Munchkin Rick and Morty
2017
Slay Rick and Morty foes, play iconic characters, and reach Level 10.
120
minutes
Medium Light
View game
Take That is a board game mechanic where players directly attack, disrupt, or undermine an opponent's progress using targeted actions or card abilities. Rather than focusing solely on personal engine building, participants deliberately set rivals back by stealing resources, destroying assets, or canceling plays.
1,514 results
At its core, Take That injects direct, uninvited conflict into the gameplay loop. Instead of competing passively for shared resources or racing toward victory conditions on parallel tracks, players wield abilities explicitly designed to dismantle an opponent’s strategy. Actions can range from wiping out a rival’s accumulated points and stealing essential items to forcing an adversary to skip a vital turn.
At the table, this mechanic shifts the emotional atmosphere from contemplative planning to active, reactive sparring. It prevents run-away leaders by giving trailing players the tools to gang up on whoever is closest to winning. Consequently, every asset you place onto the board feels vulnerable, keeping all participants on edge until the final score is tallied.
Players have secret roles affecting their objectives.
198 gamesPlayers can disrupt others’ actions unexpectedly.
115 gamesPlayers can perform a powerful action only once.
182 gamesPlayers risk their progress by extending actions for higher rewards.
1,206 gamesPlayers take on fictional personas and make decisions accordingly.
1,015 gamesDifferent players have access to different information.
6,023 gamesA hidden traitor secretly works against the team.
138 gamesThis mechanic thrives with casual groups, party gamers, and competitive players who enjoy lively friction, social deduction, and unpredictable momentum swings. Because games featuring targeted disruption cluster predominantly around accessible, medium-to-light complexity levels, rules overhead remains approachable for mixed-experience tables. However, groups that favor peaceful engine building, strict strategic control, or delicate long-term optimization should approach the mechanic with caution, as sudden targeted losses can feel punitive.
2017
Slay Rick and Morty foes, play iconic characters, and reach Level 10.
120
minutes
Medium Light
View game
2025
Command the Empire or defend Echo Base in a fast Star Wars card battle.
20
minutes
Medium
View game
2014
Build the greatest gala by balancing guests, Regrets, and the Belle.
45
minutes
Medium Light
View game
2020
Expand your empire, hatch dragons, and raise heroes for springtime battles.
80
minutes
Medium
View game
2026
Buy allies, face monsters, and rise to the top in a race for fame.
90
minutes
Medium
View game
2021
A ruthless twist on Tic Tac Toe with fire, lightning, and flying kicks
60
minutes
Light
View game
2016
Plot coups, buy votes, and stash foreign aid in a Swiss bank account.
60
minutes
Medium
View game
2019
Build your faction, poison rival decks, and drain your opponent's health.
25
minutes
Medium
View game
2023
Guide 17 civilizations through war, trade, faith, and shifting ancient fortunes.
420
minutes
Medium
View game
2019
Streamlined negotiation and delicious backstabbing in a brisk 60-minute edition
60
minutes
Medium
View game
2016
Collect influence, unlock abilities, and claim absolute power behind the throne.
30
minutes
Medium Light
View game
2018
Build your fighter, outwit your rival, and unleash a bloody card-driven battle.
30
minutes
Medium
View game
2024
A satirical farm-animal power struggle packed with nukes, spies, and conquest.
120
minutes
Medium
View game
2003
Race deadly hazards, cast spells, and chase glory in a fantasy chariot showdown.
60
minutes
Medium Light
View game
2014
Build with wooden tiles and race to be the first player on top.
20
minutes
Medium Light
View game
2018
Team up with the Turtles, battle villains, and race to Level 10!
120
minutes
Medium
View game
2019
Build your herd, trigger Field Advantages, and unleash animal mayhem.
45
minutes
Medium Light
View game
2018
Bake magical treats, outplay your co-worker, and win the bakery duel.
30
minutes
Light
View game
2023
A deluxe collection bringing the Oceans core game, promos, and expansions together.
90
minutes
Medium Heavy
View game
2020
Command chickens, manage resources, and fight for island supremacy.
240
minutes
Medium
View game
2024
A fiery trick-taking game of clever cards, bold strikes, and flame tokens.
30
minutes
Medium Light
View game
1954
Race to 1,000 kilometres while sending hazards down the road.
45
minutes
Light
View game
2019
Rescue survivors, resist zombies, and outlast rival shelters.
20
minutes
Medium Light
View game
2022
Build your Life Line, pursue hidden goals, and rise through reincarnation.
30
minutes
Medium
View game
2018
A 2018 campaign promo pack for Star Realms fans and Kickstarter backers.
45
minutes
Medium Light
View expansion
2023
Unleash guardian spirits, wield artifacts, and spread secret corruption.
