Take 5 Review

Release: 1994
Players: 2 - 10
Playing Time: 0.75 h
Card Game Number Party Game

Summarized Review

Intro

Take 5 (also known as 6 nimmt! or Category 5 depending on where you live) is one of those brilliant little card games that makes you wonder why nobody thought of it sooner. It's deceptively simple: play cards in ascending order across four rows, but don't be the unlucky soul who places the sixth card in any row. When that happens, you get stuck taking all five cards already there, and trust me, that's bad news since you're trying to score as few points as possible.

This gem handles anywhere from 2 to 10 players in about 45 minutes, though it really shines with 5 or 6 people around the table. With a BoardGameGeek rating sitting around 7.0 and mechanics simple enough for an 8-year-old to grasp, it's become a go-to choice for families and gaming groups alike. The rules take maybe five minutes to explain, but the decisions will have you scratching your head in the best possible way.

How It Plays

The setup couldn't be more straightforward. Shuffle the deck of 104 numbered cards, deal 10 to each player, and lay four cards face-up to start your rows. Now comes the fun part: everyone simultaneously picks a card from their hand and reveals it at the same time.

Here's where things get interesting. Cards must be placed in ascending numerical order, and each card goes into the row with the highest number that's still lower than your card. Sounds simple until you realize everyone's doing this at once, and sometimes your perfectly safe play becomes a disaster when someone else's card lands first.

The dreaded moment comes when someone plays the sixth card in a row. That poor player has to take all five cards already there, scoring their penalty points (each card shows how many points it's worth), and their card becomes the new start of that row. After 10 rounds, you count up your penalty points. In most versions, once someone hits 66 points, the game ends and whoever has the fewest points wins.

There's even a variant where you use fewer cards with smaller player counts, letting you track what's been played and making the game slightly more strategic. But honestly, the chaos of the full deck is half the fun.

Highlights

The simultaneous card play creates this perfect storm of planning and panic. You'll spend time calculating the safest card to play, only to watch your strategy crumble when three other people had the same "brilliant" idea. It's mathematical enough to reward good play but chaotic enough that anyone can win.

What really sets Take 5 apart is how the tension builds as each row fills up. You're constantly counting cards, trying to figure out which rows are dangerous, and second-guessing whether that 67 is really safe to play. The game has this wonderful way of making every decision feel important while keeping things light and fun.

The scalability is fantastic too. With fewer players, you can actually think through your moves and try to play strategically. Add more people and it becomes this beautiful mess where reading the table becomes just as important as the numbers on your cards. Either way works great.

For a game that's been around since 1994, it has serious staying power. The rules are elegant, the components are minimal (just cards), and it travels anywhere. Plus, it's one of the few games where taking a big hit early doesn't knock you out of contention.

Criticisms

Let's be honest: Take 5 can feel pretty random, especially with larger groups. You can make the perfect logical play only to get screwed by someone else's card landing in just the wrong spot. Some players find this frustrating, particularly those who prefer games where skill clearly trumps luck. When you're dealt a hand full of high numbers, you're probably going to have a rough time no matter how well you play.

The elimination factor bothers some people too. Once you fall behind by taking a big row of cards, it's tough to catch up. While the game doesn't technically eliminate anyone, psychological elimination is real when you're sitting at 45 points and everyone else is under 20. The scoring can also feel punishing in a way that doesn't always feel earned.

With smaller player counts, the game loses some of its manic energy and can feel a bit dry. The sweet spot really is 5-6 players, which means it doesn't always hit the table when you want it to. And while the simplicity is usually a strength, sometimes you want a bit more meat on the bones after playing for a while.

Conclusion

Take 5 earns its place as a modern classic because it does exactly what it sets out to do: create tension, laughter, and just enough agony to keep everyone engaged. It's perfect for families looking for something with a bit more bite than Uno, gaming groups who want a reliable filler, or anyone who enjoys watching their best-laid plans crumble in spectacular fashion.

If you're the type who needs to feel in complete control of your fate, this might drive you nuts. But if you can embrace the chaos and enjoy those moments when everyone groans in unison as the cards are revealed, Take 5 delivers every single time. It's proof that sometimes the simplest ideas make the best games.

About this Game

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.

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Capsule image

Take 5

Age 8
Players 2 - 10
Playing Time 0.75 h
Difficulty 1 / 5