Take Time rules: how to play and how to win
Reviewed on 13 October 2026 against the publisher’s rulebook. How we check
Take Time plays 2 to 4 players, cooperatively and without talking: together, you place twelve cards around a clock following its rules. There are no points: you pass or fail the test. Here are the essential rules and setup, based on the official rulebook.
- Players
- 2 to 4, cooperative
- Play time
- About 30 minutes
- Winner
- The whole group, if the test is passed
Take Time quick rules
- The goal
- You win or lose all together. The game offers 40 tests that get harder and harder, divided into ten chapters of four clocks. To pass a test, you place twelve cards around the clock following its rules. The cards go from 1 to 12, in Solar and Lunar.
- The Discussion Phase
- Nobody looks at their cards: you only see their backs, and so their color. Read the clock’s rules on the chapter’s Rules Sheet: six segments, sometimes a special rule per segment or in the center. Discuss your strategy freely (“around 14 for this segment”), but with no codes or signals. Once everyone picks up their cards, not another word.
- The Placement Phase
- No communication at all: only the cards speak. Any player starts by placing a card facedown next to the segment of their choice, then play continues to the left until the last card. Cards next to a segment overlap slightly, so everyone can see how many there are and their colors. The Reminder token shows how many cards the group may place faceup.
- The Resolution Phase
- Reveal the cards starting from the segment the Clock Hand points to, going clockwise; a segment’s value is the sum of its cards. Every segment needs at least one card, each value must be equal to or greater than the previous one, and no segment may exceed 24 (except in the first three clocks of Chapter 1). All the special rules must be followed too.
- Pass or fail
- Passed, the clock goes back in its sleeve and you move on to the next; after four clocks, open the next chapter. Failed, flip a Bonus token: one more faceup card for your next attempts, until you pass. Is a test too much for you? Put it in the Sleeve of Regrets and come back to it later.
- With two players
- Each player gets six cards, in a set of four and a set of two. At the end of the discussion, you only pick up your set of four; the two-card set stays facedown in front of you. Once each of you has placed two cards, add your two remaining cards to your hand.
- The end of the game
- The game is complete once you’ve passed all 40 tests. Once you’ve played them all, passed or not, open the Rebirth sleeve: it holds one last clock.
- Beginner traps
- Looking at your cards before the discussion is over. Communicating during placement, even without words. Forgetting a segment: with no card next to it, the test is failed. Forgetting the colors the card backs reveal. And remember faceup cards: playing one can be a way of asking for help.
How to win Take Time
- No points
- Take Time is cooperative: the whole group passes or fails the test.
- One card per segment
- Every one of the six segments needs at least one card.
- Rising values
- Starting from the Clock Hand, each segment is worth as much as or more than the previous one: two neighbors may be equal.
- 24 at most
- No segment exceeds 24, except in the first three clocks of Chapter 1. The clock’s special rules apply on top.
- Chapter, clock and attempts
- For the record: the chapter (1 to 10), the clock number (1 to 4) and the number of attempts, each failure flipping a Bonus token.
Example ending
Starting from the Clock Hand, the six segments are worth 3, 5, 5, 9, 14 and 21: every segment has a card, the values rise or stay equal, none goes over 24. If no special rule of the clock is broken, the test is passed. With 25 on the last segment, it would fail.
Common mistakes
- Thinking two equal neighboring segments fail the test: ties are allowed.
- Starting the check from the wrong segment: always start from the one the Clock Hand points to.
- Applying the 24 limit to the first three clocks of Chapter 1: it doesn’t apply there.
- Forgetting the clock’s special rules: miss just one, and the test is failed.
- Forgetting to flip the Bonus tokens back facedown once the test is passed.
How to set up Take Time
The cards are dealt again before each test. Only the deal depends on the player count. Any player can play the first card, without consulting the others.
The clocks
- Take the sleeve of the current chapter and remove the clocks you still have to complete.First game: the Chapter 1 sleeve and its 4 clocks. After that: the next chapter if you completed all 4 clocks of the previous one, otherwise continue where you left off.
- Place these clocks in a facedown stack, in order: the first one on top.If you have any clocks in the Sleeve of Regrets, place them facedown on top of the stack, in the order of your choice.
- Flip the top clock faceup and place it in the middle of the table.
- Keep the chapter’s Rules Sheet in view: it explains the special rules of each clock.
- From Chapter 3 on, place the Clock Hand next to the clock.When a Clock Hand is printed on the clock, it indicates the starting segment.
The tokens
- Place the Reminder token for your number of players near the clock.Return the other two to the box. The Reminder token shows how many cards the group may place faceup during each test.
- Place the 3 Bonus tokens facedown next to the Reminder token.
The cards
- Shuffle the 12 Solar cards and the 12 Lunar cards together into a single deck.You shuffle and deal again before each test.
- With 2 players, deal 6 cards facedown to each player, in a set of 4 and a set of 2.The 2-card set stays facedown in front of you: you’ll pick it up during the Placement Phase.
- With 3 players, deal 4 cards facedown to each player.
- With 4 players, deal 3 cards facedown to each player.
- Place the 12 remaining cards to one side.
- Don’t look at your cards for now: leave them facedown in front of you.Everyone can see the backs of the cards, and so their color: Solar or Lunar.
Frequently asked questions
How many cards does each player get in Take Time?
3 cards with 4 players, 4 with 3 players, and 6 with 2 players, in a set of 4 and a set of 2. Twelve cards are always played.
Can you talk in Take Time?
During the discussion, yes, freely, but with no codes or signals. As soon as everyone picks up their cards, no more communication.
When is a test passed in Take Time?
When every segment has a card, the values rise or stay equal from the Clock Hand, none exceeds 24, and the special rules are followed.
Ludingo’s Take Time sheet was last reviewed on 13 October 2026, based on: rulebook (PDF), BoardGameGeek.