Skip to main content
Take Time box art

Take Time

Game ID: GID0313497
Game Info
Year
2025
Players
1-4
Age
10+
Playtime
45 min
Collection
Your Tier
Loading…
Mechanic profile
Percentile rank vs. all games
Vibe profile
How this game feels to play
Description

Take Time is a cooperative game where players either win or lose together.

To succeed, you must strategically play 12 cards facedown around a Clock, following specific rules for each Test. You can work together through a series of games to pass all 40 Tests available in the game.

—description from the publisher

Description

Take Time is a cooperative game where players either win or lose together.

To succeed, you must strategically play 12 cards facedown around a Clock, following specific rules for each Test. You can work together through a series of games to pass all 40 Tests available in the game.

—description from the publisher

Ask a Rules Question
All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 63
This page: 50
Sentiment: pos 39 · mix 5 · neu 1 · neg 0
Mentions per page
Showing 1–50 of 63
Video SrVoJCXf3pw No Rolls Barred Rules Teach at 0:47 sentiment: positive
video_pk 100021 · mention_pk 278108
No Rolls Barred - Take Time video thumbnail
Click to watch at 0:47 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • It's a great game.
  • This game is so fun.
  • This feels good.
Cons
  • It's really difficult.
  • It's really hard.
  • We failed the first clock.
Thematic elements
  • Solving puzzles on a clock face
Comparison games
none
Mechanics (from transcript analysis)
  • Communication limitations — Players must play cards in silence, with limited communication allowed.
  • cooperative play — Players work together to solve puzzles.
  • Hand Management — Players are dealt cards from a hand to play.
  • Information hiding — Cards are often played face down, and players don't know what others are playing.
  • Set Collection — Cards are played to fulfill segment requirements on the clock face.
  • Tableau Building — Cards are played into specific segments of the clock face.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Most of these cards are going to be played face down and we don't know what other people are playing.
  • The clocks get more complicated than this.
  • If you don't get it, that's just clearly don't know maths.
  • I can't believe we failed game one.
  • We don't have to like shoot ourselves in the foot.
  • Face down Farah.
  • We've only got three cards left, so I think it's
  • The math is working. Look, it's working.
  • We're like the time lords.
  • This game is so fun.
  • It's a cooperative game.
  • You know what's really funny? So my my mom was once cutting my sister's hair and and uh my sister was like, 'I'm not sure I like this haircut.'
  • You got to trust trust in the cards. Trust in the pro strats that we all discussed.
References (from this video)
No references stored for this video.
Video qmnc8VGN7fc Tabletop Tolson Review at 0:00 sentiment: mixed
video_pk 99131 · mention_pk 275833
Tabletop Tolson - Take Time video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Reminds the host of The Crew
  • Beautiful artwork and components
  • Streamlined and simple to learn
  • Satisfying two-player experience
  • Lots of replayability
  • Thoughtful and intentional design
Cons
  • Can be very frustrating when repeatedly failing clocks
  • Challenges the stability of marriage due to communication issues
  • Can lead to failure more often than success
Thematic elements
Comparison games
  • The Crew
  • The Crew: Mission Deep Sea
Mechanics (from transcript analysis)
  • cooperative trick-taking — Mentioned as similar to The Crew, where players work together to accomplish missions.
  • Hand Management — Players manage the cards in their hand to play strategically.
  • Hidden Information — In the two-player game, players do not know each other's hidden cards, adding to the challenge.
  • Set Collection — Players collect cards to fulfill conditions for each clock.
  • Variable player powers — Each clock introduces a new rule or condition that players must adhere to.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Hey everybody, Kimberly here with my take on Take Time.
  • This game definitely challenges the stability of my marriage.
  • The cards are beautiful and stunning. The clocks are gorgeous.
  • This is a game that will absolutely give you a run for your money and hopefully it will not tear your marriage down to its uh foundations as it perhaps has my not really but you know what I mean.
References (from this video)
No references stored for this video.
Video KfNmsRD_EgQ Banter and Boards Other at 0:20 sentiment: positive
video_pk 92837 · mention_pk 249636
Banter and Boards - Take Time video thumbnail
Click to watch at 0:20 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Quick and cooperative
  • Played a lot this year
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Which board game do you want to take on a second date?
  • Which board game has hit the table more than any other this year?
  • Which game was the biggest surprise?
  • What game's production has impressed you the most?
  • Which has been your most reliable introductory board game?
  • Which quotes of the old board game did you just recently discover this year?
  • Which board game is currently on your wish list?
  • Which creator would you like to shout out?
  • He has some of the best solo playthroughs. Absolutely love his stuff.
References (from this video)
No references stored for this video.
Video hzr110PtCyI Tabletop Tokki Top 10 List at 5:15 sentiment: positive
video_pk 86626 · mention_pk 224769
Tabletop Tokki - Take Time video thumbnail
Click to watch at 5:15 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • easy to learn and teach
  • tension without heavy rules
  • solid solo puzzle experience
Cons
  • limited thematic depth for some players
Thematic elements
  • tension, resource management, timing
  • dexterity puzzle where players build a raft from floating pieces
  • solo push-your-luck with table tension
Comparison games
none
Mechanics (from transcript analysis)
  • beat-your-own-score — solo mode emphasizes personal bests
  • dexterity/physical placement — placing raft pieces and managing balance
  • Stacking and Balancing — placing raft pieces and managing balance
  • Treasure collection — gain treasure as you extend the raft
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • one of my favorite pieces of content that I get to share with y'all all year which is of course my top 10 solo board games from this year
  • it plays in just about an hour so it's really easy to get to the table
  • this is just such an immersive fun experience
  • The Last Lighthouse is definitely one that has held my attention in terms of its overall presentation
  • Sweet Lands is my number one solo game of 2024
  • I love the multi-use cards, being able to destroy nightmares and turn them into traps
References (from this video)
No references stored for this video.
Video cn1xUgKs71c Grant Lyon Other at 7:32 sentiment: positive
video_pk 84184 · mention_pk 213705
Grant Lyon - Take Time video thumbnail
Click to watch at 7:32 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Looks really good
  • Very beautiful on the table
Cons
none
Thematic elements
Comparison games
  • The Mind
Mechanics (from transcript analysis)
  • Card Drafting — You're placing cards face down into different slots around the clock.
  • Deduction — This is a limited communication card game with some deduction elements to it.
  • Limited Communication — This is a limited communication card game with some deduction elements to it.
  • Set Collection — There are 40 of those different clocks in the game. So, that's where a lot of the replayability comes uh in.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • October is always an interesting month for retail releases because the largest board game convention in the world happens in October.
  • This video focuses on North American releases.
  • I've got my next dates for my next one Sunday se uh Sunday, November 2nd.
  • This is uh thematically you are advancing your clan and seeking the favor of the gods at the dawn of the Inca civilization.
  • This is the League of Legends trading card game.
  • It is mostly a dice game.
  • This is a trick-taking card game with a lot more theme.
  • This is a uh, you know, and write game. It's not a roll and write.
References (from this video)
No references stored for this video.
Video Gsew5C2__sY Board Gaming Ramblings Unboxing at 45:41 sentiment: mixed
video_pk 84109 · mention_pk 213330
Board Gaming Ramblings - Take Time video thumbnail
Click to watch at 45:41 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Harder than expected.
  • Interesting to see how it plays with two players.
Cons
  • Not the host's kind of game.
  • Can be annoying if players aren't thinking the same way.
  • Was not very good at it.
Thematic elements
Comparison games
  • The Mind
  • Bomb Busters
Mechanics (from transcript analysis)
  • cooperative play — Described as a co-op game.
  • Deduction — Implied by the comparison to The Mind and Bomb Busters, suggesting players need to synchronize their actions or thoughts.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • nobody, including us, need this many games.
  • This is Divan. Mhm. I don't know anything about this game. I bought it because it looks beautiful.
  • This could have easily been a Reiner Knizia game I feel like.
  • And I love a reason to play Lost Ruins of Arnak Lost Ruins of Arnak because I think it's a great game.
  • We have to empty our unplayed game shelf from everything that's not 2025 releases and then we'll put it in there and the rest go on the floor until we manage to play them.
  • And it's based on the problem called what is called again it's based on the seven bridges of somewhere.
  • I feel kind of like bad about bringing a hundred games back home.
  • I I usually they go in, they go out. And that's also the thing like if I haven't played a game in a month, I will not remember the rules most of the time.
  • The longest line I saw was for coffee. In the morning before the whole office.
  • What's more important for you for the channel? Playing the popular ones or the less known niche ones?
  • My favorite animal beside the monkey which is my favorite animal. The capybara.
  • We are basically very lucky because we share a lot of hobbies.
