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6 nimmt! Brettspiel

6 nimmt! Brettspiel retains the central element of the 6 nimmt! card game: Each player reveals a card from their hand at the same time, then the cards are added to a central display with players possibly being penalized should their card end up in the wrong location.

In more detail, the game includes tiles numbered 1-100, and each player receives a hand of twelve tiles. Four tiles are revealed at random and placed in the first position of the first four rows on the game board. On a turn, each player chooses a tile, then reveals them all at the same time, with the tiles being added to the game board from lowest number to highest. A tile is placed in a row to the right of a tile with a lower value, with the smallest difference between tiles mattering should multiple options be available. (For example, a 16 would be placed to the right of 14 and not 7 should both of those numbers be present in different rows.) If a tile is lower than all rightmost tiles, then you place it to the right of the tile with the highest value.

If the tile is placed on a space with a positive or negative bullhead symbol, the player gains or loses points equal to the number of bullheads on their played tile. If the tile fills the final spot in a row, then the player loses points equal to the sum of bullheads on all other cards in this row, then this card is moved down the game board to the first position in the highest empty row.

Once everyone has played all of their tiles — or in a two- or three-player game, refilled their hand, then played through a second set of twelve tiles — the game ends and whoever has the most points wins.

If you like, you can play 6 nimmt! Brettspiel with “good luck cards”. Whenever you score negative points, you draw such a card from the deck. These cards either convert a non-final row space on the game board to +5 points (instead of whatever it was) or convert a final row space to a bonus that might end up netting you points instead of losing them.

On the back of the 6 nimmt! Brettspiel game board is a second board to be used with the “professional version” of the game. In addition to the ±bullhead spaces, this board has spaces that force you to draw a new tile, claim all the tiles in a row (instead of scoring negative points), or draw an action card. These action cards let you play anywhere, swap your played tile for another from your hand, skip to the front line, and more. This version can be played with or without the “good luck cards”. When one player is out of tiles, players lose points for the bullheads on tiles still in hand.

