Dune: Imperium
2020
Build your deck, place your agents, and fight for control of Arrakis.
120
minutes
Medium Heavy
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.
1,451 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.
195 gamesPlayers can disrupt others’ actions unexpectedly.
113 gamesPlayers can perform a powerful action only once.
178 gamesPlayers risk their progress by extending actions for higher rewards.
1,184 gamesPlayers take on fictional personas and make decisions accordingly.
987 gamesDifferent players have access to different information.
5,863 gamesA hidden traitor secretly works against the team.
134 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.
2020
Build your deck, place your agents, and fight for control of Arrakis.
120
minutes
Medium Heavy
View game
2016
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120
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Medium Heavy
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2016
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2018
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90
minutes
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2012
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minutes
Medium Heavy
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2014
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80
minutes
Medium
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1995
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120
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120
minutes
Medium Heavy
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2016
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60
minutes
Medium
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2012
Recruit adventurers, shape the city, and outmaneuver rival lords.
120
minutes
Medium
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2010
Adapt, expand, and survive the coming ice age.
240
minutes
Heavy
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2006
Build a civilization through the ages and turn careful planning into culture.
120
minutes
Heavy
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2016
Draft, maneuver, and earn the right to rule the island.
90
minutes
Medium
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2018
Build landmarks, balance virtue, and outmaneuver rival architects.
80
minutes
Medium
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1997
Build a civilization, survive conflicts, and balance four paths to victory.
120
minutes
Medium Heavy
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2008
Build your deck, expand your realm, and race for precious victory points.
30
minutes
Medium
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2009
Build a trading network, improve skills, and compete for valuable victory points.
90
minutes
Medium Heavy
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2018
Forge alliances, command clans, and reclaim Nippon through honor and strategy.
120
minutes
Medium Heavy
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2024
Collect bizarre plants and unleash new opportunities for sabotage.
90
minutes
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2015
Add the Jester role and a disruptive new card-exchange action to Coup.
20
minutes
Light
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2018
Go prehistoric with primeval armor, dinosaur steeds, and dangerous monsters.
90
minutes
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2021
A 22-card Star Realms expansion featuring new ships, bases, and tech
20
minutes
Medium Light
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2024
Four new monster ambushes bring fresh shapes and abilities to your maps.
45
minutes
Medium
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2021
Bring spooky horror tropes and brand-new unicorn cards to game night.
60
minutes
Medium
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2015
Keep resources in play and gain a little extra each round
90
minutes
Medium
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2018
Stack boldly, wield battle cards, and unleash digital powers against rival creators.
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2015
Add 15 new cards in the St Louis Veteran Mix 6.
45
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2016
A 10-card common-card expansion for Imperial Settlers: Aztecs
90
minutes
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2024
Pirate tricks, long-range disruption, and forced boosts on the track.
60
minutes
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2016
Draft Poe-inspired characters and wield their powers in Nevermore.
60
minutes
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.