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Take Time to Learn a New Game

  • , by Eden Miller
  • 2 min reading time

All games have rules, but how often do you see a game about making more rules? Take Time is a simple cooperative game for 2 to 4 players with a twist that will keep you coming back for seconds. (Get it? Seconds?)

In Take Time, you and your group will move through 40 Tests together, each with its own unique rules. You must pass all of the Tests to complete the game, but that's a lot of tests for one sitting! Fortunately, the Tests are divided into 10 sets of 4, making it far easier to break down for your group.

It's recommended that you move through the chapters with the same group, legacy style, but if you can't get a consistent group, it's no problem dropping in late! The levels don't scale in any particular way, so the new group members will just miss out on a bit of context, as you'll learn something new about the game in each completed chapter.

How Does Take Time Work?

You've got your 40 Tests, but what does a Test even look like?

Take Time is a rules-based game like any other, but in this case, the rules change. Your role is to silently play numbered cards face down in numerical order around a Clock with 6 slots. You're looking for the hidden values in each slot to be increasing sums of no more than 24.

The cards come in two colors, Solar and Lunar. Each Test will have the same three core rules, with additions for the current Test. Some examples include requiring three cards to be played in one slot or a white card required in one slot.

Take Time Lets You Cheat, It's in the Rules!

The most interesting part of the game, however, is discussing the rules. At the top of a round, you'll get your new rules and have time to discuss them. This is the time for you and your group to create new rules and tells so that while you're playing your cards, you can indicate to the group what they can do next to ensure your success.

A great example from Shut Up & Sit Down is that if a 6 is required in the first slot but it has to be played face down, then the first player can immediately play a 6, indicating to the group that that condition has been satisfied.

The rules you can make are incredibly flexible, barring rules that would reveal too much information, so you and your friends can customize your experience at your pleasure.

Time to Start

We really love Take Time, we've featured it at L2P Fest and it's been a popular game at staff events and our company holiday party. It's a co-op game that deals well with quarterbacks, players that want to take control of the conversation and tell their teammates how to play the game. 


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