Home / Catalog / 6 Nimmt! / Rules
How to play · Rules

How to Play 6 Nimmt!

An easy but treacherous card game of nerve: everyone moves at once, cards fall into four rows in ascending order, and the sixth card in a row collects all the penalty heads 🐂. Fewer heads — closer to victory.

Play now

In brief

Goal
Collect fewer heads
Players
2–10
Game
20–30 min
Difficulty
Medium
Genre
Cards

Goal of the game

6 Nimmt! is a game of calculation and composure with a deck of 104 numbered cards. Each card shows penalty 'heads' 🐂, and the whole point of the game is to collect as few of them as possible. Cards inevitably converge into rows, and sooner or later someone has to take a row for themselves along with all its heads. Your task is to make sure that 'someone' turns out to be your opponents, not you.

The number of heads on a card depends on its number: an ordinary card — 1 head, numbers that are multiples of five — 2 heads, multiples of ten — 3 heads, and 'doubles' such as 11, 22, 33 … 99 — a full 5 heads. So not all cards are equally dangerous: it is easier to hand an opponent a row packed with small single-head cards than to run into a heavy double.

Setup / Dealing

Each player is dealt 10 cards to their hand. In the center of the table, four starting rows are laid out — one card in each. These four face-up cards set the beginnings of the rows, and it is to them that players will add their cards throughout the game. The deal is the same for any number of participants: at muta.pro a table seats up to 10 players, and any missing ones can be replaced by bots.

The cards in each hand are visible only to their owner. Each round begins with players secretly and simultaneously choosing one card each — there is no taking turns here.

Course of a round

Everyone picks a card in secret

At the start of a round, every player simultaneously and secretly selects one card from their hand and locks it in. While everyone is choosing, the others' cards stay hidden — you have to guess your opponents' intentions.

Reveal and order of play

Once everyone has decided, the cards are revealed all at once. They are then played in ascending order: the lowest number is placed first, then the next, and so on. The order of placement is determined entirely by the numbers on the cards, not by who chose them.

Where a card goes

A card is added to the row whose last (rightmost) card has the highest number among those that are lower than yours. In other words, the row whose end your card fits onto most closely from above. Rows grow from left to right.

The sixth card takes the row

A row holds no more than five cards. If your card becomes the sixth, you don't add it — instead you take all five cards of the row along with their heads. Your card then becomes the new start of the emptied row.

A card lower than every row end

If your number is lower than the last card in each of the four rows, there is nowhere to place it. In that case you choose a row yourself, take its cards (and their heads), and your card opens that row anew. Here it pays to take the 'lightest' row.

Round after round

This is how all the chosen cards are played, after which a new round and a new simultaneous choice begin. The game lasts until players run out of the 10 dealt cards.

Counting heads and winning

The fewer penalty heads you have accumulated, the better. All the cards you collected during the game are totaled by the heads drawn on them — 1, 2, 3 or 5 per card depending on the number. The game ends when all 10 cards in hand have been played, or as soon as one of the players reaches 66 or more heads. After that, whoever has the fewest heads wins.

At muta.pro the scoring is done automatically: each player's current head count is visible as the game goes on, and at the end a final table is shown. Tables of up to 10 participants are supported, and empty seats can be filled by bots of various levels.

Controls on muta.pro

🃏
Choosing a card
Tap a card in your hand — it will be highlighted as selected. Until the round is played, you can change your choice by clicking another card.
Play the selected card
The '▶ Play selected' button locks in the chosen card for this round. Once all participants have moved, the cards are revealed and laid out into rows.
💡
Hint
The '💡 Hint' button suggests a good card for the current situation — useful for a beginner, to grasp the logic of a safe move.
New round
The '⟳ New round' button restarts the game: the deck is shuffled anew, everyone is dealt 10 cards, and four starting rows are laid out.

Tips for beginners

Count up to the sixth

Watch which rows already hold four or five cards. The card that becomes the sixth will take the whole row — try not to put yourself in the line of fire.

Take the light one

If you have to take a row, choose the one with fewer heavy cards. Five single heads are better than one double worth 5 heads.

Get rid of dangerous numbers

Doubles and round numbers give many heads if they settle with you. Play them earlier, while the rows are still short and the risk of collecting them is lower.

A small card is a risk

A number that is too small easily ends up below every row and forces you to take a row. Keep low cards for the moments when you want to deliberately unload a light row.

Strategy: how not to collect heads

6 Nimmt! is a game of calculating rows and reading opponents. You fully control one card, but the result depends on how the others' numbers fall. A good player thinks not 'where will my card go', but 'which row will become dangerous by the time I play'. Below is the foundation on which all tactics rest.

Count the length of the rows

A row with five cards is a mine. Any card that attaches to it as the sixth takes all five heads. Keep in mind where there are already 4–5 cards, and don't expose yourself to exactly those.

Build a 'safe gap'

The ideal card lands on a short row with a big lead over its end. A number just above the end card of an almost empty row is almost always safe: opponents may still squeeze in between it and your card, but they won't be able to fill the row up to six.

Hide behind others' cards

If someone's larger card is played before you in ascending order, it may close a dangerous row before you do. Sometimes it pays to play a number that will resolve after a convenient 'sacrifice'.

4🐂17🐂28🐂36🐂41🐂44🐂

A row of five cards (4·17·28·36·41). Card 44 is the sixth in line: it is not added but takes the whole row with its heads.

