Take Time

Take Time

  • Players: 2–4 players
  • Play time: 30 min
  • BGG rating: 7.7

How to play

Setup, how a turn works and how the game ends, summarised from the rulebook by Eko, Meepzy's rules assistant.

Take Time is a cooperative game where players work together to pass tests represented by clocks, winning or losing as a team (p. 1). The game consists of 40 tests divided into 10 chapters, with each chapter containing 4 clocks (p. 2).

Game Setup

  1. Take the Chapter 1 sleeve and remove the four clocks, placing them in a facedown stack nearby with the 1st clock on top and the 4th clock on the bottom (p. 6).
  2. Flip the clock on top of the stack faceup and place it in the middle of the playing area (p. 6).
  3. Place the Reminder token corresponding to the player count near the play area, and place the 3 Bonus tokens facedown next to it (p. 6).
  4. Shuffle the Lunar and Solar cards together to form a single deck, then deal 12 cards facedown to the players based on the player count (p. 2). Players are not allowed to look at their cards at this point (p. 2).

How a Test Works

Playing a test consists of three phases in sequence: Discussion Phase, Placement Phase, and Resolution Phase (p. 9).

  • Discussion Phase: Players review the rules for the current clock and its segments (p. 9). They freely discuss a strategy for completing the test without looking at the faces of their cards (p. 11). Once discussions are finished, players pick up and look at their cards, after which no further communication is allowed (p. 7).
  • Placement Phase: Starting with any player without consultation, players take turns placing 1 card from their hand facedown (or faceup under specific rules) next to any of the 6 segments around the clock (p. 4, 10). This process continues clockwise around the table until all players have placed all of their cards (p. 4).
  • Resolution Phase: Starting with the segment with the Clock Hand and proceeding clockwise, players reveal each facedown card without altering their order (p. 12). To pass the test, players must verify that at least 1 card was placed next to each segment, the segment values are in ascending numerical order, and any chapter-specific or clock-specific rules were met (p. 14).

If you pass the test, return the clock to its sleeve and take the next clock from the stack (p. 12). If you fail a test, you can try it again, or place the clock into the Sleeve of Regrets to attempt later (p. 2).

How the Game Ends

You complete the game when you have successfully passed all 40 tests (p. 8). After you have attempted all of the tests in the game, you may also open the Rebirth sleeve for additional replayability (p. 8).

This summary was written by Eko from the game's own rulebook. It covers the essentials, not every edge case. For a specific rule, ask Eko and get the page it came from, or open the manual in the Archive.