
Take Time is a cooperative board game published by Libellud and designed by Alexi Piovesan and Julien Prothière, with artwork by Maud Chalmel. Released in 2025, it presents play as a journey through different universes where “Time itself is testing you.” The game supports two to four players, is recommended for ages ten and up, and lists an average playing time of thirty minutes. Instead of competing against each other, players win or lose together. To succeed, the group must solve a sequence of clock-based Tests. The campaign structure makes the game’s title literal from the start and onward. ([libellud.com](https://www.libellud.com/game/take-time/?utm_source=openai))
Each Test uses a clock face divided into sections. The team places twelve numbered cards facedown around the clock using Solar and Lunar cards, each numbered one through twelve. The current clock supplies the special conditions that determine whether the arrangement works. Some conditions can require a certain number of cards in a section, force play to begin in a particular place, or impose lower and upper limits on the sum of cards in an area. Because cards remain hidden until the end, players must reason from partial information and coordinate carefully before committing a move. The uncertainty is deliberate. ([cdn.svc.asmodee.net](https://cdn.svc.asmodee.net/production-libellud/uploads/2025/09/TT_RULES_EN_WEB.pdf?utm_source=openai))
Take Time contains forty Tests arranged in ten chapters, with four clocks per chapter. The published description says difficulty increases as new rules govern the later challenges. The box includes ten chapter sleeves, each holding four clocks and a rules sheet, plus one Clock Hand, three Reminder tokens, three Bonus tokens, a Sleeve of Regrets, and a Rebirth sleeve containing one Rebirth clock, a Second Hand, and six tokens. This physical organization turns discovery into part of the campaign because later material is kept separate until players advance through the chapters. The result is a structured progression rather than a single puzzle, replayed with discovery intact. ([libellud.com](https://www.libellud.com/game/take-time/?utm_source=openai))
The game’s central tension comes from hidden information and shared responsibility. A player may know that a card fits one section while another player holds the card needed elsewhere. Yet the team cannot simply reveal every detail without undermining the puzzle. Success depends on placing all twelve cards so that the completed clock satisfies its rules. Failure affects everyone, not just the person who made the final placement. That cooperative structure makes Take Time a campaign of logic tests rather than a competitive card game. Its appeal is in the authored conditions, chapters, and Rebirth materials of the campaign itself.
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