40
minutes
Medium
View expansion
2021
Add permanent, once-per-turn abilities with 12 innovative Tech cards.
20
minutes
Medium Light
View expansion
2022
A tagless Prelude that copies another Prelude’s direct effect.
180
minutes
Medium Heavy
View expansion
2015
Add 15 new Free Agent cards featuring four new Immediate Actions.
45
minutes
Medium
View expansion
2014
Add nine new cards, including Gambits and solo or cooperative Challenges.
20
minutes
Medium Light
View expansion
2016
Raise heroes, build towering kingdoms, and battle across frozen wastelands.
60
minutes
Medium
View expansion
2014
Nine new cards and solo or cooperative Nemesis Beast challenges.
20
minutes
Medium
View expansion
2021
A 12-card Star Realms expansion featuring multi-faction heroes
20
minutes
Medium Light
View expansion
2017
Add a boastful bard and a formidable undead mage to the tavern party.
45
minutes
Medium
View expansion
2017
A 12-card Star Realms promo set released through events in 2016 and 2017.
20
minutes
Medium Light
View expansion
2023
A powerful Prelude promo offering steel, cards-based MC, and two immediate actions.
Medium Heavy
View expansion
Take That is a board game mechanic where players use targeted cards or abilities to actively disrupt, weaken, or set back an opponent. Rather than just advancing your own score, you play effects that steal resources, eliminate pieces, or cancel rival actions. In games like Exploding Kittens, this means forcing another player to draw extra cards or face elimination.
While direct combat involves positioning troops and contesting physical territories on a board, Take That focuses on sudden, targeted strikes often played straight from a player’s hand. These effects bypass spatial maneuvering to instantly penalize a specific opponent’s pool of points, cards, or resources. Direct combat feels like a tactical skirmish over ground, whereas Take That functions like a personal, disruptive ambush.
Light card and dice games with straightforward rules are the best options for beginners because quick rounds keep targeted setbacks lighthearted. King of Tokyo is an ideal pick for ages 8 and up, blending dice rolling and monster combat into fast 30-minute games. Another accessible choice is Love Letter, which teaches direct player elimination in rapid 20-minute rounds using simple card deductions.
Yes, Take That functions very smoothly at two players because it completely eliminates the risk of players unfairly ganging up on one person. In a duel, every offensive strike directly weakens your sole competitor, making every aggressive play strategically sound and zero-sum. Dedicated two-player titles like Star Realms highlight this dynamic, delivering tight deckbuilding battles in roughly 20 minutes.
Pure Take That mechanics rarely appear in solo games because the tension relies on interacting with and retaliating against a human rival. However, some games adapt the concept by using automated event cards that simulate hostile attacks against your setup. For example, Cartographers includes solo play where monster ambush cards invade and disrupt your map grid much like a live opponent would.
Take That can be polarizing because uninvited attacks can dismantle hours of careful engine building through no fault of the defending player. It can also encourage dogpiling, where multiple players continually beat down the frontrunner, or kingmaking, where an eliminated player chooses who wins. Participants who prefer strict strategic control and predictable long-term planning often find these sudden reversals frustrating.
Most light Take That games wrap up quickly in 15 to 40 minutes, ensuring that knocked-out players or severe setbacks do not feel overly punishing. However, playtimes can lengthen substantially if the rules allow endless defensive counters against whoever is about to cross the finish line. For example, Munchkin lists a playtime of 60 to 120 minutes because groups frequently exhaust all their disruption cards on the leader right at the end.
The strongest strategy is to manage your table profile so you do not appear to be the leading threat until you are ready to win. Save your strongest disruptive effects and defensive reactions for critical endgame moments rather than starting early vendettas. Firing off aggressive cards too early simply draws retaliatory fire from the rest of the table before you have secured your own position.
Yes, heavier strategy designs frequently incorporate targeted disruption cards to add sharper friction to economic and spatial systems. Asymmetric games like Root and worker-placement hybrids like Dune: Imperium feature tactical combat and intrigue cards that undermine rival engines. For heavy gaming groups, Dominant Species pairs deep worker placement with devastating card actions that clear enemy species from the board.
Take That involves actively spending an action to directly attack an opponent’s existing board state, cards, or score. Hate drafting, by contrast, is a preventative move where you draft an asset you do not need simply to deny a rival from gaining it. Take That is an overt offensive strike against what a player has, while hate drafting is a passive denial of what they hope to get.
Groups can minimize conflict by agreeing before the game begins to direct attacks purely at the current frontrunner rather than holding personal grudges. Picking fast-paced titles where rounds reset quickly also softens the blow of defeat. In a game like Coup, which plays in just 15 minutes, early player elimination is easy to shrug off because a fresh match starts almost immediately.