  • The building thing Ah, it was too much building. I didn't like that too much.
  • It's been super fun. It's so many people. It's been so long since we did a live.
  • Thank you so much for watching. Like it. We wouldn't have done this if it wasn't for you.
References (from this video)
No references stored for this video.
Video wPEMihDnsd4 Grant Lyon Discussion at 0:58 sentiment: positive
video_pk 83535 · mention_pk 210645
Grant Lyon - Take Time video thumbnail
Click to watch at 0:58 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Dad loved The Mind, so he'll likely love this.
Cons
none
Thematic elements
Comparison games
  • The Mind
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • It's always a crazy hard choice of which games I want to bring back. They have to be my favorite games of the year, but also games I think my family will really enjoy.
  • My family loves party games and they love cooperative games, so that's what I'm focusing on.
  • So, those are all the games I'm bringing back for the holidays.
References (from this video)
No references stored for this video.
Video gXUKGNfQ0Qo Grant Lyon Analysis at 0:29 sentiment: positive
video_pk 83396 · mention_pk 209999
Grant Lyon - Take Time video thumbnail
Click to watch at 0:29 · YouTube ↗
Overall sentiment (raw)
positive
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I brought 22 games and we played 19 of them.
  • My 5-year-old nephew, that was probably his favorite game of the trip, and he played that one a lot.
  • The only game I brought that was not a hit was The Fate of the Fellowship.
  • I love this game. It's just a little too complicated for my family, specifically my dad.
  • I just think it was a little bit too much for him and I kind of knew that it would be on the edge of too much but I wanted to try it anyway and and now I know I still think it's a great game.
References (from this video)
No references stored for this video.
Video DnJ5DnJecAg Get into games Discussion at 6:25 sentiment: positive
video_pk 82410 · mention_pk 207046
Get into games - Take Time video thumbnail
Click to watch at 6:25 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Clever, cooperative puzzle that scales well with players.
  • Great for family play and quiet table time.
Cons
  • Non-verbal coordination can be challenging and slow at times.
Thematic elements
  • Cooperation under time mechanics; puzzle solving.
  • Clock-face cooperative puzzle game.
  • Cooperative, puzzle-driven with light storytelling through rules.
Comparison games
  • The Mind
  • Betrayal on the House on Hill
Mechanics (from transcript analysis)
  • Clock-face placement and sequencing — Twelve cards are placed around a clock face; players must coordinate without direct communication.
  • Clue tokens — Tokens provide information to guide players’ actions.
  • Deduction — Tokens provide information to guide players’ actions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is the enormous giant great box of Flip 7 that it originally came in.
  • This is a pure game of pushing your luck.
  • It's the real Goldilocks and the three bears of board games.
  • Take time is all about playing cards around a clock face.
  • This is such a clever, clever, cooperative game that will have you playing over and over and over again until you can beat the game.
  • Footsteps of Darwin should be on your agenda.
References (from this video)
No references stored for this video.
Video boV4_W4ztuc The Dice Tower Analysis at 10:01
video_pk 81649 · mention_pk 203750
The Dice Tower - Take Time video thumbnail
Click to watch at 10:01 · YouTube ↗
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the nomination lists are more important than the awards because you can go out and just buy any of these and play them.
  • We're nominating them now, and as I always say, the nomination lists are more important than the awards because you can go out and just buy any of these and play them.
  • These are going to be games that are fantastic to teach to someone who is not necessarily part of our fantastic little world of games. Something to get them in the door, get them excited about board gaming, get them introduced to all these amazing things you can do on the tabletop now.
  • And so, we got together a group of 50 plus people, that's Dice Tower staff and the other reviewers, different reviewers, and we vote on the nominations, and so we're going to present them to you.
  • Well, too bad to each of those nominations because you have to go up against the other four. That is a tough slate.
  • if you enjoy heavy strategy games, you were eating well in 2024.
  • This is a category for games that play really well with two. It doesn't mean they are exclusively two, although that's usually what is nominated, but it's just a great game for two players.
  • This is something that for the last several, several years has become an increasingly large segment of the board gaming hobby.
  • Not only are those like pretty strong solo games, but they're also some of the games that were mentioned in top lists of last year. That shows where the category has come.
  • So, these are games that do something different. We see a lot of the same stuff, which isn't necessarily a bad thing because same can be good and comforting. But, something that does something unusual or different or feels fresh, here's some games that meet that category.
  • My goodness, you now have to ask every time you sit at the table, 'Wait, is this cooperative or competitive?' That's something that was unheard of, you know, a decade ago even.
  • I used to not really appreciate how good party games can be.
  • So, this is going to be just that implementation of the theme, really immersing you into this world and this setting, uh doing something cool, or maybe just showing you a different kind of light on a thing that you're familiar with.
  • I always find it odd how the new designer category often also every year seems to dominate best games of the year category, and I like that a lot.
  • Artwork is something that just walking by a table, you can convince me to play a game just by showing me a good box cover. And I think that it's something that can We talked about the theme, can really sell that, but it's that first entry point in the game, and can grab your attention.
  • Games are a total production, and what this category is about is saying, 'This is the most impressive full productions of a board game we've seen this year.'
  • Now, in this category, we have 10 um 10 nominees, and they kind of encompass the whole package here. You know, we're we're looking at the mechanisms, we're looking at the theme, we're looking at the artwork, just all of it. Which one brought its best to the table?
  • Games that are fantastic
  • Then our next one is Codenames, a game that really brought party games back into the light, especially word team party games.
  • This has sold a gazillion copies.
  • And that is Pandemic Legacy Season 1.
  • But this is the game. It wasn't the first legacy game, but it was definitely the one that people that kind of exploded and changed
  • changing the landscape.
  • Talk about a game that truly shook everything up.
References (from this video)
No references stored for this video.
Video KZmlRpxHZkg Banter and Boards Discussion at 21:41 sentiment: positive
video_pk 81626 · mention_pk 203605
Banter and Boards - Take Time video thumbnail
Click to watch at 21:41 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • cooperative feel
  • easy teach
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • clock-based card placement — play cards around a clock; cannot share cards; play all cards; ascending order
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • hands down one of my favorite board games of all time
  • it's not cheap
  • the experience is easy
  • I love this game
References (from this video)
No references stored for this video.
Video dXuEaygfC6Y Board Gaming Ramblings Review at 8:33 sentiment: neutral
video_pk 81472 · mention_pk 202536
Board Gaming Ramblings - Take Time video thumbnail
Click to watch at 8:33 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
  • interesting puzzle evolution across envelopes
Cons
none
Thematic elements
  • cooperative puzzle with timing
  • time-driven puzzle
Comparison games
none
Mechanics (from transcript analysis)
  • cooperative play — players work together with limited communication.
  • timed / clock-driven action — a central clock or timer constrains how many cards can be played in each segment.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • It's a very little bluffing game.
  • It's a double keep.
  • One, two, three. Boom.
  • I actually like this even though I'm culling it.
  • This is a tableau building game.
References (from this video)
No references stored for this video.
Video 14ZAbFw0ZWg Get into games Review at 48:24 sentiment: positive
video_pk 81416 · mention_pk 202039
Get into games - Take Time video thumbnail
Click to watch at 48:24 · YouTube ↗
Overall sentiment (raw)
Highly Positive
Pros
  • Beautiful
  • Very enjoyable
  • Better than The Mind due to theme and visuals
  • More mechanics than The Mind
Cons
none
Thematic elements
Comparison games
  • The Mind
Mechanics (from transcript analysis)
  • Card placement — Involves placing cards in different orders and sequences. "you're placing different cards in different orders."
  • cooperative play — Used as a cooperative game to end the night.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • It's a to me it's the perfect sort of intro game to a board games day.
  • there's Easter eggs on the cards for all the games which was really cool.
  • It's beautiful and it's just very enjoyable.
  • I think it's just the theme, the way it looks. It just it gives something more than the mind.
  • It's really tight resource management.
  • as soon as the treasure is found, it becomes a cat and mouse chase.
  • I would argue that the only thing that I think lets it down a little that I would probably change might be the roll and move.
References (from this video)
No references stored for this video.
Video Xp3jSodECKY Review at 0:05 sentiment: positive
video_pk 81330 · mention_pk 201321
Take Time video thumbnail
Click to watch at 0:05 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Fantastic cooperative experience
  • Enjoyable puzzles where you cannot speak
  • Engaging mind games and deduction
  • Interesting concept with silent play strategy
  • The game develops well and has a lot of content
  • Incredible value proposition
  • Quick to replay after failing
  • Good tempo
  • Lots of unseen information and wiggle room
  • Exciting reveal at the end
  • Super fun and engaging
  • Great art direction and production style
  • Accessible for a wide range of people
  • Great team player experience for all
Cons
none
Thematic elements
Comparison games
  • The Crew
  • Bomb Busters
Mechanics (from transcript analysis)
  • cooperative play — Players work together towards a common goal, facing challenges as a team.
