cow jumps on as described above. It’s not
impossible that you have to take several rows on the same turn!

14
!

Example: Frank has played a 43 and must place it in a row. According


to the usual rules, it can only go in the first row next to the 13 and
the Jumping Cow. It’s the sixth card in the row! Frank must take the
four number cards from that row. The 43 he played becomes the
new first card of the row. Then he moves the Jumping Cow. The last
cards of the other three rows are 78, 104, and 53. The 53 is lowest,
so the Cow jumps to the fourth row.

15
Flippin’ Digits
Based on an idea by Martin
Profanter

Setup
In addition to the usual ten hand cards,
you each get one special “Flippin’
Digits” card. Add your special card to
your hand. Leftover special cards go back
in the box. You won’t need them for this
game.

Playing the Game

1. Playing Cards: Number Card + Special “Flippin’


Digits” Card
• You can play your Flippin’ Digits once alongside a number card to
flip its digits: A 31 becomes a 13, a 90 turns into a 09, for example.
• You can’t flip the three-digit numbers 100-104!
• When it comes to the order in which you place your cards, it’s the
flipped number that counts for you.
• If two of you have played the same number due to a Flippin’ Digits
card, the player with the Flippin’ Digits goes first and places their card.
Then, the other player places their card according to the normal rules.
• A round ends when you don’t have any number cards left in your hand.
If you still have your Flippin’ Digits at this point, because you didn’t
use it, just put it back in the box.

2. Placing Cards in Rows


• Place your number card in one of the four rows according to the usual
rules, but with its flipped number as its value. As soon as a flipped card
is placed in a row, it takes its original value back.
• The Flippin’ Digits card you used leaves the game. Put it back in the
game box.
16


v 24 42

Example: Martin has played the 24 and a Flippin’ Digits card, and
now, it’s his turn to place his card in a row. Without the Flippin’
Digits, he would have to place the 24 in the second row, which he
would then have to take. The Flippin’ Digits turns the 24 into a 42,
though, so he must place it in the fourth row and avoids taking a
row. He then puts his Flippin’ Digits card back in the box.

17
“Beat the Buffalo”
Cooperative Variant for 1–6 Players

Components
104 number cards, 16 special “Beat the Buffalo” cards, 1 buffalo sheet

The Idea of the Game


“Beat the Buffalo” is a brand-new cooperative variant of the game.
Team up against the buffalo, who plays one card per round, just like you
do. Use the available special cards cleverly to saddle the buffalo with as
many points as possible. Is your teamwork good enough to help you earn
fewer negative points by the end than the buffalo has?

The “Beat the Buffalo” rules are based on those of the base game. The
following changes and additions apply.

Setup
Place the buffalo sheet on the table within easy reach.
Shuffle the number cards and deal ten face-down cards to each player. The
buffalo also gets ten face-down cards which you place on the left, blue
side of the buffalo sheet. You’re not allowed to look at these buffalo
cards! Special Cards
Take four of the remaining number cards Players
in Play
and put them on the table face up in a
1 0
line as usual to start the four rows.
Shuffle the special “Beat the Buffalo” 2 2
cards and count off cards from the deck 3 4
depending on the number of players
4 6
there are (see the table to the right).
5 11
6 16

18
Put any remaining special cards back in the game box without looking at
them. Then, put the deck of special cards you’re using on the table above
the four rows and reveal two special cards from the top.

4-Player Setup

Buffalo Cards

19
Playing the Game
1. Playing Cards
Pick a card from your hand as usual and place it in front of you face
down. Only reveal the cards when all players have cards in front of
them. Also, reveal the top buffalo card. Then, place those cards into the
rows in the middle in ascending order, according to the base game rules.
However, please note the following changes:

2. Taking a Row
Much like in the base game, you may have to take a row due to the cards
you’ve played. The same goes for the buffalo!

Bull Pile
You’re playing as a team, so collect the cards you take in a shared bull
pile. When the buffalo must take cards, put them in the buffalo’s bull
pile on the right, yellow side of the buffalo sheet.
Note: You can look at the cards in your own bull pile at any time, but
not at the cards in the buffalo’s pile.

Rule 4: Low Card


If the buffalo must take a row due to a “low card,” it always takes the row
with the fewest bullheads (i.e., negative points). If there’s more than one
row with the fewest bullheads, the buffalo takes the one where the last
(rightmost) card has the highest value.

Special “Beat the Buffalo” Cards


You’ll have a limited number of special cards at your disposal for the game.
They help you avoid taking rows or, conversely, force the buffalo to take
rows and saddle it with negative points in the process. Discuss when to use
each special card as a team!

20
Using Special Cards
You can only use the two face-up special cards. When you use one,
replace it with a new one from the deck immediately. If the deck runs out
and there are no more face-up special cards left, you cannot use any more
special cards for the rest of the game.
Generally, you can use special cards at any time, before you place the first
card, for example, or before a certain team member – or the buffalo – must
place their card.
You can use any number of special cards in the same round. However,
remember that you only have a limited number of special cards at your
disposal.

Here are the special cards (2 of each):

Take 7!
When you use this card, place it to the left of a row of your
choice. This row is only taken when the seventh card is
played instead of the sixth. This special card stays in place
until someone takes that row, then it leaves the game.
Whoever takes the row must take all six cards.

