Take A Number is an advanced version of the classic game from
Wolfgang Kramer, Take 5, also known as 6 Nimmt and
Category 5. My copy is a gift from Allen, and it is a 2-in-1 version
containing Take 5 too. It is recommended that you play
Take 5 before Take A Number, which makes sense, because the
game mechanism in Take 5 is a subset of
Take A Number.
Many people already know Take 5, but for the benefit of those who
don’t, allow me to briefly explain this part of Take A Number which
is just like Take 5. In Take A Number, cards are numbered 1 to
100, and every card has between one to seven bull icons. Bull icons are bad.
They are penalty points, and you want to avoid getting them. You start a
round with 8 cards. Everyone simultaneously plays a card, and then in order
from small to large, they add their card to one of three card rows at the
centre. Rows are always in ascending order. You must place your card next to
a smaller number and it must be the nearest to your number if you have more
than one option. Rows have limits and if your newly placed card exceeds that
limit, you will be forced to take all cards in the row, and use your card to
start a new row.
In Take 5, cards you take this way go to your personal penalty pile. In Take A Number, not so fast. Of the cards you are forced to take, you must first add one to a personal card row before you. This row must be in ascending order. If you are going to violate this rule, all the cards in your personal row go to your personal penalty pile, and the new card starts a new row. You will be penalised for cards in your penalty pile, but not for cards still in your personal card row. That’s something you want to manage well.
A round is played until one player runs out of cards. Since it is possible to take cards into your hand, the length of a round can vary depending on how the players are taking cards back. When a round ends, if you still have cards in hand, you will be penalised for these cards. You are only protected from cards in your personal card row.
The game is only played two rounds. After that the player with the fewest penalty points wins.
The core mechanism from Take 5 is still there. Now you have a personal card row to manage as well. The most important strategic difference is the fact that you can card count. You know exactly what cards your opponents have taken into their hands. This is something you can plan around. You also know they know what you have. The game becomes more thinky. It is more strategic.
I prefer the simplicity of Take 5. It’s a light game in which you can somewhat
strategise, but you know sometimes luck beats strategy. That’s perfectly fine.
I also like that it can be played with up to 10 players. Take A Number is max
4 players. If you are looking for something more strategic and more advanced,
give it a go. It is a deeper game and offers a different experience.
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