  • Hand Management — Players manage the cards in their hand to fulfill the objectives of the clock.
  • Limited Communication — Players are restricted from speaking during the card-playing phase.
  • Puzzle solving — Each clock presents a unique puzzle with specific conditions that must be met using the played cards.
  • Set Collection — Players play cards onto segments to meet criteria related to order and sums.
  • Silent play — Players cannot communicate verbally while playing cards, adding a layer of deduction and mind-gaming.
  • variable setup — The game progresses through chapters, and each clock presents a different puzzle configuration.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • We thought it was pretty fantastic to be honest.
  • We don't like talking with our friends and family very much.
  • just the whole yeah, kind of mind games of this is uh yeah, I think we really enjoy those types of games, and this does this very, very well.
  • It's really fun. Yeah, and it's really a bit stressful, but fun when it doesn't play out how you talked about in your strategy.
  • It has the big reveal at the end where you flip the cards segment by segment to see if you've done it. And it always gets a big celebration at the end.
  • So, I think it's an incredible value proposition as well.
  • I also really really love the art direction and Production. style of the production.
  • No, it all round really really great cooperative game. I don't think have anything bad to say about it. We had so much fun playing it.
  • So, I think it's also a very accessible game for a lot of people.
  • So, yeah. So, full full full recommendation from us. If you like co-op games, if you like these puzzle type games, just go out and get it. You won't regret it.
References (from this video)
No references stored for this video.
Video uj31QmJ3zdE BoardGameGeek News at 4:53
video_pk 81233 · mention_pk 200627
BoardGameGeek - Take Time video thumbnail
Click to watch at 4:53 · YouTube ↗
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Superb artwork and graphic design really can bring you into a game and support its success.
  • Great art is often the reason I love a game.
  • There's nothing more fun than a great cooperative game.
  • It's one of our favorite types of games.
  • Who doesn't love a good party?
  • Who doesn't want more of their favorite game?
  • Solo games have really taken off in popularity.
  • So much so that it's almost become a requirement for a new game to have a single-player mode.
  • Most of us here at Game Night are big fans of thematic games.
  • Podcasts are such a great way to go deeper into the hobby that we love.
  • We definitely know it takes a lot of work to create and produce shows like these.
  • We have a few favorites ourselves and are always looking for a great digital board game implementation.
  • this continues to be our most played category.
  • but I would say that we have played more heavy games this year than in recent years.
  • Congratulations go not only to the winners, but also to all of the nominees.
  • Thanks for so many wonderful games.
  • You make Board Game Geek what it is and your participation in selecting the nominees and the winners is much appreciated.
References (from this video)
No references stored for this video.
Video lXveR8CEX7A Board Of It Discussion at 17:50 sentiment: positive
video_pk 81117 · mention_pk 199880
Board Of It - Take Time video thumbnail
Click to watch at 17:50 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Really enjoyed this one.
  • Great cooperative card game.
  • Captures what was fun about The Mind but with more game.
  • Great at capturing communication and mental pushing.
  • Sense of arc and excitement building and tension.
  • Great excitement at the end.
  • Quick to go through.
  • Good pacing if you win or lose.
  • Looks really nice on the table.
  • Challenges per clock are fun to navigate and progressively harder.
Cons
  • Can't communicate with other players.
  • Some cards might not be in the game.
  • Half the cards aren't in the game.
  • Can be frustrating if a strategy doesn't work.
  • AI player has too much upkeep and can do things real players cannot.
Thematic elements
Comparison games
  • The Crew
  • The Mind
Mechanics (from transcript analysis)
  • Campaign play — The game has chapters with different clocks and rules.
  • Card game — Players play cards numbered 1 to 12.
  • cooperative play — Players work together to achieve a common goal.
  • Hidden Information — Cards are generally played face down.
  • Simultaneous action selection — Players plan a strategy and then execute it without talking.
  • Trick-Taking — Players play cards in sequence around a clock.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The partial cutthroat special.
  • Root is the famous at this point cutesy but brutal asymmetrical war game where every player has a completely unique faction that plays in a different way and scores points in a different way but follows some kind of few simple core basic rules.
  • Ants, my arch nemesis game of 2026 for sure, if not beyond.
  • I may have said that I hate this game upwards of 10 times while we were playing it, at least.
  • It is very good. It's a bit chesslike, right?
  • One thing that I really don't like about it, and I'm sure you disagree because you kept winning. Uh, but it's the the game ends when someone reaches 40 points.
  • So, I just find there's really a lot of game state and people win in different ways from going after different strategies.
  • It has this great excitement at the end. Uh, it's kind of quick to go through as well.
  • A Feast for Odin is a kind of worker placement mixed with polyomno game where you're sending out workers essentially fill up these player boards with all different shapes of tiles to cover up negative points.
  • I find the occupation cards here. They're never interesting to me and they're so like they're so difficult.
  • Dune Uprising... It's just so cutthroat and there's so many twists and turns and it's exciting and frustrating.
  • I really hate about AI factions is when they get to do things that real players couldn't do.
References (from this video)
No references stored for this video.
Video HTGiav6wl00 The Broken Meeple Analysis at 20:52 sentiment: positive
video_pk 81114 · mention_pk 199849
The Broken Meeple - Take Time video thumbnail
Click to watch at 20:52 · YouTube ↗
Overall sentiment (raw)
Positive
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I want to know what they're doing for the seven to 10 players though. If they're literally just giving you more chips and cards so you Yeah, if if all it is is just they're giving you more chips and saying, 'Now you can play it with 10.' That's rubbish. That's BS, okay? Because the game just fundamentally wouldn't work.
  • The thing that has me worried though is this 120 to 180 minutes. Is this a game that warrants two to three hours though?
  • The game is basically just area control cubes. That to me doesn't scream out crazy fun.
  • Deep Regrets is one of the worst games I've ever played, so screw that for a game of toy soldiers.
  • I think we've hit that peak of board gaming and now it's mostly a kind of downhill slope for gaming because we've now seen everything that can be kind of done. We're now recycling ideas.
  • Board games are getting to a point where we are seeing the same stuff all the time and it just means that it's hard to get excited for another convention.
  • UK Games Expo is mostly just recycling stuff that we've already reviewed at a few months ago in which case I don't need to look at it again.
References (from this video)
No references stored for this video.
Video u658RZMz2QA The Dice Tower Top List at 2:54 sentiment: positive
video_pk 80770 · mention_pk 197841
The Dice Tower - Take Time video thumbnail
Click to watch at 2:54 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Wonderful cooperative game.
  • Enough avenues and restrictions in communication to glean teammate's intentions.
  • System allows peeking at cards or playing them face up if missions are failed.
  • A lot of content and ramps up in difficulty.
  • Fun to play earlier scenarios over and over.
Cons
  • Surprised it's only on the recommended list from the jury, expected nomination.
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • cooperative play — Players work together to achieve a common goal.
  • Limited Communication — Players must communicate strategically with restrictions.
  • Set Collection/Ordering — Placing cards in increasing order without knowing all numbers, with mechanics that allow peeking at cards or playing them face up if missions are failed.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This marks 5 years since we started doing the rapid fire roundups here on the Dice Tower channel.
  • It's hot potato with a lot a lot a lot of special powers.
  • It feels like the first 70% of the game mostly doesn't matter and I don't love that part of it.
  • So quagmire a seven out of 10 for me.
  • This is a card dueling game that is just delightful.
  • I think this game does a lot of things absolutely right.
  • I love this head-to-head dueling game. It's one of my It's one of my favorites I've played in a while.
References (from this video)
No references stored for this video.
Video tKgVzCCIjfo Board Game Hangover Top List at 2:34 sentiment: positive
video_pk 80643 · mention_pk 196956
Board Game Hangover - Take Time video thumbnail
Click to watch at 2:34 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Simple yet challenging
  • Quick playtime (around 10 minutes)
  • Fun begins when players can't figure out the clock
  • Challenging due to no talking rule
Cons
none
Thematic elements
  • solving a clock
Comparison games
none
Mechanics (from transcript analysis)
  • cooperative play — This is a cooperative game where you try to solve a clock.
  • Hand Management — All players will have cards in their hand
  • no talking — play the game without talking
  • Pattern Building — you just have to take one card and place it anywhere around the clock... all piles have to be in ascending order... each clock will have these icons that will say that here the sum must be six.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • If you'd asked me which board games do I feel are essential, I would answer these
  • I love these board games and I have had massive successes showing these games to other players.
  • there isn't a single board game that is meant for everyone, but at least these you should definitely try.
