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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
Year Published
2025
Featured Videos
Playthrough
Live Play - Take Time
Transcript Analysis
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 25
This page: 25
Sentiment:
pos 21 ·
mix 1 ·
neu 1 ·
neg 0
Showing 1–25 of 25
Video EH6tUQx6JnM
analysis at 0:00 sentiment: mixed
video_pk 62548 · mention_pk 155268
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 general_discussion at 3:19 sentiment: positive
video_pk 62602 · mention_pk 155324
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_15_list at 20:01
video_pk 62476 · mention_pk 155067
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
Dice Tower top_10_list at 5:09 sentiment: positive
video_pk 42708 · mention_pk 129743
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
Unknown Channel top_10_list at 8:58 sentiment: positive
video_pk 41932 · mention_pk 127166
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 B4N5MWhjhRA
Board Game Geek game_review at 0:26 sentiment: positive
video_pk 40834 · mention_pk 123878
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
Unknown Channel top_10_list at 8:49 sentiment: positive
video_pk 40375 · mention_pk 122228
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
top_10_list at 0:26 sentiment: positive
video_pk 39813 · mention_pk 120288
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 egyp-UPSrE0
Dice Tower top_10_list at 4:05 sentiment: positive
video_pk 37826 · mention_pk 113664
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 yW1fSCQiLAs
Tantum House Studio game_review at 0:25 sentiment: positive
video_pk 35949 · mention_pk 107629
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 tw7jS5F5pQA
The Dice Tower general_discussion at 1:45 sentiment: positive
video_pk 12424 · mention_pk 36282
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 play — players work together to achieve a sequence without talking
- hand management — managing a hand of cards to fit a clock-like structure
- 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
Board Game Co top_10_list at 22:11
video_pk 12033 · mention_pk 35238
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.
Video rj3krBN4qZ4
The Dice Tower top_12_list at 9:56 sentiment: positive
video_pk 10819 · mention_pk 31945
Click to watch at 9:56 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- gorgeous production and quick onboarding
- smooth rule set that gets to table quickly
Cons
- may feel lightweight for players seeking heavier strategy
- replay variety depends on scenario selection
Thematic elements
- quintessential co-op with barrier-free play
- deluxe cooperative trick-taking with timed or themed tasks
- short, snappy rounds designed for quick wins
Comparison games
- The Crew
- The Mind
Mechanics (from transcript analysis)
- cooperative trick-taking — players coordinate to achieve goals through card play and follows.
- deluxe production — high-end components and polished presentation.
- limited communication — puzzle-like coordination without full hand disclosure.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- This is incredibly impressive and players can work together to try to solve these cases.
- There are thousands of cases; it scales in complexity and replayability.
- There are so many scenarios so that every game doesn't feel the same.
- This one is back to being really unique because this is based in the entire Dungeons and Dragons world.
- Two versions of it. There's retail and the miniatures, and they both play the exact same, which is what I love.
References (from this video)
No references stored for this video.
Video ZCJhON2zxus
The Dice Tower playthrough at 0:43 sentiment: positive
video_pk 10171 · mention_pk 29933
Click to watch at 0:43 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Cooperative puzzle with escalating envelopes and interesting tension
Cons
- Potentially punishing when information is insufficient; requires many tells and careful discussion
Thematic elements
- coordination under time pressure; sequencing and timing
- Abstract time-management puzzle with clocks and lanes; solar vs lunar color coding
- procedural puzzle with envelopes and clock tokens; no strong narrative
Comparison games
- Wavelengths
Mechanics (from transcript analysis)
- cooperative play — players work together with limited communication to achieve a shared objective.
- hand management — players hold a hand of 3 cards per player and choose how to play them to satisfy envelope constraints.
- information sharing & inference — players reveal and infer information about other players' hands and planned plays; some cards are face-up.
- pattern/sequence building — cards must be placed in ascending order within each clock segment.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- This is going to be a cooperative limited communication game in which we are trying to meet some sort of objectives that are revealed here on our clock.
- There is a lot more in the box. This is just the first envelope.
- We have to go from the hand around.
- The game is won or lost on this play right here.
