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Take Time: Deduction Under Pressure

What's this?

Take Time is a clever and evolving cooperative game where players must work together to complete challenges represented by clocks. The principle is simple at first glance: place 12 cards face down around a clock while respecting the indicated constraints. But the difficulty increases rapidly, with 40 challenges spread across 10 chapters , each introducing new rules, mechanics, and subtleties.

How do you play?

A game of Take Time is divided into challenges , each centered around a clock made up of 6 quarters with their own rules.

PHASE 1: Discussion

This is the moment when everything is at stake… but without knowing your cards!

The players:

  • analyze the specific rules of the clock and its quarters;

  • They devise a general plan: who starts? where to invest a lot/little value? what precautions to take?

PHASE 2: Laying out the maps

This is the silent phase where you finally play your cards.

  • Anyone can start by placing a card face down in front of one of the six districts.

  • The players then take turns playing, in a clockwise direction.

  • The cards overlap slightly so that you can see how many have been played.

  • Some cards can be played face up , but only within the limit allowed by the Recall token (usually 1 card per symbol).

PHASE 3: Resolution

Once all the cards have been laid down:

  1. The cards are revealed district by district in the order indicated by the pointer.

  2. We calculate the total value of each district.

  3. We check if:

    • Each district has at least one map.

    • the values ​​are increasing ,

    • none exceed the indicated limit.

    • All special rules are being followed.

Game progression

Each chapter contains 4 clocks , each becoming increasingly complex.

If all 40 trials are successful, you unlock the Renaissance case , adding a final special clock and additional equipment.

Is it good?

Take Time offers a truly excellent cooperative experience. The game brilliantly manages to blend the palpable tension of silence in The Mind with the progressive deduction mechanics of The Crew .

The brilliant concept relies on limited communication and collective deduction, which work wonderfully.

The constant tension, the heavy silence, the knowing glances are all there. You can win or lose, but one thing is certain: you immediately start another game. It’s an addictive cooperative experience. When you win by the skin of your teeth, you feel a real sense of pride, the pride of having succeeded together, in silence, as if the whole team understood each other perfectly. It’s a positive and unique feeling that only this game can create.

The 40 challenges constantly renew the formula and strategies, while maintaining the silent tension that makes the game so charming.

As the chapters unfold, enhanced by the magnificent aesthetics of Maud Chalmel, Take Time establishes itself as a true editorial success, faithful to the quality of Libellud.

Take Time is a game that creates memorable moments around the table.
If you enjoy cooperative challenges and limited communication like The Mind , Hanabi , or The Crew , but with more depth and replayability, you’ll love it.

A big thank you to my online partner store, Espritjeu. To discover their catalog, I invite you to visit their website:

Take time Review
9.0Excellent
Take Time offers a unique cooperative experience blending silent tension, limited communication, and collective deduction, in the vein of The Mind and The Crew. Its 40 redesigned challenges, enhanced by superb art direction, create memorable moments and an irresistible urge to play again.

Positives

  • A brilliant concept
  • The impressive progress continues.
  • Tension and strong emotions
  • Addictive
  • Beautifully Aesthetically

Negatives

  • Group dependency
  • Limited communication will not please everyone

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