Take Time board game box by Libellud, featuring an ornate golden clock face with dragonflies and lush green foliage on a teal background.

Take Time

MSRP $32.99
$26.97
Sale price  $26.97
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Take Time

MSRP $32.99
$26.97
Sale price  $26.97
Our Take

Take Time is a cooperative card game from Libellud where players strategically place 12 cards facedown around a Clock to pass a series of escalating Tests. The catch: you can't share what you're holding. The campaign offers 40 Tests and a satisfying narrative arc as the game evolves between sessions.

Game At A Glance

Players 2-4 PlayersBest: 3-4
Playtime 30 Min
Recommended Ages 10+
Complexity Light · 1.8 / 5
Only 1 left — order soon
Play Style Cooperative
Game Type Campaign
Theme Time, Cooperative Puzzle
Publisher Libellud
Designer Alexi Piovesan, Julien Prothière
Year Published 2025

Twelve cards. One Clock. Forty Tests. No talking

A Clock sits in the middle of the table, its pieces arranged like a puzzle waiting to be solved. You hold cards. Your teammates hold cards. None of you can show or describe what you're holding, but together you have to place 12 cards around the Clock in a specific way that satisfies whichever Test the night demands.

Take Time is a cooperative deduction-and-placement puzzle where the rules of each Test are the entire game. One Test might require sun and moon cards to alternate. Another might require certain values to land in specific positions. The Tests escalate in difficulty across 40 challenges, and the Clock's pieces (Solar cards, Lunar cards, the Hand, Reminder tokens) reconfigure subtly between sessions.

What makes it sing is the tightness of the constraint. Twelve cards. One Clock. No communication beyond what the Test allows. The puzzle space is small enough to feel solvable and large enough that you'll fail several Tests before you start to read your teammates' play patterns.

Cooperative card-game groups and couples are great fits — the 30-minute play time means you can attempt several Tests in an evening. Plays 2 to 4 players with the recommended count of 3 to 4. Include the campaign Sleeve of Regrets and the surprise Rebirth sleeve for the full arc.

It's the cleanest small-box co-op Libellud has put out, and one of the best for the price.

Frequently Asked Questions

How many players can play Take Time?
Plays 2 to 4 players. The community most consistently picks 3 to 4 as the sweet spot. Two-player Take Time still works but feels closer to a head-to-head puzzle; three or four players bring out the cooperative back-and-forth the game is designed around.
How long does a game of Take Time take?
About 30 minutes per Test. Most groups play 2 to 4 Tests in a session, and the 40-Test campaign builds across multiple game nights.
How does this compare to The Crew?
Both are cooperative limited-communication card games. The Crew is trick-taking; Take Time is placement-based. Different mechanics, similar pleasures. Many groups own both and rotate based on what kind of puzzle they're in the mood for.
Is Take Time beginner-friendly?
Yes. The first Tests are gentle teaching missions, and the rules teach in a few minutes. New cooperative gamers will find this an excellent on-ramp; experienced co-op players will appreciate the tight design.
Can you replay Tests?
Yes. Failed Tests can be retried, and even successful Tests reward replay because you can experiment with different placement strategies. The 40-Test count goes a lot further than it sounds.
Is there a solo mode?
No official solo mode. If solo is what you're after, this isn't the right pick; we have other co-ops in the shop that do support solo play.

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