  • This is the simplest brain burner that I have played.
  • This has for years already been a must-have board game. It's fantastic. You should definitely try it out.
  • This is one of the most satisfying board games in my collection. Yet, it's super heavy.
  • And the most accessible, the most essential we feel like is Pandemic Legacy.
  • Social deduction games are stressful.
  • This has not failed us once.
  • It's a great combination for a great twoplayer board game
  • You definitely should have deck building in your collection.
  • Sometimes you're like me and are left all alone. But don't worry, you can still have fun by playing the best solo board games.
  • If I can only use one word to explain this game to you, it's clockwork.
References (from this video)
No references stored for this video.
Video 2h57eq5rd64 Board Of It Top List at 0:48 sentiment: positive
video_pk 80520 · mention_pk 196091
Board Of It - Take Time video thumbnail
Click to watch at 0:48 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Great deal of fun
  • Favorite cooperative game played this year
  • Nice changing puzzle session to session
  • A lot of variety with many packs and puzzles
  • Fun team talk before playing
  • Great puzzle at the core
  • Ramps up tension continuously
  • Great feeling of accomplishment when successful
  • Very exciting and celebratory
  • Very climactic
Cons
none
Thematic elements
Comparison games
  • The Mind
Mechanics (from transcript analysis)
  • cooperative trick-taking — Players work together to win tricks, with a twist of playing cards face down and limited communication.
  • Set Collection — Players collect cards with numbers and aim to meet specific segment value or total limits.
  • Variable rules — Each session shakes things up with changing rules, making it more complex and adding variety.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I'm going to try my best to keep it to games that came out in 2026, but of course with different regions, different games come out at different times.
  • So, as far as for me, these games came out in my region this year. Although some of you might have been able to access them earlier.
  • And then, some of the other things that I like as well is I like this team talk before you start playing. I think it's fun. It gives everyone a chance to kind of chat and contribute and come up with different strategies and try them out.
  • But Amelean feels like the first one that almost deserves to be there in its own right.
  • It's just very sharp, it's very brutal, it's very interactive.
  • And then we're getting to the heavy Euro section of this list of the year so far is Nippon.
  • And this is, yeah, 1920s, 1930s New York mobsters building speakeasies across Manhattan.
  • But this one might possibly be my favorite Vital Lacerda Vital Lacerda game.
  • So, I always like that element. It's also, going back to what I said about Nippon, I really like navigating the actions.
  • So, with that, those are my top five games of the year so far. Things are going to be really interesting to see what comes out in the second half of the year and if my opinions on these will shift or change or, you know, maybe you won't even see any of them on my list because so many good games come out between now and the end of the year.
References (from this video)
No references stored for this video.
Video oi1-Opi2PFg Top List at 40:16 sentiment: positive
video_pk 78484 · mention_pk 191173
Take Time video thumbnail
Click to watch at 40:16 · YouTube ↗
Overall sentiment (raw)
highly positive
Pros
  • Engaging cooperative puzzle
  • Challenging campaign with escalating difficulty
  • Subtle and rewarding communication
  • Potential for critical acclaim (Spiel nominee)
Cons
none
Thematic elements
  • cooperatively completing tasks in a campaign
  • around a clock
  • campaign
Comparison games
  • The Mind
  • The Crew
  • Eternal Decks
  • Bomb Busters
Mechanics (from transcript analysis)
  • Campaign — And then it's kind of campaigny in like mentioned earlier, Eternal decks? Eternal decks, Bomb Busters, where the game you keep playing and it gets more and more challenging.
  • Cooperative — you're cooperating with everyone at the table like The Crew
  • Hand Management — You can play a handful of cards like I think three cards at a base minimum face up.
  • Puzzle solving — it genuinely feels like a puzzle you can start to solve together.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Galactic Cruise continues to be a game I play it on BGA now. It's I'm almost constantly in a game or two of this game on BGA. Like I don't know that I'm going to get tired of playing it primarily because of of the interesting puzzle that it gives you every time you play.
  • Shallow Sea has that really, really well because you're able to accomplish something, and by accomplishing something, it gives you this little shell resource, and you could spend that immediately to accomplish another thing, gives you another shell, and you can just have these massive turns
  • The presentation is amazing. The game looks beautiful.
References (from this video)
No references stored for this video.
Video YJqiNnqJnpk Top List at 1:21 sentiment: positive
video_pk 78287 · mention_pk 190691
Take Time video thumbnail
Click to watch at 1:21 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Pure fun
  • Sheer amount of games played
Cons
  • Very light
  • Not too many decisions to make
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • Card Drafting — The reveals of cards that you play
  • Hand Management — The reveals of cards that you play
  • Set Collection — hoping to avoid taking rows of cards
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I really liked how uh bombastic the cards get in allowing you to do, you know, things on your own board and how to explore it.
  • Uh especially with the military aspect and, you know, creating or increasing the military might that you have to um impose on other opponents and when these battles really made our games uh come down to these in addition to uh the just straight-up deck building and um you know, playing cards from your hands and worker placement aspects that has a lot of good mechanisms that I enjoy.
  • This game I really enjoyed for the theme. I like the the thematic story and the arc of this game where the plague gets pretty bad uh during the game, uh but then slowly as you start to unders- or, you know, uh combat the disease, you start to uh rely less and less on taking out the plague and more and more coming back to repopulate Messina.
  • it's still a game that is is tough for me to play sometimes just because um you know, I if I think I know what is going on with the strategy of this game and and and you know, the the more that I have to learn from it and so it kind of deterred me from playing it more
  • But yeah, uh as as bland as it looks, it's actually really fun order fulfillment game.
  • Um it's not as deep or complex as Magic or Hearthstone or some of the other card games are, but it probably will get to that point at some at some point.
  • I wish that the meta game was more diverse. It hasn't been so since the start of the game.
  • And Wingspan for me, while it's a masterpiece of of a design um in my opinion, I really was really drawn to all of the birds and the individuality of these cards.
  • It does take a while to play, I think if you're playing with new people, which was kind of a deterrent for me for bringing this game out more often.
  • So, this is one of the latest Uwe Rosenberg games back in 2022, one of my favorite games. One for the solo version of this game. I think that is the peak way to play this game.
  • And so I I hold it in high esteem.
References (from this video)
No references stored for this video.
Video 7k94s7g0Slc Top List at 13:20 sentiment: positive
video_pk 77716 · mention_pk 187673
Take Time video thumbnail
Click to watch at 13:20 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Similar to 'The Mind' but more strategic
  • Escalating difficulty with restrictions
  • Interesting communication puzzle
Cons
  • Cannot communicate with players directly
Thematic elements
  • Time Management / Puzzle
  • Clock tower
Comparison games
  • The Mind
Mechanics (from transcript analysis)
  • Ascending Numbers — You need spots to escalate in ascending number.
  • Card placement — You are playing cards around this clock tower and you're playing them in various different uh spots.
  • No Communication — You cannot communicate when you're placing cards down.
  • Restrictions — Chapters escalate in difficulty by giving you restrictions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Most of the time I want to play competitive, but it's really nice to have good games where you can work together and not work against each other.
  • Essentially turns the regular game of Santorini into a bit of a cooperative campaign puzzling game.
  • If you want an introduction to deduction games, I think a carnivore did it is really fun for that reason.
  • I like cooperative games that have real cooperation, that have real dialogue to them.
  • I had an epic day playing The Elder Scrolls where we were playing it for like 5 6 hours and it was awesome and it was so memorable and it is a great game.
  • This is essentially this game is taking the pandemic system and making a new game out of it.
  • You cannot communicate when you're placing cards down.
  • It is a cooperative polyomino tile laying game, and there aren't that many cooperative polyomino games.
  • It has gotten compared to The Crew, and I think the comparison is appropriate.
  • It is full of a bunch of dumb puns, which makes it silly and fun, too.
  • You know, it's one of those games where it's like you you're not guaranteed of a win in in Ham Hell Singh, which I like about cooperative games.
References (from this video)
No references stored for this video.
Video EWnN3JsLHt8 Review at 0:14 sentiment: positive
video_pk 67830 · mention_pk 164096
Take Time video thumbnail
Click to watch at 0:14 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Combines elements of 'The Crew' and 'The Mind' effectively.
  • More strategic and structured than 'The Mind'.
  • Has a good balance of strategy discussion and silent play.
  • Strict communication rules prevent rule-bending ambiguity.
  • Engaging puzzle that requires careful planning and execution.
  • Tense feeling during gameplay due to card play and limited information.
  • Good replayability due to varying card draws and player groups.
  • Each test is relatively short (5-10 minutes).
Cons
  • The need to restart from level one when introducing new groups can be a drawback for some.