6 nimmt! Brettspiel

** New Arrivals **

6 nimmt! Brettspiel
Anubixx
Bingolino
Deutscher Spielepreis Classic Goodie Box
Die Crew (The Crew)
Parade
Qwixx On Board
A Feast for Odin: Harvest Mini Expansion
Architects of the West Kingdom
Battle Yahtzee: Guardians of the Galaxy
Bumúntú
6 nimmt! – 25 Jahre
Belratti
Limes
Skull King
Texas Showdown
Voodoo Prince
Wir sind das Volk!
Wir sind das Volk!: 2+2
The Crew
Downforce: Wild Ride
Gorilla Marketing
Pictures
Symphony
Campus Cafe
Battle of the Nations 1813
Brass Birmingham
Bruxelles 1897
Egizia: Shifting Sands
Fast Sloths
Root
Root: The Riverfolk Expansion
Tajuto
Underwater Cities: New Discoveries Expansion
Just One
Masters of Renaissance: Lorenzo Il Magnifico – The Card Game
Oh My Goods!: Escape to Canyon Brook
Ticket To Ride: Map Collection Volume 7 – Japan and Italy
Castles of Burgundy 20th Anniversary
Loot Island
The Quacks of Quedlinburg
Railroad Revolution
Wavelength
Zombie Kidz Evolution
Battle Line Medieval
The Fox in the Forest: Duet
Mini Rails
Miyabi
Nevsky
Point Salad
Quartermaster General WW2 (2nd Edition)
Terraforming Mars- Turmoil expansion
Yokohama
1862: Railway Mania in the Eastern Counties
Castles of Burgundy 20th Anniversary
Cooper Island
Watergate
Beasty Bar: New Beasts in Town
Beasty Bar: Tasmanian Devil
Cafe Fatal
Kilt Castle
Manila
Pick-Omino Deluxe
Villa Paletti
Bios: Genesis 2E
Bios: Megafauna (2E)
Bios: Origins 2E
Liars Dice
Maracaibo
Pax Porfiriana Collector’s Edition
Pax Transhumanity
Freshwater Fly
Wingspan: European Expansion
Air, Land & Sea
Challenge of the Superfriends Card Game
Chess – Game of Thrones Collector’s Edition
Fog of Love
Miyabi
Orleans
Underwater Cities
Wingspan (with Swift-Start Pack)
CLANK! Legacy: Acquisitions Incorporated
Ecos: The First Continent
The King’s Dilemma
Blitzkrieg!
Go Gecko Go!
The Little Flower Shop
Paladins of the West Kingdom
Marvel Champions: The Card Game
Tapestry
The Taverns of Tiefenthal
Twilight Struggle: Turn Zero Expansion
Bumúntú
Claim
Crown of Emara
Dune: The Board Game
King of Tokyo: Monster Pack – Cybertooth
One Night Ultimate Bonus Roles
Quacks of Quedlinburg: The Herb Witches Expansion
Schotten Totten
Throne of Allegoria
Villa Paletti
Wingspan (with Swift-Start Pack)
Navajo Wars
Tank Duel: Enemy in the Crosshairs
Chess – Game of Thrones Collector’s Edition
Doctor Who: Time of the Daleks – Fifth Doctor & Tenth Doctor Expansion
Doctor Who: Time of the Daleks – Second & Sixth Doctor Expansion
Doctor Who: Time of the Daleks – Seventh Doctor & Ninth Doctor Expansion
Goodcritters
Quacks of Quedlinburg: The Herb Witches Expansion
The Phantom Society
Toy Story Obstacles & Adventures
Dvonn
Imhotep
Illusion
Quacks of Quedlinburg: The Herb Witches Expansion
Schotten Totten
Cartographers: A Roll Player Tale
Element Silver
A Pragmatic War
Villainous: Evil Comes Prepared
PARKS
Quacks of Quedlinburg: The Herb Witches Expansion
Valley of the Kings: Premium Edition
Welcome To Summer Expansion
Encore!
Everdell
Everdell: Pearlbrook Expansion
Hanabi Deluxe II
Las Vegas Royale
Undaunted: Normandy
Barenpark: The Bad News Bears Expansion
Foothills
Ghost Blitz Spooky Doo
Throne of Allegoria
Ragusa
Race for the Chinese Zodiac
Race for the Chinese Zodiac: The Cat
Battle of Britain
Bosk
Colors of Paris
Exit: The Game – The Haunted Roller Coaster
Exit: The Game – The House of Riddles
Hako Onna
Quartermaster General: 1914
Conspiracy The Solomon Gambit
Curios
Go: Deluxe Edition
The Fox in the Forest
The Quacks of Quedlinburg
Walking in Burano
Diamonds (2nd Edition)
Grimm Masquerade
Homesteaders 10th Anniversary Edition
Homesteaders: New Beginnings Expansion
Ancient Civilizations of the Inner Sea
Peloponnesian War
Black Angel
Saint Malo
Doomtown Reloaded
Cuzco
Mississippi Queen
Puerto Rico: Deluxe Edition
U.S. Telegraph
Watergate
Fields Of Arle
Hadara
Ticket To Ride: 15th Anniversary Edition
Ticket to Ride: Rails and Sails
Shiftago
Biosphere
Exit: The Game – The Catacombs of Horror
Kibble Scuffle
Mr. Face
Nemo’s War
Tricks and the Phantom
Azul
Blackout: Hong Kong
Century: A New World
Mombasa
Blank Slate
Dead Man’s Cabal
Dizzle
Imhotep: The Duel
Jaws
Lanterns Dice: Lights in the Sky
No Peace Without Spain
Passtally