Tactics: reading the table and choosing a row

When there is nowhere to unload — your card is lower than every end — you yourself choose a row and take it. This is not a loss but a tool: a well-chosen 'voluntary' capture costs 1–2 heads and clears the danger. The beginner's mistake is to panic and grab the first row at hand.

Take the light row

Count heads, not cards. Five ones are 5 heads, but one short row with the double 55 is 2 heads. Take from where the total of heads is lowest.

Unload a low card deliberately

A very small number (1–7) is almost doomed to go below every row. Don't keep it 'for later': play it when you yourself want to take the cheapest row, not when the table forces you.

Reset your mine

When taking a row, you put your card in its place. Use the moment: open the row with a large number, so it becomes harder for opponents to attach to it safely.

9🐂14🐂vs55🐂

The double 55 costs 5 heads, while a row of 9 and 14 is only 2. In a forced capture, take two 'light' numbers rather than one heavy double.

Variants and modes

The base rules at muta.pro are the classic ones: a deck of 104, 10 cards in hand, four rows, a game to 66 heads. But 6 Nimmt! has well-known variations that change the depth of play — it's useful to know them in order to understand the logic of the table.

Tactical variant (open choice)

In the 'professional' version, the deck is trimmed so that everyone holds exactly 10 cards, and they are dealt around the table face-up or players get to choose. There is less chance — pure calculation. Good training for counting rows.

Fewer players — more control

With two or three players the table is predictable: you can almost see what an opponent is playing, and the 'safe gap' works reliably. With a full table of 8–10 people, chaos reigns — here it matters more not to be precise but to avoid being left last.

A game to one round vs. a game to 66

You can play a single deal 'for the minimum heads', or a long game to the threshold of 66. The long version forgives one disastrous round but punishes consistently risky play.

Tables with bots

At muta.pro empty seats are filled by bots of various levels — handy for practicing reading rows before a live game.

The hint as a coach

The '💡 Hint' button shows a safe move. Check against it until you start seeing for yourself which row is about to become the sixth.

Common mistakes

Players collect most of their heads not through bad luck, but through the same recurring slip-ups. Sort them out — and your average result per game will drop noticeably faster than with any 'system'.

  1. Playing a large number into an almost full row. A high card readily attaches to the end of a long row — and becomes that very sixth. Before playing big numbers, check where there are already four or five cards.
  2. Hoarding small cards. Cards 1–6 seem safe, but they are the first to go below the rows and force you to take the table. Don't drag them to the end of the game.
  3. Grabbing the 'pretty' row. In a forced capture, what matters is the total of heads, not the length or look of the row. Recount the heads before choosing what to take.
  4. Forgetting about doubles and round numbers. 11, 22 … 99 cost 5 heads, multiples of ten — 3. Discard such cards early, while the rows are short and the risk of them settling with you is minimal.
  5. Playing on autopilot at the end of a deal. The last 1–2 cards in hand are not chosen — they are predetermined. Plan them ahead so you aren't left with a number that will guaranteed take a row.
10🐂+55🐂+7🐂

The danger varies: 10 is 3 heads, the double 55 is 5, an ordinary 7 is just 1. Get rid of heavy cards first.

Frequently asked questions

Do players take turns or move simultaneously?
All players choose a card simultaneously and in secret. The cards are then revealed and laid out into rows strictly in ascending order of numbers.
How many cards fit in a row?
No more than five. A card that would become the sixth is not added — instead its owner takes all five cards of the row, and the played card opens the row anew.
What happens if my card is lower than every row?
Then there is nowhere to place it: you choose one of the four rows yourself, take its cards along with their heads, and your card becomes the new start of that row.
How many heads does a card give?
An ordinary one — 1 head, a multiple of five — 2, a multiple of ten — 3, and doubles (11, 22, 33 … 99) — 5 heads. The fewer heads you collect, the better.
When does the game end?
When all 10 cards in hand have been played, or as soon as someone reaches 66 or more heads. The player with the fewest heads wins.
How can I tell in advance which of my cards is safe?
A card is safe if it lands on a short row with a noticeable gap from its end card. Check the ends of all four rows and their length: if a row already has five cards, any number that lands in it as the sixth will take the row, so avoid that option.
Is it worth deliberately holding the lowest card?
A low card will almost certainly end up below every row and force you to take a row. Play it deliberately at the moment when you yourself want to seize the row that is cheapest in heads, not when the table forces you to.
What is best to take during a forced capture?
Count heads, not cards. A row of several single-head cards may cost less than one short row with a double or a round number. Choose the row with the lowest total of heads.
Does the tactic change with 2 and with 10 players?
Yes. With two or three players the table is predictable, and precisely calculating the 'safe gap' is reliable. With 8–10 players there are too many other cards to calculate everything — there it matters more to discard dangerous numbers early and not be left last.
Why are doubles like 55 and 77 so dangerous?
Double cards (11, 22 … 99) give 5 penalty heads each — the maximum in the game. If such a row settles with you, it alone outweighs several ordinary captures, so it pays to play doubles early, while the rows are still short.
Can you recover after a bad round?
In a long game to 66 heads — yes: one disastrous round does not decide the outcome if you play carefully afterward. But consistently risky play will still push you to the threshold quickly, so draw conclusions from your captures.
Ready for a game?
Create a room, invite friends by code, or set up a table with bots.

Similar games