Six Review: Get ready for 6 crazy minutes in real time!

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It may be only six minutes, but the bluffs are worthy of a WSOP table. With a simple hidden hourglass and some dice, the game becomes an experience where every second counts, and uncertainty about the remaining time can be just as decisive as a dice roll.

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Translated byAntonio Carlos

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Revised byAntonio Carlos

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Curiosities about Six

Six is an intriguing game because it blends speed, luck, and bluffing into a match lasting just six minutes. More than a simple dice game, it plays with the perception of time and the tension of a hidden hourglass, creating a fast-paced and memorable experience.

The number six defines the game's identity. The title "Six" is no coincidence: each match lasts about six minutes, and the entire dynamic revolves around this time limit.

The game's theme is compelling thanks to the hidden hourglass. Players don't know exactly when time will run out, creating an atmosphere of constant suspense.

The game constantly plays with bluffing and risk-taking. At any moment, a player can reveal the hourglass: if sand is still falling, they lose points; if they are right, it is the next player who loses. This mechanic turns the match into a psychological duel.

Another advantage of Six is its accessibility. Consisting of just cards, dice, and an hourglass, Six is easy to carry and can be played anywhere. Six for the win!

Six - Game Info

Six is a 2-to-5 players game, age 8+, by designer Matthias Prinz. Art by Christof Tisch.

Game Box
Game Box

Six was released in 2008 by AMIGO. The main mechanic is dice rolling.

Game Components
Game Components

Let's play!

Playing the Game

Have you ever played a game lasting just six minutes that gets your heart racing like a championship match? That’s the spirit of Six. With a hidden hourglasss and a few dice, time is the real opponent: no one knows exactly when it will run out, and every move becomes a mix of luck, bluffing, and patience. It’s the kind of game that fits in your backpack, but stays in your memory long after playing.

Flip the hourglass, cover it up, and let the game begin! One player rolls the dice while the others collect points. Naturally, you don’t want to be stuck with the dice—whoever holds them doesn't score. To make matters worse, they often keep coming back to you, and getting rid of them isn't always easy. Tension is guaranteed when the hourglass is finally revealed.

Setting up Six is simple:

- each player receives a set of cards (numbered 1 to 18) in a color of their choice, shuffles them, and places them as their draw pile;

- next, each player reveals the top 3 cards of their deck and places them in a row next to their draw pile;

- leave space below your cards for "saved cards";

- determine the starting player however you prefer.

Game Setup
Game Setup

Six is played over three rounds, each lasting approximately 2 minutes—the duration of one hourglass cycle.

The starting player for each round flips the hourglass and places it into the Six Tube. They then immediately roll the three dice. The player rolling the dice is known as the active player.

After rolling the dice, the active player sums the totals of all the rolled dice and announces the value.

Announcing the amount rolled on the dice
Announcing the amount rolled on the dice

Each player—except the active player—who has a face-up card matching the announced total takes that card and may place it face-down in front of them, creating a stack of saved cards. These cards count as points at the end of the game.

Now, two situations may arise regarding the announced total for the active player:

- the total matches one of their cards;

- the total does not match one of their cards.

If the total matches one of their cards, the player rolls three dice again, regardless of how many dice they rolled previously. Note that their own card cannot be saved.

If the total does not match one of their cards, they roll again, but with one fewer die. In other words, if they previously rolled 3 dice, they now roll 2, and so on.

Finally, if the active player rolls the last die (just 1) and the value does not match one of their cards, their turn ends. They signal this by shouting “Switch!” and passing the three dice to the next player.

Active Player rolling dice
Active Player rolling dice

The "Switch!" command is a signal for all players—except the one holding the dice—to place the top card from their personal draw pile into one of the three spaces in front of them.

If there are already three face-up cards in play, the player must cover one of them with the card they just drew. Covered cards cannot be saved; in other words, they remain "out of play" until the top card is saved.

Placing a card after a “Switch!”
Placing a card after a “Switch!”

The player who received the dice becomes the new active player and must immediately choose between two options:

- roll the dice;

- lift the Six Tube.

If they choose to roll the dice, they take the 3 dice and roll them. The turn proceeds as previously described and ends with the "Switch!" command.

If they choose to reveal the Six Tube because they believe the sand timer has run out, they must lift the tube immediately after receiving the dice so everyone can check the timer (if they hesitate, they will be forced to roll the dice).

