Take Time
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
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.