- It's too bad there's a game called wavelengths cuz this is it.
- Trust the player.
- A one or two here, but you can only play a single white card then.
- We should probably cut stream right there because I will say some of the later ones get trippy.
References (from this video)
No references stored for this video.
Video sgRD0Me5MRs
Glowing Analog general_discussion at 8:51 sentiment: positive
video_pk 10221 · mention_pk 30155
Click to watch at 8:51 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Tightly designed timing puzzle with escalating challenge
- Engages players with a mind-game feel and direct interaction
Cons
- Not immediately intuitive to new players
- May require a couple of plays to grok the clock dynamics
Thematic elements
- time management and scheduling with circular clock layout
- Abstract timing game around a circular clock
- abstract, puzzle-like
Comparison games
none
Mechanics (from transcript analysis)
- Ascending stacks constraint — Each stack around the clock must be in ascending order, creating strategic pressure to order cards correctly.
- Card placement around a circular clock — Players place face-down cards into positions around a clock, with some face-up options revealing values 1-12 and two suits.
- Rule progression and escalation — As the game advances, special rules or conditions modify how places around the clock can be used.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- BGcon is the highlight of my year.
- The BG library is huge; 99% of your time is spent playing games.
- We ran the board game quiz show live at BGCon in the fall in Dallas, Texas.
- This is not a pipe. This is a game about a pipe.
- The double wheel system of selecting actions is just fantastic.
- Take Time around the clock is a great mind-share battle; it makes you yell at each other in good fun.
References (from this video)
No references stored for this video.
Video gZ-M5fNTf9c
Board Game Co. news_and_weekly_review at 7:17 sentiment: positive
video_pk 8915 · mention_pk 26306
Click to watch at 7:17 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- enjoyable to play
- accessible to learn
Cons
- unclear if it will be a forever game
Thematic elements
- memory and timing
- time-based gameplay
- abstract
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'm optimistic that everything is probably good, but I recognize that for every time that I'm right that things are good, there's a counterpoint that sometimes bad things happen.
- Content lives forever, but it is often not found forever. Revisiting content has value.
- Enth Throne is a very solid game. It's what I hoped it would be.
- The strike is over and Kickstarter has locked in a 4-day work week.
References (from this video)
No references stored for this video.
Video To57_FF0yRY
Board Stupid top_10_list at 33:17 sentiment: positive
video_pk 8909 · mention_pk 26286
Click to watch at 33:17 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Highly accessible to families and casual players
- High replayability with 40 scenarios
- Compact and fast-paced play
Cons
- Strategy can be opaque to some players until familiar with scenarios
Thematic elements
- communication/deduction in a clock-based layout
- timed scenarios with limited pre-game discussion
- scenario-driven planning with pre-play strategy
Comparison games
- Fa Swamp
- Cascadia
Mechanics (from transcript analysis)
- clock-face card placement — place cards around a clock in a way that satisfies scenario rules
- limited pre-game talk — players discuss strategy before cards are revealed
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- It's a banger.
- That is a banger for me.
- The theme elevates to my heart.
- This is the dream because the theme is done so well and interwoven with the mechanics.
- It's a solid for me.
- I want to play more.
- It's a fantastic production.
- The world’s limits are pretty big and a lot of moral choices.
- Take Time is the biggest surprise of the year.
- It is a wonderful deterministic experience that doesn't last 4 hours.
References (from this video)
No references stored for this video.
Video P3wzYN2P2k0
Board Stupid top_5_list at 4:22 sentiment: positive
video_pk 8648 · mention_pk 25476
Click to watch at 4:22 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Accessible for non-gamers
- Great production
- 40 scenarios
- Cooperative tension
Cons
- Potentially heavy on luck depending on scenarios
Thematic elements
- time pressure and teamwork
- Cooperative time-based card game with scenarios
- accessible, puzzle-like
Comparison games
none
Mechanics (from transcript analysis)
- Cooperative Game — players work together to complete scenarios.
- cooperative play — players work together to complete scenarios.
- pre-game strategy discussion — players may discuss strategy before looking at cards.
