Take Time – A Quiet, Clever Co‑op Puzzle of Timing and Tension
Take Time - A Quiet, Clever Co‑op Puzzle of Timing and Tension
Today we're diving into Take Time, a cooperative card‑puzzle campaign game that proves you don't always need boards, minis, or complex rules to create real tension. All you need is two decks, a handful of cards… and absolutely no talking. Easy, right? Well… not quite.
The game comes with two decks: Solar deck and Lunar deck, each with cards from 1 to 12. Both decks get shuffled together, and depending on player count, everyone is dealt a hand. Here's where the chaos begins. You never use all 24 cards in a game. Some cards stay out. You don't know which ones. You will desperately wish you knew which ones.
That uncertainty is the heartbeat of Take Time. You might be holding a "10" thinking you've got the big power card… but someone else might be quietly clutching the 11 or 12. Or maybe those cards aren't even in the game at all.
A Campaign of 10 Chapters, Each With 4 Clocks to Solve
Take Time plays out over a light but meaningful 10‑chapter campaign. Each chapter presents you with four clocks to complete. Think of the clocks as mini‑puzzles:
This creates a wonderfully tense balancing act. You want to help the team, but you're also thinking, "Wait… am I the highest card? Should I play early? Late? Or am I about to ruin everything?" The game is at its best when multiple players are all silently, internally screaming while trying to play cooperatively without saying a word.
Grab a copy of Take Time from HERE