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:

  • Each clock has 6 sectors
  • Cards need to be played face down
  • No communication allowed
  • Some sectors hava their own condition
  • The sum of the cards must increase from one sector to the next
  • And sectors cannot exceed the sum of 24

    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