Scythe Modular Board

Belratti
Finca
Goa
Las Vegas Royale
Limes
Caravan
Deception: Undercover Allies
Pearls
Pipeline
Roll for Adventure
Tribes: Dawn of Humanity
A House Divided: War Between the States 1861-1864 (4th e)
Air, Land & Sea
Deception: Murder in Hong Kong
Choose Your Own Adventure: War with the Evil Power Master
Dixit
Extra! Extra!
Jaipur (New Edition)
Unlock! Heroic Adventures
Alien Artifacts: Discovery Expansion
Atelier: The Painter’s Studio
Cargo Express
Hearts and Minds – 1965-1975 (3rd Edition)
Monza
Periodic: A Game of The Elements
Cargo Express
The Game
Underwater Cities
Corinth
K2: Lhotse Expansion
Ticket to Ride Express:New York City 1960
Unlock! Heroic Adventures
Bears in Barrels
Brew Crafters
Claim
Europa Base Alpha
Scattergories 30th Anniversary Edition
Villagers
Villagers: Expansion Pack
Dawn of the Zeds
Dawn of the Zeds Expansion Pack #1
Dawn of the Zeds Expansion Pack #2
Dawn of the Zeds Expansion Pack #3
Renegade
Renegade Booster Pack: Christmas Shack
Auf der Walz
Dirty Pig
HellBoy: The Board Game Collector’s Edition
Kanagawa: Yokai Expansion
Arraial
Clank! Legacy: Acquisitions
Imperial Settlers: Roll & Write
Green Deal (signed copy)
Belratti
Heul doch! Mau Mau
Jixia Academy
Knaster
Knister
Krass Kariert
L.A.M.A. (LAMA)
Lanzeloth
The Last Hundred Yards
Overload
Plitsch-Splash Penguin Mitbringspiele
Scotland Yard Dice Game
Silver & Gold
Texas Showdown

The Crew: The Quest for Planet Nine

Astronauts wanted! Scientists say there is a mysterious ninth planet located at the edge of our solar system. But despite all of their efforts, so far they have been unable to provide substantial evidence of its existence. Join this exciting space adventure to find out if the theories are just science fiction or if you will discover Planet Nine.

In this card game you need to complete 50 different missions as you travel across the solar system. But you will only succeed if you can work together as a team.
To master the challenges and achieve your mission, communication will be essential — but in space, things can be more challenging than expected …

The Crew: The Quest for Planet Nine

Throne of Allegoria

 

Reputation is fought for; influence hard won. Power is fleeting.

In the land of Allegoria, Queen Gwendoline read on her deathbed. With no natural born heir to the throne, here are realm’s on a sword’s edge. Four houses, each represented by a champion of their own renown, vie to replace the ailing monarch and claim the Throne of Allegory.

Read more… Throne of Allegory.

Auf der Walz


The game Auf der Walz follows the traditional travels of craftsmen during their “journeyman years”, covering all the challenges and surprises of a journey in the second half of the 19th century.

Young Journeymen follow this tradition, which dates back to medieval times and is still alive in German-speaking countries today. They begin their journey after being “absolved” by finishing their examination. On their travels, the journeyman wears a traditional dress: flared pants, waistcoat, jacket, black hat (as a symbol for freedom), the “Stenz” (traditional curled hiking poles), and the “Charlottenburger” (the coarse cloth used to wrap up belongings, similar to a tie, fondly called “Charly”).

Read more… Auf der Walz

 

 

Low Player Count

 

We are a proud sponsor of Low Player Count podcast.

A podcast about 1 – 2 player boardgames

Meet the guys…

Donny

Donny is a middle school music educator with a life long obsession of all things Star Wars. When asked what he wants to do, he will always respond with “board games.” You can find him at DFW Nerd Night events in the Dallas area, Dallas Games Marathon, or at his second home, Madness Games & Comics. When not there, he’s probably spending time with his lovely wife or the best dog ever, even better than Travis’ dog.

Donny loves Ameritrash games with healthy amounts of theme and strategy. This does not mean he doesn’t also enjoy brainy Euros or the occasional wargame (when Travis talks him into it). He prefers two-player games with a lot of interaction and higher player counts with less or none!

