{"id":21472,"date":"2025-12-20T05:33:37","date_gmt":"2025-12-19T21:33:37","guid":{"rendered":"https:\/\/sgbuzz.com\/?p=21472"},"modified":"2025-12-20T05:33:37","modified_gmt":"2025-12-19T21:33:37","slug":"take-time-board-game-review","status":"publish","type":"post","link":"https:\/\/sgbuzz.com\/?p=21472","title":{"rendered":"Take Time Board Game Review"},"content":{"rendered":"<p><br \/>\n<\/p>\n<p data-cy=\"paragraph\">Here&#8217;s a conundrum: Cooperative board games have wide appeal, but they tend to have a singular problem. Because everyone around the table wants to win, rather than genuine cooperation, there\u2019s a tendency for groups to accept plans suggested by the most experienced or able player. Of the various ways to prevent this, the most successful has been to give players hidden information they\u2019re not allowed to communicate.<\/p>\n<div catalogid=\"ca7f5cd0-93c8-4c39-8f04-3dc1337b1477\" id=\"233757\">\n<div class=\"jsx-3980863763 catalog-wrapper\">\n<div data-cy=\"productcard-view-trigger\">\n<div id=\"233757\" data-cy=\"solo-product-card\" class=\"solo-product SoloProduct_solo-product__r2_WP\">\n<div class=\"card jsx-722342313 jsx-3341285356 product-card SoloProduct_product-card__JSk8u\">\n<div class=\"product-thumbnail jsx-2285132617 SoloProduct_image__vqG4e\"><img alt=\"Take Time Board Game\" decoding=\"async\" class=\"progressive-image jsx-1809694635 jsx-2338608387 expand\" loading=\"lazy\" src=\"https:\/\/assets-prd.ignimgs.com\/2025\/12\/18\/take-time-1766090481420.jpg?width=220&amp;format=jpg&amp;auto=webp&amp;quality=80\" srcset=\"https:\/\/assets-prd.ignimgs.com\/2025\/12\/18\/take-time-1766090481420.jpg?width=220&amp;format=jpg&amp;auto=webp&amp;quality=80 1x, https:\/\/assets-prd.ignimgs.com\/2025\/12\/18\/take-time-1766090481420.jpg?width=220&amp;dpr=2&amp;format=jpg&amp;auto=webp&amp;quality=80 2x\" data-cy=\"progressive-image\"\/><\/div>\n<p><h3 class=\"title5 jsx-62124236 jsx-2827240024 name balanced\">Take Time Board Game<\/h3>\n<\/p>\n<p><button class=\"button-text jsx-729543028 button jsx-3381835873 jsx-3347269829 icon-button catalog-upvote SoloProduct_catalog-upvote__FWsVx centered disabled\" disabled=\"\" type=\"button\" title=\"Vote\" aria-label=\"Vote\" data-cy=\"catalog-upvote\"><span class=\"ign-icon icon-rating-like jsx-2750866048 jsx-2919720488\" role=\"presentation\" aria-hidden=\"true\" data-cy=\"icon-rating-like\" style=\"mask:url(https:\/\/kraken.ignimgs.com\/_next\/static\/media\/RatingLike.ea885513.svg) no-repeat center center \/ contain;background:currentColor\"\/><\/p>\n<p>0<\/p>\n<p><\/button><\/div>\n<\/div>\n<\/div>\n<\/div>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">The most extreme example is 2018 game The Mind where players aren\u2019t allowed to talk at all, and simply have to rely on their innate sense of timing to lay cards in the correct numeric order. Take Time belongs in this group, but it\u2019s trying to use a set of novel, simple mechanics to chart a worthwhile course between no communication at all, and heavyweight cooperative planning.<\/p>\n<h2 data-cy=\"title2\" class=\"title2 jsx-1903782357 jsx-3735650234\">What\u2019s in the Box<\/h2>\n<p><output class=\"box-wrapper jsx-2673806401\"><\/p>\n<figure class=\"jsx-313219616\"><span><img alt=\"\" aria-hidden=\"true\" decoding=\"async\" role=\"presentation\" class=\"progressive-image article-image article-image-full-size jsx-1809694635 jsx-2338608387\" loading=\"lazy\" src=\"data:image\/gif;base64,R0lGODlhAQABAIAAAAAAAP\/\/\/yH5BAEAAAAALAAAAAABAAEAAAIBRAA7\" data-cy=\"progressive-image\"\/><\/span><\/figure>\n<p><\/output><\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Take Time\u2019s tiny box belies a wealth of goodness within, which you can sense by its weight. First up there\u2019s a player deck of numeric cards, 24 in all, embossed in gold and set against fetching, complimentary shades of white and dark blue. Beneath there are a set of 12 envelopes, also embossed in gold and set with luminous art pieces depicting colorful, stylized scenes from nature. It\u2019s a salutary lesson in how simple yet highly effective graphic design and artwork can elevate everyday game components into something glorious and eye-catching.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Most of the envelopes contain four clock discs, each with six points. While these are thinner cardboard and lack the gold that elevates the cards and envelopes, they\u2019re still delightful things, carrying more of that rich, stylish nature art in slightly more muted colors. You\u2019ll be playing cards at each of the points, and as soon as they\u2019re on the table, the whole thing springs to life visually. The final component is a set of punch tokens which contain a clock hand and several cogs. They\u2019re chunky and a little drab compared to everything else in the box, but that\u2019s fine: they take a back seat during most of the play time.