- Scenario / Mission / Campaign Game — 40 scenarios with varying rules.
- scenario-based challenges — 40 scenarios with varying rules.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- it's a very fun game for £29.50
- there's a lot in that box
- a cool little combo element if you like to be a little bit more board gamey
- it's a cooperative card game that you can play with people that are not board gamers that will get it immediately, but you're having a lot of fun
- you can just keep playing it until you get bored
- Just One is the ultimate Christmas party family. It is incredibly enjoyable with the simplest rule set that you can explain in 30 seconds
References (from this video)
No references stored for this video.
Video y57S7HT01J4
Dice Tower game_review at 0:00 sentiment: positive
video_pk 8224 · mention_pk 24134
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Beautiful production and presentation, with glossy cover and accents
- Replayable via multiple envelopes and varied timing
- Flexible playtime (as short as 30 minutes or longer)
- Fits well as a family or casual game night filler
- Adds puzzle depth beyond The Mind with more structure
Cons
- Lack of thematic cohesion (no strong theme)
- Potential group-dependent experience (not for all groups)
- Can feel repetitive if played for long sessions
- Limited tension until the reveal phase
- Some players may struggle with reading the table and following clock rules
Thematic elements
- none
- Clock-based puzzle space with modular envelopes
- procedural puzzle, no strong theme
Comparison games
- The Mind
- The Crew
- Hanabi
- Itto
Mechanics (from transcript analysis)
- cooperative card placement — Players work together to place cards on clock-like lanes according to envelope-specific rules.
- hand management — Each player holds a hand of cards and selects which to play to satisfy constraints.
- limited communication — Players discuss strategy before cards are revealed but cannot communicate once the round begins.
- scoring/failure tokens — Passing rounds yields no token; failure yields a bonus token enabling a face-up play.
- tile/envelope modularization — Each envelope represents a module with its own placement rules; after completing an envelope, a new one is drawn.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- gamified version of the mind
- it's a great filler for us
- incredibly adaptable to the amount of time you have
- no theme here
- a gorgeous production
References (from this video)
No references stored for this video.
Video WrR3wn3DGWQ
Dice Tower top_10_list at 11:11 sentiment: positive
video_pk 7430 · mention_pk 21969
Click to watch at 11:11 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- tense, satisfying cooperative moments
- high replay with different scenarios
- accessible tempo
Cons
- hard constraints and silence rule can be challenging for new players
Thematic elements
- time and cooperation under escalating constraints
- cooperative time-management puzzle
- tense, collaborative, hopeful
Comparison games
- The Crew
- The Mind
Mechanics (from transcript analysis)
- clock/slots mechanic — cards placed around a clock influence scoring and feasibility.
- cooperative play — players work together to meet mission constraints without talking during play.
- scenario-based objectives — varied missions create different constraints each play.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- This one's very quick. It's very quick to play and to teach.
- There are player interactions, but it doesn't feel mean.
- The narrative is so well written. The actual boss battling part is gripping.
- Above and Below Haunted gave it a little more oomph. Ghosts add consequence.
- It feels like a video game in board game form; very smooth and substantial.
References (from this video)
No references stored for this video.
Video g2ZRFfT_2EE
Dice Tower game_review at 10:02 sentiment: positive
video_pk 5269 · mention_pk 15615
Click to watch at 10:02 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Beautiful and gorgeous production
- Simple rules but difficult how to play
- Similar to The Mind game concept
- Solid cooperative experience
Cons
- Some hand deals are unwinnable based on conditions
- Wish liked this one a bit more
Thematic elements
- Cooperative clock puzzle
Comparison games
- The Mind
Mechanics (from transcript analysis)
- Clock constraints — Cards must follow rules based on clock positions
- cooperative play — Play cards face down around clock trying to increase total value
- Silent deduction — Can't communicate but read based on how players play cards
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- This is an excellent, excellent trick taking game that you should have in your collection
- One of the most brilliant trick-taking games I've ever seen
- The game has the word kids in the title, but it's better than you might think, but it's simpler than you might think
- Really pleasant. Really surprising how good this is
- There are games that are fine and then there's games that have a lot of tension and those like those games that are really tense, that's when I love it
- It's awful. It's really awful
- I think that it's wonderful. It's an eight for me. Oh, I lost that bout, but my popcorn's popping. Love it
- This is a cool trick taking game
- I would 10 out of 10 times recommend you play distilled instead of this
References (from this video)
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Video ovKEq3LQ3bk
Tantrum House top_5_list at 15:50 sentiment: positive
video_pk 4174 · mention_pk 12237
Click to watch at 15:50 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- simple rules; accessible to families
- flexible play counts and puzzle variety
Cons
- some players may miss the cooperative pacing
Thematic elements
- timing-based cooperative challenges
- clockwork time-based puzzles
- puzzle-driven experiences
Comparison games
none
Mechanics (from transcript analysis)
- clock-face section challenges — players place cards into clock sections to satisfy timing requirements.