 

Shawn

Shawn is a boardgame and music-obsessed student and full time barista. When not obsessing over Pixel Tactics combos or the music of bands like Joy Division and The Smiths, he’s either studying or hanging out with his amazing wife and their three beautiful… cats, which are better than either of Travis’ or Donny’s dogs.

While he’s willing to give just about any game a shot, Shawn’s favorites are epic adventure games with lots of theme, tactical two player games and medium to heavy weight euros.

 

Travis

Travis could be summed up in a few words: beards, boardgames, music, and coffee. Between full-time work as a high school teacher and full-time husbandry to one awesomely patient wife, Travis spends many hours playing games, brewing craft coffee, discovering new music, and playing with the most adorable corgi ever.

Travis primarily plays solitaire and two-player games. Despite enjoying the company of others, he prefers to tinker around with foam inserts, playtesting games, editing rulebooks, and solo campaigns of boardgames. Though not entirely opposed to more thematic games, Travis enjoys a nice, heavy, crunchy euro or an epically-long wargame.

 

Click here to visit the Low Player Count website

Click here to visit the Low Player Count episode guide

The Sinkhole – Chapter 3

“Flashlights off,” whispered Brandon with tension in his voice and a rising sense of panic in his mind.

Click. Click. Click. Three flashlights went dark in seconds.

Brandon’s mind was racing. Who’s coming? Is it the landowner? Is he going to shoot them for trespassing? Who else could be down here? What should they do? Should they run deeper into the tunnel?

The beam of light from the mysterious person’s flashlight appeared brighter as the person moved ever closer.

Brandon tried to calm down and think. It was pitch dark so he couldn’t see the faces of his friends, but he could feel their tightly-coiled tension; it emanated from them like a radio wave – invisible, but powerful. Every neuron in his amygdala screamed for him to flee yet he knew it was no use. They couldn’t go back the way that they came as they would run headlong into the person approaching. Going deeper wasn’t really an option either as they wouldn’t get far without turning their flashlights back on and of course the lights would give them away and they’d quickly be caught anyway. Not to mention, they didn’t know the layout of the tunnels beyond where they stood. As Brandon’s mind calmed a bit, he realized that the best course of action was to just allow whoever this person was to confront them and hope for the best.

Brandon clicked his flashlight back on and at the edge of its light beam he registered the tightly drawn and surprised expressions on the faces of his companions. The look in their eyes was an accusing [i]what are you doing[/i], but Brandon knew this was the only viable option.

The light from the most recent intruder into the tunnel stopped moving and Brandon realized that was because the person had seen the light from his flashlight.

Suddenly, a man’s voice rang out from around the corner and despite the quieting effect all of the surrounding dirt should have had on the volume of the voice, it still seemed booming in the taut silence of the tunnel.

“This is the Taylorsville Police. Stay where you are.”

Not that being pursued by the police was a good thing, but Brandon breathed a small sigh of relief that it wasn’t some trigger-happy backwoods type with a double-barreled shotgun.

“I’m coming around the corner. Keep your hands where I can see them,” the police officer’s voice sounded again.

As the voice registered in Brandon’s mind, it dawned on him that the voice sounded familiar.

Within seconds that felt like long minutes, a figure appeared around the corner and it was indeed a police officer. He was tall and had to stoop slightly to move through the tunnel. He held a flashlight in his left hand and his right hand rested on the butt of his holstered pistol. The beam of his light quickly darted back and forth among the three companions who all stood with their hands raised in front of them. Then the light darted back to Brandon and stayed there.

“Weston, is that you?” the officer asked Brandon. Weston being his last name.

With a sudden wash of realization, Brandon understood why the voice had sounded familiar. It belonged to Charlie Anderson – one of his high school classmates.

“Yeah, it’s me,” Brandon replied sheepishly. “How you doin’ Charlie?” Brandon added, feeling stupid even as the words left his lips.

“Hi Charlie,” Chas said from a few feet away. “Long time, no see.”