Example: Wolfgang has played a 20. To avoid him having to take


the row, the team decides to use the special Take 7! card. Wolfgang
places the card to the left of the row and his 20 next to the 17. The
next player who places a card in this row must take the whole thing!

21
Stop!
When you use this card, place it to the left of a row of your
choice. This row is now locked: No one can add, remove,
insert, or push a card here or take the row. You get to decide
freely when you want to remove the special card. When you
do, it leaves the game. Until then, the cards you play must go
into other, unlocked rows.

!

Example: Before the buffalo places its 25, the team uses the special
Stop! card on the second row. The row is now locked, and the buffalo
can’t place its card there. It must place it in the first row instead, but
that one is full already, so it must take the row.

Replace!
When you use this card, one team member takes the card
they just played back into their hand. That player then
chooses another number card from their hand instead
and immediately places it in the correct row. The new
number card has no effect on the existing order in which
the other number cards are placed.

You can’t use this special card on the buffalo’s card.

22
Example: Ursula has played a 25. She would have to place it next to
the 17 and take the row. The team agrees to let Ursula use the spe-
cial Replace! card. She takes the 25 back into her hand and plays the
15 from her hand instead, which she can place in another row next
to the 10. So, she doesn’t have to take a row.

Insert!
When you use this card, one of the cards you’ve played
doesn’t have to go at the end of the correct row. Instead,
pick any row and place it either between two number
cards or at the start of the row. It still must fit into the row
in ascending order, though. If the card is added to a full
row in this manner, you must take the row. In this case, that
row’s last card becomes its new first card.

You can’t use this special card on the buffalo’s card.

Example: Franz has played a 10. This is a “low” card he can’t add
to any of the four rows, so he would have to take a row. The team
wants to avoid that and uses the special Insert! card. This allows
Franz to place his 10 between the 5 and the 11, so he doesn’t have
to take a row.

23
Push!
When you use this card, push any one of the cards already
in place to another row before you place one of your
played cards. The pushed card can be inserted between
two cards or go to the beginning or the end of the row, but
it must fit there in ascending order. If the pushed card is
added to a full row in this manner, that row must be taken.
In this case, that row’s last card becomes its new first card.
If you push the only card of a row so that the row is now empty, you must
place the next played number card in the empty row.

Example: The buffalo has played the 15. Before it places its card, the
team uses the special Push! card and pushes the 7 from the lower
row to the upper one. Now, the buffalo’s 15 is no longer the fifth
card, but the sixth, and it must take the row.

First Card
When you use this card, you decide which of the played cards
gets placed first – no matter what value it has. If you have
two special “First Card” cards available and want to use them
in the same round, you pick the first and the second cards
that are placed.

You can’t use this special card on the buffalo’s card.

24
!

Example: The buffalo has played a “low card” and will take the first
row, because there are the fewest bullheads there by far. However,
before the buffalo places its card, the team decides that Imelda
should use the special First Card card. This allows her to place her
100 in the first row, so she doesn’t have to take the second row, and
pushes three additional bullheads on the buffalo in the bargain.

Last Card
When you use this card, you decide which of the played
cards gets placed last – no matter what value it has. If you
have two special “Last Card” cards available and want to
use them in the same round, you pick the last and the next
to last cards that are placed.

You can’t use this special card on the buffalo’s card.

Example: Wolfgang’s 100 means that he would have to take the


row. To prevent this, the team uses the special Last Card card for
him. Instead of Wolfgang, the buffalo must place its card next. It has
played the 103, which it must place in the row as the sixth card – so
it must take the row.

25
Sort
When you play this card, you decide the order in which all
the played cards are placed in rows – no matter what values
they have.

1. 2.

3. 4.

5.
!
Example: Wolfgang, Ursula, Franz, and Imelda have played cards
with the values 55, 68, 78, and 80, while the buffalo has played a
72. If they don‘t use any special cards, the team would have to place
the 55 into the second row and then take that row with the 68. No
way! The special Sort card allows them to decide that they want to
place the 78 and the 80 first, then the 55. Next, the buffalo must
place its 72 and take the second row. Finally, the team places the 68
in the third row.

26
Communication – Not Anything Goes
Although you play together as a team, you must keep your hand of cards
secret from each other. You can neither discuss the cards you want to play,
nor can you talk about what number cards you still have in your hands.
Only after the cards have been revealed you can talk about how you want
to place them and if you want to use special cards to do it.

The End of the Game


The game ends when you‘ve played all the cards in your hands and placed
them in rows. Take your bull pile and count the bullheads on the cards.
These are your negative points. Repeat this step for the buffalo’s bull pile.
If you have fewer points than the buffalo, you’ve won the game.
The buffalo has fewer points than you? Try again! This time you’ll beat the
buffalo for sure!

1- or 2-Player Game
Of course, you can try to beat the buffalo alone or as a pair. However, in
this case, you must double your negative points at the end of the game.
Will you be able to do it?
Also, if you want to face the buffalo solo, note that you won’t have any
special cards at your disposal.

Note: No cows, buffalo, or bulls were harmed


in the development of this game, including the
“Beat the Buffalo” variant.

27
02401ESG2401

© AMIGO Spiel + Freizeit GmbH, D-63128 Dietzenbach, 2024 Version 1.0

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