- face-up/face-down information reveals — some cards are revealed to inform decisions while others stay hidden.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- This game has a lot going on.
- the middle player counts works pretty well for this one.
- It's not cooperative. It is too short.
References (from this video)
No references stored for this video.
Video kTU-_4ieokQ
Steve's Board Games Channel top_23_list at 7:46 sentiment: positive
video_pk 2710 · mention_pk 7961
Click to watch at 7:46 · YouTube ↗
Overall sentiment (raw)
very positive
Pros
- quick to set up, quick to play
- high variability across chapters
Cons
- hard to win; very punishing when you miss a chapter
Thematic elements
- time pressure and collaboration
- cooperative, clock-driven puzzle
- stressful but satisfying
Comparison games
none
Mechanics (from transcript analysis)
- clock-based progression — progression is driven by a timed clock, adding tension and pacing constraints.
- cooperative, non-verbal communication — players must coordinate without talking; games around a clock with unique rules per chapter.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Starting off with the two-player game, Agent Avenue.
- It's a boatload of fun and it's another game which I've just brought out and it just never misses.
- This is another two-player abstract game that I can't stop playing and that's Zenith.
- Rival Cities takes Tug of War to another level.
- The production on Shackleton Base is through the roof.
- Ponzi scheme is one of the most stressful games you'll ever play and it's brilliant.
References (from this video)
No references stored for this video.
Video asPaDvRXqUE
Boardgamegeek Channel general_discussion at 2:11 sentiment: neutral
video_pk 2161 · mention_pk 6313
Click to watch at 2:11 · YouTube ↗
Overall sentiment (raw)
neutral
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)
- This is so much to my taste and I played it a half dozen times really dig it and it's got fewer than 100 thumbs on the preview it's just like your tastes are not necessarily going to match up with anyone else's
- The perfect thing is something you're only going to find through repeated play. It's not going to hit you instantaneously
- It's more about playing something, liking it, you play it again, you play with different people, you want to introduce it to people, and over time it becomes the thing you love
- The good and bad of this job is that you play something, review it, do a video, and then never touch it no matter how much I like it
- You can do anything in games
- I value sleep there more than I value getting a post out
- It's just the cover the cover seems pretty funny to have around and just show people
References (from this video)
No references stored for this video.
Video VIsDVKmfjZk
Four Stupid top_10_list at 11:29 sentiment: positive
video_pk 1060 · mention_pk 3016
Click to watch at 11:29 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- 40 scenarios provide variety
- Good for social gatherings
Cons
- Requires coordination and discussion
Thematic elements
- cooperation and reading minds in a lighthearted way
- clock-themed, timed play around the table
- scenario-driven, casual party game
Comparison games
- The Mind
Mechanics (from transcript analysis)
- communication/read minds lite — players infer strategy based on timing.
- Scenario / Mission / Campaign Game — 40 scenarios with varying rules.
- scenario-based — 40 scenarios with varying rules.
- Simultaneous reveal — cards are revealed around a clock face to satisfy constraints.
- timed reveal rounds — cards are revealed around a clock face to satisfy constraints.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- They're terrible. Terrible. Don't buy those people.
- We love Hannabi. We talked about it a ton.
- Merry Christmas.
- You deserve it just like we deserve.
References (from this video)
No references stored for this video.
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