Charlie’s flashlight swung to Chas. “Reynolds? You’re here too? I should have known where I found the one I’d find the other.”

Now that he knew who he was confronting, Charlie was more relaxed and he removed his hand from the Glock at his side.

“My name’s Tyrone officer,” offered Ty. “Tyrone Collins.”

Charlie shined the flashlight over to Ty and acknowledged him with a curt nod. “Just what in THE hell are you all doing down here?” demanded Charlie of the group.

“Just doing a bit of exploring,” Chas quipped.

“I read about the sinkhole and the tunnel on WTAY’s website and we had to come check it out,” explained Brandon.

“This area is a safety hazard and is off-limits to the public,” Charlie shot back. “I have orders to make sure no one is skulking around down here. I ought to cite all of your asses for criminal trespass.”

“What?” Brandon asked sounding worried and incredulous at the same time. “We aren’t hurting anything down here. We were just nosing around a bit. Can’t you just let us leave?”

Charlie took a few breaths and seemed to ponder this for a few seconds. “I’ll tell you what, Weston. I’ll cut you a break this time. You’re lucky that I know you and realize that you’re relatively harmless. You leave with me now and I’ll forget that I found the three of you down here.”

“Thanks Charlie,” said Brandon sounding relieved. “I appreciate it.”

Chas and Ty echoed Brandon’s gratitude.

“You better,” said Charlie with a snort. “Don’t let me catch any of you down here again. Let’s get out of here.”

Reigniting their flashlights, the three friends turned to begin filing down the tunnel back toward the sinkhole. With all of the light illuminating the interior of the tunnel including Charlie’s powerful light, something caught Brandon’s eye as he turned. Something just beyond the small chamber where they stood. With that he turned and began walking with the others, Charlie walking behind them to ensure they vacated the premises.

On the walk back through the tunnel and back to his car, Brandon could think of nothing else but what he saw during that last moment in the tunnel. What was that…?

Chapter 2

It had been dark maybe 10 minutes when Brandon edged his car into a secluded field surrounded by woods. Chas and Ty were both waiting for him.

“It’s about time,” grumbled Chas jokingly as Brandon climbed out of the car.

“Yeah, the two of us were starting to think you had lost your nerve,” added Ty.

“Sorry guys,” Brandon apologized and then added, “Not all of us are complete slackers at work who can just leave whenever we feel like it.”

This drew a laugh from Chas and Ty and Brandon chuckled along with them, but their laughs belied their nerves and the anxious tension among the trio was palpable.

“Does everyone have a flashlight?” Brandon asked pulling his bright LED light out of his pocket.

“Yeah, we’re both good,” Ty replied.

“Alright then, let’s go,” Brandon said as he headed off toward the sinkhole.

Chas and Ty fell in line behind Brandon. They were parked about 200 yards from the police tape that cordoned off the sunken area. They walked toward their objective with their flashlights turned off; navigating only by moonlight. The moon wasn’t full, but was bright enough to see where they were going once their eyes adjusted.

Not much of the surrounding area was visible in the darkness, but Brandon was familiar enough with this area to know that there wasn’t much to see anyway. He was pretty sure the ground they were on had once been a farm, but the fields hadn’t been tilled in years and were now derelict and overgrown with weeds and scrub brush. The several acres of fields were bordered on three sides by woods and on the fourth side by the road they had all traveled to get here.

Once they got within 50 yards or so of the sinkhole, it was easy to make out the bright yellow POLICE tape by the light of the moon. They headed toward it cautiously, but with purpose. Less than a minute later, they were gathered around the police tape, the blackness of the sinkhole gaping up at them like a monster waiting to swallow them.

Brandon said, “Let me go down first. I want to make sure it’s safe before the two of you come down.”

Chas and Ty gave Brandon doubtful looks telling him they didn’t like him going down there alone, but they grudgingly agreed, as they knew it made sense. If something went awry, Brandon would need someone to pull him out of there or get help; it didn’t do any good for all three of them to be trapped down there.