<\/p>\n<h2 data-cy=\"title2\" class=\"title2 jsx-1903782357 jsx-3735650234\">Rules and How It Plays<\/h2>\n<p><output class=\"box-wrapper jsx-2673806401\"><\/p>\n<figure class=\"jsx-313219616\"><span><img alt=\"\" aria-hidden=\"true\" decoding=\"async\" role=\"presentation\" class=\"progressive-image article-image article-image-full-size jsx-1809694635 jsx-2338608387\" loading=\"lazy\" src=\"data:image\/gif;base64,R0lGODlhAQABAIAAAAAAAP\/\/\/yH5BAEAAAAALAAAAAABAAEAAAIBRAA7\" data-cy=\"progressive-image\"\/><\/span><\/figure>\n<p><\/output><\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">The core game rules are very simple. Each player gets a hand of number cards which come in two colors that run from 1 to 12. In the center of the table is a clock face with six segments. One of these will be the starting segment and your goal, as a group, is to play cards so that the total in each segment runs from lowest in the starting segment and ascends to the highest in the final segment. The catch? Most of your cards must be played face down, and you\u2019re not allowed to talk about your plays while making them.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">So, you start to make logical deductions about what people are likely to have played. It\u2019s up to the players \u2013 without discussion \u2013 to decide who\u2019s going first so, intuitively, someone with a low card will likely play into the starting space and the group will understand that is probably a one, or a two. If the next player plays into the next space, it\u2019s a good bet they\u2019ve played a two (ties count as being part of the ascending order) or a three. Cards played straight into the final space are probably high, and so on. On this basis you can begin to figure your way around the puzzle, although deciding where to play your limited number of face-up cards is still an interesting choice. If no one reaches to open the play, for example, then it\u2019s likely nobody has a low card so starting with a face-up mid-range option might be wise.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Each pack contains four clock faces and, from the very first challenge, there are additional requirements to frustrate you. That first face, for instance, requires the first segment to have a single white-color card in it, and the last segment can contain no more than three cards. So you can\u2019t just dump high-values into that final space mindlessly and call it a day, as once you hit the three-card limit there\u2019s a good chance the penultimate space might end up containing a higher total.<\/p>\n<div class=\"display-title jsx-959792410 jsx-2659527929 quote-container\" data-cy=\"quoteBox\">Take Time\u2019s tiny box belies a wealth of goodness within.<\/div>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Once the difficulty begins to scale, you\u2019ll start making use of the game\u2019s most ingenious aspect. Although you can\u2019t communicate while you\u2019re playing cards, you\u2019re allowed to plan and strategize before anyone has looked at the cards they\u2019ve been dealt. Initially this looks of limited value: how can you plan when you don\u2019t know what values anyone has at their disposal? But there are still things you can do. The card colors are public knowledge, for example, as it\u2019s reflected on the card backs, so in that first clock you can quickly see how many white cards have been dealt and whether you\u2019re likely to have a low-value card to play into its first segment.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">But that\u2019s not all. The rules are purposefully vague about what you can discuss in this phase, only explicitly disallowing \u201ccodes or signals\u201d during card play. This leaves cunning players with a wealth of ways to approach the game and increase the group\u2019s chances. No spoilers, but once you understand the game flow you can be surprisingly creative in terms of forming a plan, and when imaginative proposals pay off on a difficult clock it is incredibly satisfying. But remember that you have to adhere to the dictum that you must not communicate in any way, even with devised codes, during the card-play phase.<\/p>\n<p><output class=\"box-wrapper jsx-2673806401\"><\/p>\n<figure class=\"jsx-313219616\"><span><img alt=\"\" aria-hidden=\"true\" decoding=\"async\" role=\"presentation\" class=\"progressive-image article-image article-image-full-size jsx-1809694635 jsx-2338608387\" loading=\"lazy\" src=\"data:image\/gif;base64,R0lGODlhAQABAIAAAAAAAP\/\/\/yH5BAEAAAAALAAAAAABAAEAAAIBRAA7\" data-cy=\"progressive-image\"\/><\/span><\/figure>\n<p><\/output><\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">If you\u2019ve played a limited-communication cooperative game before, such as Hanabi, or Take Time\u2019s spiritual predecessor The Mind, you\u2019ll know this rule is hard to enforce. Sometimes a player forgets, and blurts something out by accident, or the preceding player will instinctively react to a play with a wince or a knowing smile, all of which gives out useful information. Some players find this vagueness troublesome: if that\u2019s you, be aware that Take Time has nothing to ameliorate this issue. If not, it can actually be quite fun to watch how different groups interpret and enforce \u201cno communication.