ABOUT GIMME 5
Gimme 5 is a rummy-style card game, yet it’s nothing like you’ve ever played before. The object of the game is to collect a set of 5 cards of the same number. Sounds easy enough, right? Think again! There are special action cards that can shift the balance of power in the blink of an eye. In one move, your good hand can disappear, and you’ll have to start all over again. With so many twists and turns, Gimme 5 will keep you guessing till the very end!
RULES
For 2 to 10 players, ages 7 and up.
Contents:
108 cards (8 of each number – 1 through 10, 8 WILD cards, 4 EXCHANGE cards, 5 PASS LEFT cards, 5 PASS RIGHT cards, 4 SKIP cards, and 2 SKIP ALL cards).
Object:
To be the first to collect 5 cards of the same number (or to complete the goal of the game variation chosen before the beginning of the round – see below).
Set up:
Players first decide which game variation to play, since all players must play for the same goal. Choose a player to shuffle and to deal the cards. The dealer deals 5 cards to each player. Set the remaining cards face down in the center of the playing area. This is the DRAW pile. Turn over the top card and place it face up next to the DRAW pile. This becomes the DISCARD pile. If that card is an orange action card, the players must perform that action.
How to play:
The player to the left of the dealer plays first, and then play continues to the left. Each player begins their turn by picking the top card from either the DRAW pile or the DISCARD pile. If the top card in the DISCARD pile is an orange action card, the player must draw from the DRAW pile. The player then discards a card from their hand on top of the DISCARD pile, making sure to keep 5 cards in their hand. When the player has collected 5 cards of the same number (or has completed the goal that was previously chosen), that player then lays their cards down on the table and exclaims “GIMME 5!” The round is then over. If the players are using the scoring option, the remaining players add the point values of their cards.
Scoring Option:
The player with the fewest points after 5 hands wins.
- 1—10: The value printed on each card
- WILD: 15 points
- SKIP / SKIP ALL: 20 points
- PASS: 25 points
- EXCHANGE: 30 points
Special Cards:
- WILD
- WILD cards can be used in place of any number and any color in the player’s hand.
- SKIP
- When the SKIP card is played, the next player in turn is skipped, and play continues with the following player.
- SKIP ALL
- When the SKIP ALL card is played, all players are skipped, and the person who played the card gets another turn.
- PASS LEFT / PASS RIGHT
- When the PASS LEFT or PASS RIGHT card is played, all players – including the person who played the card – must pass the number of cards indicated from their hand to the player next to them in the direction indicated on the card.
- EXCHANGE
- When an EXCHANGE card is played, the next player must discard the number of cards indicated to the DISCARD pile and replace them with the same number of cards from the DRAW pile. Play continues as normal with the following player.
Suggested Game Variations:
Game variation must be decided before the round. All players must play for the same goal.
Variations included in instructions:
- Standard (5 cards of the same number)
- Standard without using WILD cards
- 5 cards of the same color
- 5 numbers in sequence (i.e. 3, 4, 5, 6, 7)
- One of each odd number (i.e. 1, 3, 5, 7, 9)
- One of each even number (i.e. 2, 4, 6, 8, 10)
- Full house (i.e. 7, 7, 7, 5, 5)
- Odd man out / 4 of a kind (i.e. 8, 8, 8, 8, 5)
- Players play for their favorite number
- Players play for their birthdate (with expansion pack)
- (in the form of M/DD/YY, i.e. for a player born 12/10/1976: 12, 1, 0, 7, 6)
Variations created by game developer:
- All odd numbers of the same color
- All even numbers of the same color
- 5 numbers in sequence of the same color
- Players go for the number on first card drawn from the DRAW pile
- Players must play for that same number during the entire hand
- Multiples of 3, 4, 5, or 6 (best with expansion pack):
- Multiples of 3 (3, 6, 9; 0 and 12 with expansion pack)
- Multiples of 4 (4, 8; 0 and 12 with expansion pack)
- Multiples of 5 (5, 10; 0 with expansion pack)
- Multiples of 6 (6; 0 and 12 with expansion pack)
User-submitted Game Variations:
- [Dallin G.] Any part of the Fibonacci Sequence (0, 1, 1, 2, 3, 5, 8, 13)
- (0 and 13 with expansion pack only)
- [Krista G.] Odd numbers in sequence (i.e. 1, 3, 5, 7, 9) of the same color
- [Krista G.] Even numbers in sequence (i.e. 2, 4, 6, 8, 10) of the same color
If you have an idea for a Gimme 5 game variation, you can follow the link above, or you can e-mail your suggestion to suggestion@gimme5game.com (please include your name so can get credit for it).
EXPANSION PACK
The Gimme 5 expansion pack contains more numbers to collect, more WILD and SKIP ALL cards, and new action cards creating more twists and turns than ever before.
Contents:
54 cards (8 of each number – 0, 11, 12 and 13, 2 WILD cards, 2 SKIP ALL cards, 4 REVERSE cards, 4 DISCARD cards, 5 TRADE cards, and 5 SHIELD cards).
New Expansion Pack Cards:
- 0, 11, 12, 13
- 0, 11, and 12 can be used for a new game variation in which players try to collect the numbers in their birthdate (in the form of M/DD/YY, i.e. for a player born 10 Dec 1976: 12, 1, 0, 7, 6).
- REVERSE
- When the REVERSE card is played, the direction of play is reversed.
- DISCARD
- When the DISCARD card is played, the person who played that card chooses a number from 1 to 5, then all players - including the one who played the card - in turn must discard the amount of cards chosen and then draw new cards from the DRAW pile to replace them.
- TRADE
- When a TRADE card is played, the player who played the card chooses any player to trade the indicated number of cards with.
- SHEILD
- The SHIELD card can be used to block, or shield, a player from any action card (except REVERSE). When an action card is played, any player who holds this card can immediately play the SHIELD card, which shields them from having to perform that action. That player then draws a card from the DRAW pile and play resumes as normal.
Scoring option:
The player with the fewest points after 5 rounds wins
- 0, 11, 12, 13: The value printed on each card
- WILD: 15 points
- REVERSE: 20 points
- SKIP ALL: 20 points
- TRADE: 25 points
- DISCARD: 30 points
- SHIELD: 50 points