Unstable Warheads

The malfunction has 1 hit point for each rocket still on the ship, so it may be possible to reduce its hit points by launching rockets before it appears. (Once the malfunction appears, it is not possible to launch rockets until it is repaired). If there are no rockets left on the ship when the threat appears, the threat is immediately destroyed. The card is given to the captain. Rockets on the rocket track do not count toward the malfunction's hit points. …

Can you extend a word in two directions simultaneously in one turn? For instance, ARM is on the board, and I'd like to extend it to CHARMED in one turn? Is that within the rules

Yes, it is perfectly acceptable to extend in front of and/or at the end of a word in one turn, as long as all the letters are played in the same turn. So, in this case, since the C, H, E and D are all used to spell CHARMED, it's well within the rules to do so. …

  • Try to disguise your color as much as possible, at least at the beginning of the game. Avoid moves that favor it too much. Try to discover your opponents' colors, paying attention to their moves.

    You may also want to create situations which force them to reveal themselves (for example, force the next player to choose whether to move a certain hut to a village or not).

  • Often it is not possible to easily identify an opponent's color, but you can learn that a color is not his color. Thus, you can proceed by elimination to discover the player's color. …

The rules of the basic game also apply for the special edition version. Please not the following changes:

12 maze cards have an encrypted message on the back that helps players to reach their goals faster. These messages can only be found on the 6 maze cards that show a straight path or the 6 that show a right angle path.

Once a player pushes a maze card out of the labyrinth, they check the card for an encrypted message on the back. If the card has an encrypted message, the player may use it for their move. Since all the messages are favourable, it is to the players advantage to follow the hidden instructions. …

The following terms and definitions can make it easier for Masters and students to conceptualize and discuss rules.


The standard Zendo colors are red, yellow, green, and blue, though other pyramid colors can be added or substituted. A koan "contains a color" if it contains any pieces of that color. A rule will occasionally refer to the "number of colors" contained within a koan, or within a subset of its pieces.


There are three sizes of pieces: small, medium, and large. A koan "contains a size" if it contains any pieces of that size. As with color, a rule will occasionally refer to the "number of sizes" found within a koan, or within a subset of its pieces. Unlike color, sizes are related to each other in specific ways, such as "larger", "smaller", "largest", and "smallest". …

Getting Bounties

Bounty Tokens are used as indicators of how wanted you are by the authorities.

You get a Bounty immediately after:

  1. Starting combat with a non-pirate ship (This includes Merchant Raids)
  2. Defeating a Naval ship (Sinking it or winning Crew Combat)

The Bounty you get is always tied to the nation violated. So when engaging a Spanish Merchant you put a Spanish Bounty Token on your Player Board at the bottom of the "Bounty Track" where it says "1" - indicating you have 1 Spanish Bounty. Likewise if you engage a French (non-pirate) Player Captain you get a French Bounty and place it on the "1" space of the "Bounty Track". …

All following variants of Take 6! use the basic rules of the game. Additional rules are described under the different variants, below.

Variant 1: Take 6! - Tactics

In this variant, all cards in play are known. From the 104 card total, you sort out a certain number of cards before the game, which depends on the number of players participating.

The rule is: number of players x 10 plus 4.


  • 3 players - 34 cards, numbers 1-34
  • 4 players - 44 cards numbers 1-44 etc.

All cards with higher numbers are removed from the game. …

Game Components

I. Setup

Choose a difficulty level for common threats: lower (white-symboled cards), higher (yellow-symboled cards), or random (both types mixed together). Prepare an external common threat deck and an internal common threat deck with this difficulty level.

Choose a difficulty level for serious threats and prepare external and internal serious threat decks. The difficulty level for serious threats can be different from that chosen for common threats, but in each case, the internal and external threat deck should be at the same level. …

Game Components

  • One game board inside the box (scoring track)
  • 84 cards
  • 36 voting tokens in 6 different colours numbered from 1 to 6
  • 6 wooden rabbits (rabbeeples)


Each player chooses one rabbit and place it on the 0 space of the scoring track. Shuffle the 84 images and give 6 of them to each player. Make a draw pile with the remaining cards.

  • With 4 players, each one takes 4 voting tokens (from 1 to 4).
  • With 5 players, each one takes 5 voting tokens (from 1 to 5).
  • With 6 players, each one takes 6 voting tokens (from 1 to 6).

Note: Do not show your hand of cards to anyone. …

A House is said to control a land area when it has at least one Footman, Knight, or Siege Engine in the area, or has previously established control in that area by placing a Power token there.

Establishing Control Of An Area

If a player vacates a land area with all of his units, he stands to lose any benefit gained from controlling that area unless he chooses to establish control.

When a House vacates a land area (i.e., all its units leave during a March Order) the House may elect to establish control by placing a Power token from its available power in the vacated area (a House can never establish control over a sea area). Once placed on the game board, this Power token represents the support of local nobles as well as investments in guards, tax collectors, and bureaucrats loyal to the controlling House. …