  • Less replayable if you dislike playing the same levels repeatedly or teaching new players from the beginning.
Thematic elements
  • Playing cards cooperatively with limited communication trying to get things to resolve in ascending order.
Comparison games
  • The Crew
  • The Mind
Mechanics (from transcript analysis)
  • cooperative play — Players work together to achieve a common goal, completing specific tests or scenarios.
  • Hand Management — Players manage a hand of cards and must decide when and where to play them to meet scenario objectives.
  • Limited Communication — Players are restricted in what they can say, especially after cards are revealed, requiring careful non-verbal cues and strategy.
  • Scenario/Mission-Based — The game is structured around a series of chapters and tests, each with unique rules and objectives.
  • Set Collection — Players play cards into specific segments, and the total value of cards in each segment must meet certain criteria.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is as if the game the crew and the game the mind had a baby.
  • The strategy this game is fun. It's it's half the game is talking through what's going to happen, but you don't know what cards you have when you're doing all this.
  • It's really good because of that. It has a tense feeling.
  • This is a better game if you have the same group to play through the whole thing with.
  • But overall, this is a fantastic game.
References (from this video)
No references stored for this video.
Video jmkDu5FLv68 Review at 0:03 sentiment: mixed
video_pk 67542 · mention_pk 163664
Take Time video thumbnail
Click to watch at 0:03 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • High replay value due to numerous tests and card draw luck.
  • Strategic layer added by face-up card plays.
  • Variety and wildness in strategic puzzles offered by different test envelopes.
  • Cooperative deduction gameplay.
Cons
  • Frustration due to luck of the draw for card values, which can tank plays.
  • Discussion phase can be ineffective as players don't know all card values.
  • Some tests require repeated plays to advance, which can be frustrating.
  • Can be difficult, with players being dominated and having to skip many tests.
Thematic elements
  • Deduction
Comparison games
  • Hannabi
  • Bomb Busters
Mechanics (from transcript analysis)
  • cooperative deduction — Players work together to deduce card values and play them according to unique rules for each test, often with cards played face down.
  • Hand Management — Players divide a deck of cards between themselves and take turns playing them.
  • Set Collection — Players attempt to match rules and play cards with increasing numbers around a clock-like structure.
  • Variable player powers — The face-up card plays can be used strategically to help other players or to signal needs.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • My number two point is a big con for the game. Almost ruins it for me, and it might ruin it for you as well.
  • My number one, the most important thing to know, and that is the variety in the test and the envelopes because they go to really wild places with these.
References (from this video)
No references stored for this video.
Video omZ17s_fbxs Top List at 0:25 sentiment: positive
video_pk 67472 · mention_pk 163590
Take Time video thumbnail
Click to watch at 0:25 · YouTube ↗
Overall sentiment (raw)
positive
Pros
none
Cons
none
Thematic elements
Comparison games
  • The Mind
  • The Crew
Mechanics (from transcript analysis)
  • Cooperative — A great little puzzle cooperative game.
  • Puzzle — The puzzle aspect is a key feature.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Pick and Packers is a silly dexterity game where two players will cooperate holding a little drone by one finger each and you have to pick it up and move it to different spots and then stack presents on top of it and hope you don't drop them all.
  • Take Time is a great little puzzle cooperative game. It's sort of like if you mashed the mind and the crew together into one game.
  • I normally like games that have a lot of player interaction, but the puzzle is so interesting in Neo Syndicate that I don't even care that it doesn't have much player interaction.
  • Lord of the Rings Fate of the Fellowship is one of the most thematic games I've ever played. If you like Lord of the Rings stuff, this feels like an epic cooperative experience and it's tough to beat.
  • How to Save a World was one of my favorite strategy games that came out in all of last year. You're placing workers and working on various projects to save the planet from an oncoming asteroid, but you don't know which of those projects is going to be the most important until the end of the game. So, there's a lot of tension at the end of the game.
References (from this video)
No references stored for this video.
Video YgSGCbJADqM Analysis at 0:01 sentiment: positive
video_pk 66606 · mention_pk 162307
Take Time video thumbnail
Click to watch at 0:01 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Nice bright areas for cards
  • Makes the game experience more interesting
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • Card game — The game is described as a 'two to four player cooperative card game.'
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • If you haven't heard of Take Time, it's a two to four player cooperative card game from Libellud.
  • Man, look at that gold foil.
  • And man, it's just makes the game experience a whole lot more interesting.
References (from this video)
No references stored for this video.
Video jMATfG38ha8 Top List at 3:01 sentiment: positive
video_pk 66485 · mention_pk 162016
Take Time video thumbnail
Click to watch at 3:01 · YouTube ↗
Overall sentiment (raw)
positive
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The games that you have played at least once that you are the most excited to play again.
  • One thing I think I'd like to mention is that I still think it's fairly unique that in Scythe, the resources that you earn, the the the wheat, the wood, the the ore, the oil, that they are all kept on the board itself.
  • I love the interactions that happen here. It's one of my favorite types of interactions in games.
  • I think what I will say is uh I'm kind of amazed that it uses such a clever dice selection mechanism. And I'm kind of amazed that other games haven't tried to use this.
References (from this video)
No references stored for this video.
Video EH6tUQx6JnM Board Game Critique Analysis at 0:00 sentiment: mixed
video_pk 62548 · mention_pk 155268
Board Game Critique - Take Time video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Deluxe production with clock tiles, aesthetic looks
  • Tightly designed puzzles with strong pre-planning
Cons
  • Not as replayable; long arc; requires a regular partner
  • Can be dependent on group tolerance for abstract logic
Thematic elements
  • time, scheduling, clockwork
  • abstract clock-themed puzzle
  • puzzle-driven, non-story
Comparison games
  • The Crew: Quest for Planet Nine
  • The Mind
Mechanics (from transcript analysis)
  • segment constraints, clock tiles, order constraints — Each segment has constraint such as low sum, or exactly two cards, etc.
  • two-phase flow (planning phase and reveal phase) — Plan abstractly around clock segments, then place cards face-down, reveal, and score.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The Crew clearly offered the most for repeated game nights. Between the mission variety and how different groups approach the same problems, we just kept pulling it out.
  • If you only buy one small cooperative card game and you want it to last, buy the Crew.
  • The mind is the stripped down two to four player game where you just have cards one to 100 and as a team you try to play them in ascending order without talking or showing your hands.
  • The mind is the purest social interaction in a weird way.
  • Take Time's depth was more about shared pre-planning, deciding which segments we wanted to sacrifice with low or high totals.
References (from this video)
No references stored for this video.
Video wXNvKCPB2Qg The Dice Tower Discussion at 3:19 sentiment: positive
video_pk 62602 · mention_pk 155324
The Dice Tower - Take Time video thumbnail
Click to watch at 3:19 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Top prize in Swiss Gamers Awards (overall/top prize context within the discussion)
Cons
none
Thematic elements
  • Array
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Oh, that's Take Time is the top prize.
  • Flip Seven first, Toy Battle was second, Take Time was third.
  • It does look like a wall of candy, doesn't it?
  • I would rob that place. That's how nice it looks.
References (from this video)
No references stored for this video.
Video ZHHvJamXnZw All You Can Board Top List at 20:01
video_pk 62476 · mention_pk 155067
All You Can Board - Take Time video thumbnail
Click to watch at 20:01 · YouTube ↗
Pros
none
Cons
none
Thematic elements
none
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Small box games can sometimes get a bad rap because there's so many board games that release every year.
  • Flip Tunes is a really small box clearly.
  • it's such an easy game to teach
  • Scout is one of the best card games I've played in the last little bit.
  • Cascadia Rolling Rivers is a really satisfying game to manage the habitat cards.
  • Take Time is a cooperative game that boils down to two sets of cards, 1 to 12.
  • The Crew Mission Deep Sea is a cooperative trick-taking game for three to five players.
  • Stellar is a really great smallbox game that left my collection.
References (from this video)
No references stored for this video.
Video hy5lwze6iUo The Dice Tower Top List at 5:09 sentiment: positive
video_pk 42708 · mention_pk 129743
The Dice Tower - Take Time video thumbnail
Click to watch at 5:09 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Easy to slot into a cruise session
  • Supports multiple quick plays in a row
Cons
  • Not deeply analyzed in transcript
Thematic elements
Comparison games
  • Moon Colony Bloodbath
  • Raz, a Dance of Love
Mechanics (from transcript analysis)
  • unknown — Described as a light, quick cooperative card game with many missions; exact mechanics not specified in transcript
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The power of math.
  • anecdotal evidence, but sometimes it's all we got.
  • This is a Dice Tower push and the dice tower is pushing these games.
  • It's a good warm-up. Or, hey, it's only 40 minutes before dinner.
