Walk the Plank!
2013
Secretly plan your moves, shove rival pirates overboard, and survive!
20
minutes
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.
2013
Secretly plan your moves, shove rival pirates overboard, and survive!
20
minutes
Light
View game
2006
Outwit rivals and claim fame through hidden influence and royal trickery.
30
minutes
Medium Light
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2020
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20
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2011
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2014
Fast-dealing property collection in a compact 15-minute card game.
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2025
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45
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2022
Steal treasures, accuse pirates, and keep your plank from tipping!
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minutes
Light
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2016
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30
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Light
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2019
Build an empire through trade, knowledge, conflict, and calamity.
780
minutes
Medium Heavy
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2018
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90
minutes
Medium
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2019
Collect sets, dodge squishy burritos, and outscore your friends.
15
minutes
Light
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2016
Roll the loot, split the spoils, and build your notorious criminal empire.
50
minutes
Medium Light
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2009
Lead legendary empires across six epochs of world history.
180
minutes
Medium
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2013
Roll pink dice, build a beautiful house, and beware the prowling wolf!
20
minutes
Light
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2017
A tense tug-of-war between humanity and the Creature dimension
40
minutes
Medium
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2019
A tense two-player struggle between a hidden rebellion and a galactic empire.
30
minutes
Medium
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2025
Plant clever hybrids, time your harvests, and outwit every Mindbug.
25
minutes
Medium
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2019
Flip between light and dark sides as UNO penalties get tougher
30
minutes
Light
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2015
Shuffle two factions, deploy minions, and smash bases for points.
45
minutes
Medium
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2015
Rearrange your numbered train cars from descending to ascending order.
20
minutes
Light
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2010
Lead the fight, sacrifice districts, and decide whether London survives.
120
minutes
Medium
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2015
Dodge exploding kittens, manipulate the deck, and outlast your opponents.
15
minutes
Light
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2019
A chaotic goblin party of potions, spells, antidotes, and laughter
20
minutes
Light
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2024
Face off in a stylish struggle for prestige, celebrities, and fashion history.
45
minutes
Medium
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2023
Draft Middle-earth into Magic with legendary heroes, the Ring, and more.
Medium Heavy
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2006
Add 55 unpredictable cards, chips, and new bunny-themed twists to the quest.
90
minutes
Medium
View expansion
2022
A 25-card collection adding Main Phase, Randomizer, and Mythic cards
40
minutes
View expansion
2017
Unleash 27 apocalyptic cards and push friendship destruction to new heights.
45
minutes
Light
View expansion
2023
A green automated card that rewards plant tags with extra greenery.
180
minutes
Heavy
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2019
Expand Pestilence with new spells, sleeves, and unique Mercenary vessels.
180
minutes
Heavy
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2007
The final, double-sized booster deck adds 110 cards to the carrot quest.
90
minutes
Medium
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2024
Command sand and wind with two new factions, Sages, and 52 cards.
60
minutes
Medium
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2024
Add variety, saved coin tokens, and extra-value choices to Dominion.
30
minutes
Medium
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2024
A bonus component collection celebrating the Carnival of Chaos
75
minutes
Medium
View expansion
2015
A compact 2015 expansion for 3–6 players across the Munchkin line.
Medium Light
View expansion
2025
New factions, Guild advantages, and scenarios expand the battle for influence.
90
minutes
Medium
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.