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Discworld game rules

6 Nimmt! (Take 6)

Discworld game rules

Name

6 nimmt - Take 6 (although really you take 5 cards)

Syntax

join game as {green|red} on <game name>
start new game on <game name>
resign from <game name>
finish game on <game name>
play <card> on <game name>
play <card> taking <row> on <game name>

Goal

Take no cards. If you must take cards, take as few Cattle Heads as you can. Each Cattle Head is worth (- 1) point. The winner is the player who at the end of the game has taken the least number of Cattle Heads.

Preparation

Shuffle the deck and deal each player ten cards. Four cards are taken from the deck and placed face up on the table. Each of the four cards is the first card in a row. Each row may never contain more than 5 cards.

The Course of the Game

Part I: Playing Cards

All players choose one of the cards from their hand, which is kept hidden from the other players. All the cards are revealed at the same time. Whoever played the lowest card goes first. That player places his card into one of the four rows, then the player who played the next higher card places his card into one of the four rows etc. until all players have placed their chosen cards. The cards are always placed in a row side by side. This process is repeated until all players have played their 10 cards.

How are cards played?

There are two rules:

Rule 1. : Ascending Numerical Order

The card to be placed in a row must be greater than the last card already placed in the row.

Rule 2. : Lowest Difference

The value of a row is the numerical value of the last card in the row. If a card may be placed in more than one row (by Rule 1.), then compare its numerical value to the value of each eligible row. The row with the closest value gets the card.

Example 1

The last cards in the four rows are 12, 37, 43, and 58. Four players play the following cards: 14, 15, 44, and 61. The "14" card is lowest and so is placed first. By Rule 1, it can only be placed in the first row next to the "12". For the same reason, the "15" must be placed next to the "14". The "44", by Rule 1, may be placed at the end of rows 1, 2, or 3. However, because of Rule 2 it must be placed in the third row next to the "43". The "61" is then placed in the fourth row for the same reason.

Part II: Taking Cards

Each of the four rows may hold only 5 cards maximum. What happens when a row must receive a sixth card? What happens when a card needs to be placed but it is lower than the last card of all four rows? In both cases the player will have to take cards because of the last two rules.

Rule 3.: Full Row

A row has 5 cards and a player, whether by Rule 1 or by Rule 2, must place the sixth card in the row. That player must take all five cards from the row and his sixth card now becomes the new first card for that row.

Example 2

The same four players now choose the following cards to play: 21, 26, 30, and 36. The "21" and the "26" are placed in the first row after the previously placed "15". The first row now has 5 cards. The next card to be placed is the "30". By rule 1, it too must be placed in the first row after the "26". Because this will give the first row six cards, the player takes cards "12", "14", "15", "21", and "26". He places his "30" as the first card in the first row. The "36" is then placed in the first row after the "30".

Rule 4.: Lowest Card

Whoever plays a card that is too low to be placed at the end of any of the rows must take cards. That player selects any one of the rows and takes all of the cards from that row. His card now becomes the first card in the row.

Example

The same players now choose the following cards: 3, 9, 68, and 83. The "3" is the lowest so it must be played first. It is too low to be placed at the end of any of the rows. To make it fit, the player of the "3" must take one of the rows. He decides to take the second row as it contains only one card. The "3" is now the new start card for the second row. Next the "9" must be placed. This player is lucky as now it can be safely placed next to the "3". The "68" and the "83" are both placed in the fourth row.

Remember: When a player must take a row because his card was too low to fit any of the rows, that player decides which row to take. As you do not want to take Cattle Heads if you can help it, you will usually take the row that has the least number of Cattle Heads.

HORNS = NEGATIVE POINTS.

Each card has a certain number of Cattle Heads (from 1 to 7).

All Cards have at least 1 Cattle Head.
Cards with values that end in "5" have 2 Cattle Heads.
Cards with values that end in "0" have 3 Cattle Heads.
Cards with values that are multiples of 11 have 5 Cattle heads.

Card value "55" is both a multiple of 11 and ends in "5". It has 7 Cattle Heads.

Each player keeps the cards they had to take because of Rules 3 and 4 separate from the cards they are trying to place into the four rows. These "Take" cards make up your "Horn Pile". (I guess because you are being gored by them?).

When all players have played their 10 cards, the round is over. Each player counts the number of Cattle Heads in their "Horn Pile". All of the cards are gathered and reshuffled. Each player is dealt 10 cards and another round is played.

The game is over when one or more players reach 66 Cattle Heads. The player with the least number of Cattle heads wins.