  • Disarms people a bit when you pull the map out of the box.
  • I really do want to upgrade Bomb Busters.
References (from this video)
No references stored for this video.
Video 5379byook6E Banter and Boards Top List at 8:58 sentiment: positive
video_pk 41932 · mention_pk 127166
Banter and Boards - Take Time video thumbnail
Click to watch at 8:58 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Cooperative and thinky; good for strategy lovers
  • Easy entry with escalating challenge scenarios
  • Teaches planning under imperfect information
Cons
  • Communication is restricted once cards are on the table, which can be frustrating
  • Requires good group coordination
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • Cooperative Game — Players work together to place cards around a clock in ascending order.
  • cooperative play — Players work together to place cards around a clock in ascending order.
  • Hidden information / face-down play — Cards are placed face down, concealing players' hands from teammates.
  • Sequential / order-based challenge — Round-based constraints require collective planning to meet ascending sums and sequences.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is a great game to just learn and start playing very quickly and get a lot of replay-ability with this one.
  • I believe this is just a much better version of Jenga. No offense to Jenga.
  • The funnest part of this whole game is just seeing how the race ends up.
  • Magical Athlete is a wild ride.
References (from this video)
No references stored for this video.
Video 9WTZ3SIXUOM Brains On Games Review at 0:00 sentiment: positive
video_pk 41812 · mention_pk 126814
Brains On Games - Take Time video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • great for families and adults; scalable length via chapters
  • high replayability with many envelopes and unique puzzles
  • teaches planning and quantitative reasoning
  • mind-reading and deduction feel rewarding with limited communication
  • foil embossed cards look nice and tactile
Cons
  • cards are thin, plain cardboard and may wear over time
  • silent-play rule may be challenging for younger players or early learners
  • some puzzles can be very hard and may require multiple attempts
Thematic elements
  • time and sequencing
  • abstract, clock-based puzzle environment
  • progressive puzzle envelopes; escalating difficulty
Comparison games
none
Mechanics (from transcript analysis)
  • clock placement — place cards around a clock to form an ascending sequence.
  • deck management — only half the deck is used per game; some cards are face down.
  • Hidden Information — cards are dealt face down; some are revealed face up depending on 'eyes' tokens.
  • Limited Communication — players cannot discuss cards during the main phase.
  • puzzle envelopes — progress through envelopes of increasing difficulty; failed rounds add new constraints.
  • reveal and strategy — discussion before play informs strategy but cards remain unknown.
  • Tile Placement — place cards around a clock to form an ascending sequence.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • surprising how good it was
  • this game is really puzzly
  • a real winner for us
  • it's a game that fits well in that genre of card playing games with limited communication
References (from this video)
No references stored for this video.
Video Uc4-T8S5Cvc Banter and Boards Top 10 List at 0:30 sentiment: positive
video_pk 41422 · mention_pk 125618
Banter and Boards - Take Time video thumbnail
Click to watch at 0:30 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • cooperative pacing
  • accessible to new players
Cons
  • may require table space
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • Card Drafting — Card-based action selection.
  • card drafting/card play — Card-based action selection.
  • Cooperative Game — Players collaborate to achieve a common objective.
  • cooperative play — Players collaborate to achieve a common objective.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The Gang is a cooperative poker game.
  • Magical Athlete is a racing game.
  • Neojima is a dexterity game.
  • In Hot Streak, you are betting on these wacky mascots racing across the track.
  • Duck and Cover is a goofy little card game where you're trying to cover as many cards as you can to score the least amount of points.
References (from this video)
No references stored for this video.
Video B4N5MWhjhRA BoardGameGeek Review at 0:26 sentiment: positive
video_pk 40834 · mention_pk 123878
BoardGameGeek - Take Time video thumbnail
Click to watch at 0:26 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • 40 levels with randomized card distributions for strong replayability
  • Helpful pre-game planning and cooperative strategy-building
  • Tension and engagement from time pressure and information sharing
  • Clear clock-based theming with approachable core mechanics
Cons
  • Cognitive load can be high; may be punishing for casual players
  • Rule explanation can be dense due to multiple constraints per segment
  • Extended play sessions possible across 40 levels depending on group speed
Thematic elements
  • Time management, scheduling, and collaborative problem solving under constraint
  • A clock-themed cooperative puzzle where players place numbered cards around a six-segment clock face, working together under time pressure to ensure clockwise progression and valid segment sums across multiple levels.
  • Abstract puzzle-forward with a clockwork motif; emphasis on collective reasoning and deduction rather than storytelling
Comparison games
none
Mechanics (from transcript analysis)
  • Card placement on a clock face — Players place number cards face down into six clock segments, then reveal and compare segment sums clockwise from a starting point.
  • Card/Chit Market — Players place number cards face down into six clock segments, then reveal and compare segment sums clockwise from a starting point.
  • Compound Scoring — Each segment has specific sum restrictions (e.g., minimum/maximum, or relative comparisons to the previous segment).
  • Constraint-based scoring — Each segment has specific sum restrictions (e.g., minimum/maximum, or relative comparisons to the previous segment).
  • Hand Management — Choice of which cards to place, when to reveal, and how to sequence placements affects future feasibility.
  • Hand management and sequencing — Choice of which cards to place, when to reveal, and how to sequence placements affects future feasibility.
  • Level-based progression with replay — 40 levels with randomized deck compositions create new challenges each playthrough.
  • Limited Communication — Players can only communicate implicitly through card play, heightening tension as timing unfolds.
  • Partial information reveal — Players may turn a subset of cards face up to share information and influence others’ decisions.
  • restricted communication — Players can only communicate implicitly through card play, heightening tension as timing unfolds.
  • Retry and retention options — Failed levels can be replayed with new cards, or players can save progress and tackle them later.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • you might feel like you're reading the clock face in the dark, placing numbers randomly, and hoping everything works out.
  • In each level of Take Time, two to four players start with a blank clock face and 12 random number cards from a deck that consists of 12 day cards and 12 night cards, each of which are numbered from 1 to 12.
  • The clock face is divided into six segments, and you take turns placing one card face down in the segment of your choice.
  • The sum of each segment going clockwise from the starting hand cannot be lower than the previous segment.
  • With 40 different levels in the game and a random assortment of cards each time you play, you'll need to take plenty of time to discover everything that awaits in take time.
  • I'm Nikki from Board Game Geek and we just went in focus on take time.
References (from this video)
No references stored for this video.
Video hAurN38710g Banter and Boards Top List at 8:49 sentiment: positive
video_pk 40375 · mention_pk 122228
Banter and Boards - Take Time video thumbnail
Click to watch at 8:49 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • simple premise that scales quickly in rounds
  • enables organic tension and strategic misdirection
  • fast to play and easy to teach, with evolving challenges
Cons
  • no ongoing communication after planning increases tension and potential frustration
  • some players may dislike the pressure of perfect sequencing
Thematic elements
  • time management and cooperative constraint
  • cooperative clock-round puzzle
  • high-tension co-op with limited communication
Comparison games
none
Mechanics (from transcript analysis)
  • ascending-order victory condition — all cards in a round must be placed in ascending order around the clock.
  • chaptered rounds — each defeated round reveals a new clock with unique nuances and requirements.
  • cooperative play around a clock — rounds progress as cards are played around a circular clock, ascending order needed to win.
  • Limited Communication — players can plan before viewing cards, but after cards are looked at, communication stops.
  • Turn Order: Progressive — all cards in a round must be placed in ascending order around the clock.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The game itself at face value feels very simple, but there's a lot of different nuances you want to be thinking about as each location has its own abilities.
  • And the person who gets to trigger that actual effect is the one who has majority at that location.
  • I've really enjoyed my time with Silos, and this is a game I'd really pull out only for three to four player groups.
  • This is Moon Colony Bloodbath—engine-building survival with a communal deck that creates constant tension.
References (from this video)
No references stored for this video.
Video 4MhnO04ufSY Banter and Boards Top List at 0:26 sentiment: positive
video_pk 39813 · mention_pk 120288
Banter and Boards - Take Time video thumbnail
Click to watch at 0:26 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • cooperative play with accessible teamwork
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • Cooperative Game — Players work together to achieve shared objectives.
  • cooperative_play — Players work together to achieve shared objectives.
  • Hand Management — Players manage a hand of cards to coordinate tasks.
  • hand_management — Players manage a hand of cards to coordinate tasks.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • a simple but tricky area control game.
  • a ladder climbing game, but with a fun little twist.
  • a fast-paced word game.
  • simple but hilarious betting game.
  • Moon Colony Bloodbath, a deck building game about survival, and woo, so good.
References (from this video)
No references stored for this video.
