Board games
Nim
- players
- 2
- minutes
- 10
- years
- 6+
In the box
Matches or counters
Box details
- Origin
- Traditional game, with no specific designer or publisher
Where to buy it
Near you
In a shop
Within 50 km.
The basics
Take the last object, or avoid it depending on the convention chosen, from several rows of matches or counters, often 1, 3, 5 and 7. On your turn, remove as many objects as you like, at least one, but from a single row. In normal play, whoever takes the last object wins; in misère play, they lose.
The rules, step by step
Setup
Unequal rows, Often 1, 3, 5 and 7
- Several rows of matches, counters or coins, in unequal numbers.
- A common layout: 1, 3, 5 and 7 — sixteen objects in all, made famous by the Marienbad game.
How to play
A single row, At least 1 object
- On your turn, remove as many objects as you like, but from a single row.
- You must remove at least one.
Scoring
No points, Games won
- No points: count the games won.
End of the game
Last object wins, Misère: it loses
- In normal play, whoever takes the last object wins.
- In misère play, whoever takes the last object loses.
House rules and pitfalls
The game is completely solved: the winning strategy relies on the exclusive or of the row sizes.
- The game is completely solved: the winning strategy relies on the exclusive or of the row sizes. Knowing it rather spoils the game.
Going further
Variants · Frequently asked questions · In the same family
Variants
Convention
Last one wins
Misère: last one loses
choose them when you start a game: the scorer adapts
Frequently asked questions
What is the idea?
Objects are split into heaps; in turn, you remove as many as you like from a single heap. Whoever takes the last object wins — or loses, depending on the variant agreed.
Is there a winning strategy?
Yes, a mathematical one: it relies on the "exclusive or" (XOR) of the heap sizes. The player who always leaves the opponent a zero XOR is sure to win.
What is the "misère" version?
The one where taking the last object makes you LOSE. The strategy is almost the same, except at the very end of the game, where it is reversed.
Is the single-heap version interesting?
Not very: with one heap and a maximum number per turn, everything can be worked out in advance. It is the multi-heap version that makes the game deep.
How do you introduce someone without giving the trick away?
Let them start and play from a losing position, then have them work out why some positions always win. The moment the XOR clicks is a lovely one.