In 6 nimmt!, a.k.a. Category 5 and many other names, you want to score as few points as possible.
To play the game, you shuffle the 104 number cards, lay out four cards face-up to start the four rows, then deal ten cards to each player. Each turn, players simultaneously choose and reveal a card from their hand, then add the cards to the rows, with cards being placed in ascending order based on their number; specifically, each card is placed in the row that ends with the highest number that's below the card's number. When the sixth card is placed in a row, the owner of that card claims the other five cards and the sixth card becomes the first card in its row.
In addition to a number from 1 to 104, each card has a point value. After finishing ten rounds, players tally their score and see whether the game ends. (Category 5 ends when a player has a score greater than 74, for example, while 6 nimmt! ends when someone tops 66.) When this happens, the player with the fewest points wins!
6 nimmt! works with 2-10 players, and the dynamics of gameplay change the more players that you have. One variant for the game has you use 34 cards, 44 cards, 54 cards, etc. (instead of all 104 cards) when you have three, four, five, etc. players. This change allows you to know which cards are in play, thereby allowing you to track which cards have been played and (theoretically) make better choices as to which card to play when.
- very light game
- simple card game
- playable with family members
- creates chaos and hilarity
- fun to play in person or online asynchronously
- can be strategic
- a lot is left to chance
- Flip 7
- Push Your Luck
Mechanics (from transcript analysis)
- Push Your Luck — The nature of like flipping all of your cards face up and and just realizing the you know, people taking, you know, a few different rows is just uh it creates a a lot of chaos and and hilarity.
- Row Building — play a numbered card in ascending order in one of a few rows, four rows, right?
- set collection — You simply in this game play a numbered card in ascending order in one of a few rows, four rows, right?
Video topics + discussion points
Quotes (from this video)
- Oftentimes on this channel I feature heavier games, meaning games that are typically longer and have more complex rule sets.
- But ultimately, I've come to realize that the way that I think about and rate games differs completely from a heavier game compared to a lighter one.
- So that's why today I wanted to talk about my top 10 lighter games.
- And so any game below 2.4 though, out of the majority of the ones that I've played, kind of fit that category that I was looking for.
- This game is, I think, my lightest game on this list.
- It still scratches an itch for me that I tend to see in heavier games, you know, it's it's a really light experience and quick and I've had a lot of success teaching this to gamers who weren't familiar with some of these mechanisms and so I think it's a a great hit.
- And so, if you're looking for a light game that provides a lot of tough decisions at this complexity level, then Age of Civilization might be a great game to try.
References (from this video)
- Enhances the concept of 'The Mind'
- Adds more game-like elements compared to 'The Mind'
- Offers strategic communication through card play
- Progressively challenging scenarios
- Provides a sense of accomplishment
- Beautiful production and artwork
- Limited verbal communication still present
- Can involve quiet time at the table
- The Mind
- The Crew
- Bomb Busters
- Eido
Mechanics (from transcript analysis)
- hand management — Players must play cards from their hand on their turn, with some scenarios restricting which card can be played (e.g., only the leftmost card).
- limited communication — Communication is limited; players can discuss strategy before anyone looks at cards, but once cards are revealed, direct communication stops. Communication can also occur through card play and strategic use of face-up cards.
- Push Your Luck — Players have limited chances to succeed at a scenario, with mechanics like 'envelopes of regret' allowing them to skip difficult puzzles, implying a level of risk and potential failure.
- scenario progression — The game is played through a series of 40 clocks, or scenarios, that get progressively harder, with new rules and components introduced.
- set collection — Players play cards to specific spots on a clock face, aiming for a cascading amount of cards that go up in value.
Video topics + discussion points
Quotes (from this video)
- I happen to think everything is a game that we cover on this channel.
- This game take time definitely takes the same sort of concept enhances it in a way that I personally think could be for people of both categories.
- This definitely adds a game to it. And not just a game, it is a puzzle game.
- It's a lot more like the crew in that aspect of like as you play cards around this clock, you're kind of signaling signaling things to other players because there are a few rules to every clock.
- This is like the the thinky puzzle gamers game for sure.
- there's quiet time, but then and this isn't as long this part, but the time when you reveal is not quiet because you're flipping it over and you're all experiencing at the same time how well you did.
- it really does uh provide a really interesting team building cooperative like ramping up experience that I think again this is another game where I think you're going to play it and even if you fail you're going to play more.
- it is absolutely gorgeous. every aspect of this game.