Video JwM1jJRmM24 Banter and Boards Review at 2:30 sentiment: positive
video_pk 39475 · mention_pk 119150
Banter and Boards - Take Time video thumbnail
Click to watch at 2:30 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Easy to teach and quick to learn
  • Tense moments grow as rounds progress
  • Beautiful artwork and elegant design
  • Replayability through multiple scenarios
Cons
  • Cooperative play may not appeal to all groups
  • Limited to four players
Thematic elements
  • Team coordination under time pressure
  • Cooperative puzzle-solving around a clock
  • Calm, methodical, tension-building
Comparison games
none
Mechanics (from transcript analysis)
  • Ascending-order constraint — When cards are revealed, they must be in ascending order around the clock.
  • Hidden card placement around a clock — Players place a card face down around a clock to create a sequence that must be revealed and ordered correctly.
  • Limited Communication — During placement, players cannot communicate; discussion happens after all cards are placed.
  • non-verbal coordination — During placement, players cannot communicate; discussion happens after all cards are placed.
  • Scenario / Mission / Campaign Game — Multiple scenarios with increasing difficulty levels.
  • scenario-based difficulty — Multiple scenarios with increasing difficulty levels.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is one that I would for sure pull out when I'm going to any family gathering because it's so simple to learn and teach.
  • The funnest part is just seeing how the actual race plays out.
  • Distilled, very thematic, very approachable for a Euro game.
References (from this video)
No references stored for this video.
Video egyp-UPSrE0 The Dice Tower Top List at 4:05 sentiment: positive
video_pk 37826 · mention_pk 113664
The Dice Tower - Take Time video thumbnail
Click to watch at 4:05 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • very approachable and easy to learn
  • lots of missions for replayability
  • pre-game discussion adds social depth
Cons
  • similar to Eternal Decks in feel
  • not a personal favorite style
Thematic elements
  • time/ordering and mission-driven play
  • cards around a central area with ascending order goals
  • light, approachable puzzle
Comparison games
  • Eternal Decks
Mechanics (from transcript analysis)
  • Card placement — players place cards around a central area to form ascending sequences
  • mission-based goals — numerous missions in the box guide goals and challenges
  • pre-game discussion — rules allow talking before play to coordinate plans
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Pondscape is a game about laying frogs into a pond.
  • There's just too many symbols in this game.
  • A Hoy has a very fun theme.
  • Tiwanaku, just an absolutely fantastic deduction game.
  • I adore deduction games.
References (from this video)
No references stored for this video.
Video AnlcClnjnec BoardGameGeek Rules Teach at 0:00 sentiment: positive
video_pk 37237 · mention_pk 111809
BoardGameGeek - Take Time video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Engaging group puzzle driven by discussion and strategy
  • Clear progression with escalating difficulty
  • Innovative information-management and signaling mechanics
  • Sleeve of regret provides a tangible path to replay and mastery
Cons
  • Steep cognitive load; potential for analysis paralysis
  • Requires careful etiquette to avoid signaling cards
  • First rounds may feel punishing if mis-coordinated
  • Dependence on cooperative dynamics; can polarize groups if participants diverge in approach
Thematic elements
  • Collaboration and deduction under timed constraints
  • Time-based cooperative puzzle with clocks and tests
  • Procedural, instructional with escalating difficulty
Comparison games
  • Bomb Busters
Mechanics (from transcript analysis)
  • Clock-segment placement — The board uses 10 chapters with 4 tests each; players place cards into segments with constraints.
  • Color-agnostic placement — Cards of any color may be placed in any segment; color is not a determinant.
  • End Game Bonuses — The sum across segments cannot exceed 24 unless the infinity rule is active.
  • Endgame total cap — The sum across segments cannot exceed 24 unless the infinity rule is active.
  • Face-up allowances — Up to three cards can be face-up to reveal values for strategic planning.
  • Hand Management — Players hold a hand of cards unseen by others and choose how to place them into segments.
  • Hidden hand management — Players hold a hand of cards unseen by others and choose how to place them into segments.
  • Infinity rule / sleeve of regret — Awakening chapter allows ignoring the 24 max; failing a clock yields a sleeve of regret for replay.
  • Limited Communication — Communication is allowed before cards are drawn; after drawing, no talking or signaling about cards.
  • Non-decreasing segment sums — Once cards are revealed by segment, the sum of cards in each successive segment must be greater than or equal to the previous.
  • restricted communication — Communication is allowed before cards are drawn; after drawing, no talking or signaling about cards.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This game is fun.
  • The mind aspectish to it a little bit but with discussion.
  • I enjoy this game a lot.
  • This one's a lot of fun and the sleeves add depth.
  • The discussion portion is what makes this really shine.
References (from this video)
No references stored for this video.
Video yW1fSCQiLAs Tantrum House Review at 0:25 sentiment: positive
video_pk 35949 · mention_pk 107629
Tantrum House - Take Time video thumbnail
Click to watch at 0:25 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Engaging deduction and reading of other players' nonverbal cues
  • Clear escalation in puzzle difficulty across envelopes
  • Multiple player counts (2-4) and a clever two-player variant
  • Cheat sheets simplify learning and memory of envelope-specific rules
  • High replayability with 40 distinct clocks/envelopes
  • Accessible and family-friendly while offering depth for experienced players
Cons
  • Luck can influence outcomes in some rounds
  • Requires players to make assumptions about others' hidden cards, which can be frustrating for some
  • Early rounds may feel overwhelming to new players until rules are internalized
Thematic elements
  • Time management, teamwork, deduction
  • Envelope-based cooperative puzzle sessions centered on clock-like constraints
  • Scenario-based with modular rules per envelope
Comparison games
  • The Mind
  • The Crew
Mechanics (from transcript analysis)
  • ascending order constraint — Within each clock segment, the values of the cards laid must rise in ascending order as cards are revealed.
  • clock-segment card placement — Players place cards face down around six clock segments; each segment has a constraint to be met with ascending card values.
  • disappointment envelope — If a round is failed, players can move the clock to the envelope of disappointment to save the round for later.
  • envelopes with puzzle variants — Each round starts with a new envelope containing a puzzle with its own special rules; new rules vary per envelope.
  • gear tokens for partial visibility — Gear tokens allow players to reveal some of their cards face up during a round, aiding planning.
  • pre-round strategy discussion — A planning phase where players discuss strategy but avoid signaling the specific cards or plans.
  • reveal tokens to confirm requirements — Players can flip reveal tokens to indicate that a particular requirement has been met.
  • Simultaneous Reveal — Players can flip reveal tokens to indicate that a particular requirement has been met.
  • two-player variant — A special variant for two players using different deal mechanics and shared information.
  • Variable Phase Order — A planning phase where players discuss strategy but avoid signaling the specific cards or plans.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is a two to four player card game that feels a little bit like if the mind and the crew had an elegant, attractive little child.
  • During the next phase of the game, players will lay cards one at a time, face down around the six segments of the clock.
  • However, for the next time, you do have a little bit of help. For the next round, you'll add gear tokens, which basically allow you to decide to play a couple of your cards face up during the round.
  • There are some tough ones.
  • There is a lot of nonverbal communication that's just observatorily based.
  • The hardest part I would say about this game is that you have to play based on assumptions.
  • The two-player variant is pretty clever.
  • We've had lots and lots of fun just playing through the rounds that we have played through.
  • There's a lot more to be played, which is going to be exciting.
References (from this video)
No references stored for this video.
Video n_XZRWVH3wE Tabletop Tokki Review at 9:31 sentiment: mixed
video_pk 32312 · mention_pk 95511
Tabletop Tokki - Take Time video thumbnail
Click to watch at 9:31 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • could be very fun for fans of chapter-style progression
Cons
  • preference for one-sitting, consistently challenging loop
Thematic elements
  • chapter-like progression with escalating challenges
  • cooperative card progression
  • cooperative, laddered difficulty
Comparison games
none
Mechanics (from transcript analysis)
  • Cooperative Game — players collaborate through levels that increase in difficulty
  • cooperative play — players collaborate through levels that increase in difficulty
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Two Win was a sleeper hit for me.
  • Park Ranger was a delightful little solo treat that really stood out for me.
  • I really enjoyed it. It is a quick, concise puzzle
  • This one was too long, and I did not enjoy the take that element.
  • Flower Fields hit a really nice intersection of being clean, easy to learn, easy to teach, but also having just enough going on that it felt like it has a little bit of a competitive edge.
References (from this video)
No references stored for this video.