With this action, the active player asserts that the time (approximately 2 minutes) is up. Two scenarios are possible:

- they are right: the sand timer has run out;

- they were wrong: the sand timer has not run out.

If they are right and the sand timer has run out, the last player to roll the dice must take the top card from their "saved cards" and place it at the bottom of their draw pile, thereby losing that card.

If they were wrong and the sand timer has not run out, the player who revealed the timer (the active player) must take the top card from their "saved cards" and place it at the bottom of their draw pile.

Naturally, anyone with no saved cards does not need to discard any.

Lifting the Six Tube ends the round. If necessary, the sand timer cycle must be allowed to finish completely. The player who had to discard a card, now receives the dice and becomes the starting player for the next round.

That is how a round of Six works.

Ending the Game

The game ends after 3 rounds.

Each player counts the number of Victory Points on their saved cards.

The player with the most Victory Points wins. In the event of a tie, there are multiple winners.

Strategy Tips

Six is all about rolling the dice and getting rid of them as fast as possible—otherwise, you don't score. It’s that simple. This dynamic gives rise to bluffing, the looming risk of the sand timer running out, and the palpable suspense and tension.

Six is a real-time game, which makes everything more chaotic and fun. The active player must quickly roll the dice, sum the values, and announce the total, as time is the enemy. There is a crucial detail: you don't score points while holding the dice. This provides a strong incentive to roll them and get rid of them quickly.

When you pass the dice, the problem shifts to the next player, who then gets the chance to score. However, the player who just received the dice faces a critical mission: deciding whether or not to challenge whether the sand timer has run out.

The entire dynamic for the player who just received the dice revolves around this decision, which cannot be delayed for two reasons:

- if you hesitate, you will have to roll the dice;

- if you take too long, the sand timer is very likely to run out during your turn, leaving you open to a challenge after the pass.

So, the tip is: don't hesitate! Either roll the dice immediately or challenge whether the sand timer has run out.

This is the dilemma facing the player receiving the dice: trust that there is still time left, or risk revealing the hourglass. The tension is real because every wrong choice costs points, while every correct move can turn the tide of the game.

I admit I’ve tried counting the two minutes (or 120 seconds) in my head, but it didn't work out very well. I’d get distracted listening to the announced number to secure my cards and end up losing track of the count. I don’t recommend it; it just gets in the way. It’s better to rely on your gut feeling when it comes to timing.

The brilliant thing about Six is the bluff—or rather, the psychological game—centered on the hourglass hidden inside the Six Tube. The active player can try to pass the dice while acting with extreme urgency or, conversely, with apparent calm, tricking the next player into making a mistake.

The bluff, then, involves passing the dice to your opponent right as time is running out. You might make them believe there is still time to play (preventing them from challenging you) or try to make them hesitate—since any hesitation forces them to roll the dice instead of issuing a challenge.

This severely limits the time they have to roll, increasing the chances that their result will be questioned and they’ll lose a guaranteed card. Is it a dirty trick? No, it’s a strategic move in your favor.

With that in mind, keep an eye out for opportunities, devise your best strategy, pass the dice as quickly as possible or bluff, challenge at the right moment, and win at Six!

Pedagogical Tips

If you’re looking for a game that’s easy to teach and play—and language-independent—, that will grab kids' attention and get them super excited in real-time, Six is the game for you!

Rolling dice is always a hit with kids. The thrill of the roll and the giggles over the results are the highlights. Add a ticking clock to the mix, and fun is guaranteed!

Once kids get the hang of bluffing—deciding whether to roll quickly or pause to keep their friends guessing—the game takes on a whole new level. Let this happen naturally; it’s part of how they grow into the game.

Wondering if the sand timer has run out becomes the real hook for them. The suspense will drive them wild, and it’s all incredibly fun. Lifting the Six Tube to reveal the timer is the game's climax; after all, someone is going to lose a card they thought was safe, and finding out who—so the group can have a little fun teasing their friend—is the best part.

Six delivers all of this. Beyond the fun, kids get the chance to exercise important skills, such as:

- resource management: saving dice and cards;

- strategy: rolling the dice quickly;

- decision-making: deciding whether or not to challenge the timer; and

- logical-mathematical reasoning: adding up the values ​​of the 3 dice to see if they can save a card.

From an educational standpoint, Six addresses resource management and fosters strategy, decision-making, and logical-mathematical reasoning—and, best of all, it’s fun!

I highly recommend adding Six to your collection!

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