\u201d It\u2019s a cooperative game, so it doesn\u2019t really matter so long as you\u2019re on the same page.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Curiously, the game has no final fail state. If you mess up on a clock face, you get to have an additional face-up play for each failure to a maximum of three, and then you keep going until you either succeed or give up. In the latter case, you place the clock into the delightfully named Sleeve of Regrets and move on. To win overall you must go back and ensure you pass all 40 tests although once you\u2019ve at least attempted them, you can open a final sleeve for additional replayability. But how you actually approach this is up to you: Take Time is more interested in being surprising and fun than it is in whether a group wins or loses. It\u2019s clearly supposed to be a cozy, cooperative time to be enjoyed together.<\/p>\n<div class=\"display-title jsx-959792410 jsx-2659527929 quote-container\" data-cy=\"quoteBox\">Although you can\u2019t communicate while you\u2019re playing cards, you\u2019re allowed to strategize before anyone has looked at their cards.<\/div>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">From the initial clock face, you may be wondering how any of the subsequent puzzles get hard enough to make you want to skip them. Each new face introduces new rules and wrinkles, but these never become overwhelming. After the first three faces, for instance, you\u2019re not allowed to have any segment total higher than 24. Later, some segments disallow certain cards, while others force you to draw new cards, and an increasing proportion will have one or more placement rules. The design has a fantastic knack of pulling the rug out from strategies you\u2019ve become used to. If your new clock disallows laying your lowest cards on the first segment, and your highest on the last, working out how to get them in ascending order suddenly becomes a whole lot more challenging.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Amazingly, the lack of an absolute loss condition does little to undermine the excitement and thrill of play. Even with good communication and a full three bonus cards, there\u2019s easily enough uncertainty about what\u2019s around the clock to require thoughtful consideration before late cards, and ramp up the tension ahead of the final reveal. A group win is always gratifying, and it doesn\u2019t take many losses before any given face begins to assume a daunting prospect, propelling you toward discussing new approaches, and offering ever-sweeter satisfaction when you finally take the win.<\/p>\n<h2 data-cy=\"title2\" class=\"title2 jsx-1903782357 jsx-3735650234\">Where to Buy<\/h2>\n<\/div>\n<p><br \/>\n<br \/><a href=\"https:\/\/www.ign.com\/articles\/take-time-board-game-review\" target=\"_blank\" rel=\"noopener\">Read Full Article At Source <\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Here&#8217;s a conundrum: Cooperative board games have wide appeal, but they tend to have a singular problem. Because everyone around the table wants to win,&#8230;<\/p>\n","protected":false},"author":1,"featured_media":21473,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"fifu_image_url":"","fifu_image_alt":"","footnotes":""},"categories":[32],"tags":[1486,258,28,654],"class_list":["post-21472","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-tech-gadgets-reviews","tag-board","tag-game","tag-review","tag-time","wpcat-32-id"],"_links":{"self":[{"href":"https:\/\/sgbuzz.com\/index.php?rest_route=\/wp\/v2\/posts\/21472","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sgbuzz.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sgbuzz.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sgbuzz.com\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/sgbuzz.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=21472"}],"version-history":[{"count":0,"href":"https:\/\/sgbuzz.com\/index.php?rest_route=\/wp\/v2\/posts\/21472\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sgbuzz.com\/index.php?rest_route=\/wp\/v2\/media\/21473"}],"wp:attachment":[{"href":"https:\/\/sgbuzz.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=21472"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sgbuzz.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=21472"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sgbuzz.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=21472"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}