Brandon leaned down and shined his flashlight into the sinkhole. It didn’t appear to be too far down to solid ground so he sat on the edge and shimmied himself down. After a drop of five or six feet, his shoes sunk into the earth below. He had come down on top of what used to be the earth between the ceiling of the tunnel and the surface.  He pulled his feet loose and took a step forward into the tunnel. Once he was on the actual floor of the tunnel, he was surprised to find that the it was at least six feet high and he could stand comfortably. He immediately shined his flashlight out into the mysterious blackness ahead of him. The light penetrated about 25 feet ahead, but he couldn’t see what lay beyond. Brandon walked a few more steps and shined his light up at the ceiling to see if the tunnel looked stable. It did. He didn’t know what made that one small section collapse, but the section that he was looking at now seemed solid. The walls and ceiling were just packed soil and seemed to have no structure holding them up; no beams or supports of any kind. They looked to have been hand dug through the Earth.

“Okay guys, you can come down,” Brandon called up to Chas and Ty. Ten seconds later, they were both standing in the tunnel behind him. “Come on,” Brandon whispered and they headed into the foreboding unknown of the tunnel.

Brandon could see the anxious tension on the faces of his two friends and he supposed that they could see it on his face as well. He wasn’t scared so much as on edge. Heading into the darkness brought out those primal survival instincts that had kept early Humans alive. He could feel the regular thump-thump of his heart and knew that his pulse and blood pressure were elevated. Despite it being a cool evening, clammy perspiration had formed on his hands, face, and neck. His body was tense and ready to spring into action at a moment’s notice.

The tunnel was only about four feet across so they had to travel single file. Brandon led, with Chas behind him and then Ty brought up the rear. The trio made steady progress down the tunnel and after about 20 feet, Brandon thought he saw an earthen wall and began to think that the tunnel was going to dead end just ahead. After going another 10 feet however, he realized that the tunnel made a sharp turn to the left. When he got close enough, he shined his light around the corner; holding his breath in expectation of what might lie beyond the turn. All he could see though was the tunnel stretching out before him.

Brandon looked back at his friends and whispered, “Should we keep going?” Both Chas and Ty nodded, resolute looks on their faces. He could tell that they were just as curious as he was about what might be down here. It was now obvious that someone had dug this tunnel, but for what purpose?

The group continued down the tunnel another 40 feet and then the tunnel made another sharp left turn. About 10 feet further on, the tunnel began to curve to the right and gradually got wider. Pretty soon they found themselves in a small room about 10 feet long and 15 feet wide.  Brandon stopped and began shining his light around the room. Chas and Ty turned on their flashlights and followed suit.

“Wow, look at that,” Ty exclaimed as the beam of his light danced across walls and a ceiling lined with bricks.

“Yes, very interesting,” Brandon agreed as he began scanning the other side of the room. As he moved the beam of his light down the wall to the floor, he noticed something shiny reflecting the light back at him. “What do we have here?” Brandon quipped as he headed over to check it out.

Chas and Ty were close behind as Brandon bent down to see what had caught the beam of his flashlight. He sifted through some loose soil and several inches of dust to reveal a brown glass bottle.

“Check this out,” Brandon said as he cleaned off the bottle and held it up to inspect it.”

“It looks like someone’s garbage,” Ty commented.

“I think it’s more than that,” Brandon responded as he ran his light over it.

“I agree with Brandon,” Chas offered. “That bottle looks quite old. It has been down here for a long time I’m guessing.”

Chas shined her light back down to the spot from where Brandon had retrieved the bottle and noticed something else there. She reached down into the dirt and pulled out a dilapidated piece of wood about nine inches long and three inches wide. The one side seemed to have some lettering stenciled on it, but it was difficult to make out.

With Brandon and Chas both engrossed in inspecting their discoveries, Ty walked back to the room’s entrance and looked back the way they had come. A few seconds later, he was rushing back to their sides. “Uh guys,” he whispered urgently, “ it looks like someone is coming.”