Video 8eRO4eOmU80 UndeadVikingVideos Discussion at 59:31 sentiment: positive
video_pk 30821 · mention_pk 90871
UndeadVikingVideos - Take Time video thumbnail
Click to watch at 59:31 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • fast rounds
  • accessible
  • easy to pick up after learning
Cons
  • missions can feel repetitive
  • thematic depth limited
Thematic elements
  • teamwork to complete tasks before time runs out
  • cooperative card game about time management and actions
  • episodic missions with variable deck/power updates
Comparison games
  • Battle Stations
  • DnD co-op card games
Mechanics (from transcript analysis)
  • Cooperative Game — Players work together to beat missions
  • cooperative_play — Players work together to beat missions
  • Deck Building — Create a hand/deck as you progress
  • deck-building — Create a hand/deck as you progress
  • Multi-Use Cards — Cards scanned by an app for instant feedback
  • scannable_card_actions — Cards scanned by an app for instant feedback
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Silence has never benefited the oppressed. It only helps tyranny.
  • This is the longest running weekly live stream on YouTube.
  • Gen Con is a big deal; rooms vanish; it's a business.
  • If you fail, there should be some kind of downside.
  • You should draw one; just keep two? Two would break it time-wise.
References (from this video)
No references stored for this video.
Video esC4r5IDgxI Meeple University Rules Teach
video_pk 29681 · mention_pk 166721
Pros
none
Cons
none
Thematic elements
none
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Time twisting teamwork turns into a frantic race to place the right cards on the right place in take time.
  • In Take Time, players will work collaboratively and silently to arrange these cards around one of these clocks meeting any special conditions on the clock.
  • The team could collectively agree that someone should play a face down 12 in this slot or agree to play whatever card is placed there face up if it's not a 12.
  • The sleeves of regret. This is specifically designed to set aside the clocks you failed to complete so you can come back and try again later.
  • The only basic communication rule is that you can't contrive a nonverbal means of direct communication that doesn't involve the simple act of playing the cards.
  • Pretty much anything else is fair game.
  • An introverted dream.
References (from this video)
No references stored for this video.
Video esC4r5IDgxI Meeple University Rules Teach at 0:09 sentiment: positive
video_pk 29681 · mention_pk 87163
Meeple University - Take Time video thumbnail
Click to watch at 0:09 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Cooperative, silent teamwork emphasizes careful coordination and shared problem solving.
  • Deep, layered puzzle design with multiple sleeves and evolving rules provides high replayability.
  • Sleeve of regret mechanic creates a structured path for learning through repeated attempts.
Cons
  • Nontrivial learning curve due to evolving rules and multiple objective types.
  • Strict communication restrictions may be off-putting for players who prefer overt collaboration.
Thematic elements
  • Time management, collaborative problem solving under strict communication rules, layered objectives across chapters.
  • Players gather around a clock tableau in a cooperative, puzzle-oriented setup with multiple sleeves and clock scenarios.
  • Educational/tutorial delivery with staged rule introduction across sleeves; emphasizes gradual escalation of complexity.
Comparison games
none
Mechanics (from transcript analysis)
  • Conflict resolution apparatus — Resolution is determined by the sums within wedges and the order of wedges; a clock hand can influence starting position.
  • Hand Management — All or most cards are dealt face down and kept hidden; players manage limited information as the clock objectives unfold.
  • Incremental rule reveal — Clocks sleeves introduce new icons and rules gradually, altering objectives and constraints per chapter.
  • Layer Building — Each clock has standard and optional special objectives that must be completed in sequence or in combination.
  • Limited Communication — Precludes verbal or nonverbal signaling beyond the act of playing cards; strategic discussion occurs only before reveal.
  • Objective layering — Each clock has standard and optional special objectives that must be completed in sequence or in combination.
  • Penalty and recovery cycle — If objectives fail, players gain a bonus token (to reveal an extra card next time) and replay with shuffled cards.
  • restricted communication — Precludes verbal or nonverbal signaling beyond the act of playing cards; strategic discussion occurs only before reveal.
  • Simultaneous Reveal — Clocks sleeves introduce new icons and rules gradually, altering objectives and constraints per chapter.
  • Simultaneous/secret placement — Players place cards into wedges around a clock without communicating, with a portion of face-up cards allowed.
  • Sleeve of regret — A dedicated sleeve to set aside failed clocks for future retry, supporting learning and replayability.
  • Sleeve-based progression — 40 scenarios split into 10 chapter sleeves, each adding complexity and new rules.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Time twisting teamwork turns into a frantic race to place the right cards on the right place in take time.
  • In Take Time, players will work collaboratively and silently to arrange these cards around one of these clocks meeting any special conditions on the clock.
  • The team could collectively agree that someone should play a face down 12 in this slot or agree to play whatever card is placed there face up if it's not a 12.
  • The sleeves of regret. This is specifically designed to set aside the clocks you failed to complete so you can come back and try again later.
  • The only basic communication rule is that you can't contrive a nonverbal means of direct communication that doesn't involve the simple act of playing the cards.
  • Pretty much anything else is fair game.
  • An introverted dream.
References (from this video)
No references stored for this video.
Video LKQ_xtCSXrA Meeple University Top 20 List at 4:03 sentiment: positive
video_pk 29035 · mention_pk 85394
Meeple University - Take Time video thumbnail
Click to watch at 4:03 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • cooperative play
  • limited communication encourages teamwork
  • puzzle-like objectives and timing
Cons
  • learning curve around signaling
  • depends on group familiarity
Thematic elements
Comparison games
  • Bomb Busters
  • The Mind
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Yay. There's a rule book about it. So technically, we create our own rule book.
  • It's our video. There's a rule book about it, so technically we create our own rule book.
  • This video technically should be called Meiple University's top games of 2025 plus Terren revised game of 2024.
  • Formidably so this is a contract card shading game.
  • Kingdom Crossing is the seven bridges of Königsberg in game form.
References (from this video)
No references stored for this video.
Video RzGtp7w8Aso TheGameBoyGeek - Hi Quality Hi Energy Board Game Reviews Top 10 List at 3:19 sentiment: positive
video_pk 28203 · mention_pk 82660
TheGameBoyGeek - Hi Quality Hi Energy Board Game Reviews - Take Time video thumbnail
Click to watch at 3:19 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Clever, compact cooperative design
  • Strong appeal if you like The Crew or The Mind
Cons
  • Can be repetitive across levels
  • Learning curve for new players
Thematic elements
  • collaboration under evolving level constraints
  • cooperative, limited-communication card game with levels
  • structured progression across 40 levels with varying rules
Comparison games
  • The Crew
  • The Mind
Mechanics (from transcript analysis)
  • Limited Communication — players know very little about others' hands; play unfolds with minimal hints.
  • multi-level structure — each level introduces new rules and constraints, escalating difficulty.
  • turn-based card play — cards are played in turn order with specific win conditions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • "Where's Waldo? The cooperative game that you can play with kids."
  • "This is one of those games where it's like yes, it feels familiar."
  • "It's a really good cooperative game where you're trying to work together to kind of like place everything there."
References (from this video)
No references stored for this video.
Video tw7jS5F5pQA The Dice Tower Discussion at 1:45 sentiment: positive
video_pk 12424 · mention_pk 36282
The Dice Tower - Take Time video thumbnail
Click to watch at 1:45 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • cooperative tension without direct communication is engaging
  • lots of content and escalating challenge
Cons
none
Thematic elements
  • nonverbal coordination and puzzle solving
  • cooperative timing puzzle without direct communication
  • calm, methodical, clockwork
Comparison games
  • The Mind
Mechanics (from transcript analysis)
  • Cooperative Game — players work together to achieve a sequence without talking
  • cooperative play — players work together to achieve a sequence without talking
  • Hand Management — managing a hand of cards to fit a clock-like structure
  • Limited Communication — players rely on subtle cues to coordinate moves
  • Nonverbal communication — players rely on subtle cues to coordinate moves
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • It's a complete filler, but I really enjoyed it.
  • This is my game of the day.
  • I love the tightness and I also love the different options you have on there.
  • cooperate to play out your hands of cards, but you can't communicate.
  • You rotate the card around it. It says up, but backwards it says it either way.
References (from this video)
No references stored for this video.
Video fRlKVR5MU44 BoardGameCo Top List at 22:11
video_pk 12033 · mention_pk 35238
BoardGameCo - Take Time video thumbnail
Click to watch at 22:11 · YouTube ↗
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • cooperative trick-taking — Players play cards in rounds to fulfill clock-based constraints and objectives.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is 10 through 1. This is not easy.
  • Logic and Lore is a two-player logical game with tons of variants.
  • Shout out to Puerto Rico. That would have been my number one.
  • Flamecraft DS is a two-player head-to-head where you are placing out these different dragon tile chips.
  • Zenith is absolutely delightful.
  • Amber Leaf is my number one game from 2025.
References (from this video)
No references stored for this video.
Transcript Navigation
Showing 1–50 of 63
Game Deep Dive
View on BoardGameGeek