Honor of the Samurai
1996
Build honor, challenge rival families, and claim the Shogunate.
60
minutes
Medium
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.
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.
1996
Build honor, challenge rival families, and claim the Shogunate.
60
minutes
Medium
View game
2017
Pick your team, shape the events, and outscore the opposition.
20
minutes
Medium
View game
2025
Negotiate, betray, and claim the gems—or leave everyone empty-handed.
30
minutes
Medium
View game
2018
Race through space, steal oxygen, and outlast every rival.
20
minutes
Light
View game
2019
Build a secret base, command henchmen, and chase global infamy.
120
minutes
Medium
View game
2022
Build civilizations, trade boldly, and survive the calamities of history.
900
minutes
Medium Heavy
View game
2026
A streamlined road game with rubble, barricades, and curved boards
45
minutes
Medium
View game
2019
Unleash absurdly overpowered fighters in a chaotic battle royale.
45
minutes
Medium Light
View game
2017
A standalone Guildhall game with six new professions and two mini expansions.
45
minutes
Medium
View game
2025
Manipulate code, cast spells, and conquer an evolving AI simulation.
180
minutes
Heavy
View game
2004
Goth roommates, dreary jobs, Slack, Gloom, and wonderfully dramatic chaos.
60
minutes
Light
View game
2020
Mine elements, research recipes, and race to fulfill a secret quest.
90
minutes
Medium
View game
2013
Race up a perilous cliff, build your path, and send rivals tumbling!
30
minutes
Medium Light
View game
2025
Explore a shifting solar system, outwit rivals, and race to 10 points.
90
minutes
Medium
View game
2022
Build a thriving zoo, collect awards, and claim the crown.
30
minutes
Medium Light
View game
2018
Build the maze, outmaneuver rivals, and reach the escape pod first.
30
minutes
Medium Light
View game
2017
Build your deck, command a hero, and wield one of six magical Orders.
20
minutes
Medium
View game
2016
Fairy-tale magic, deception, and violence in a standalone Munchkin game.
60
minutes
Medium
View game
2015
Draft a crew, seize districts, and outscore your rival in six tense rounds.
45
minutes
Medium
View game
1974
Buy land, strike oil, and outlast your rivals in a shifting oil empire.
60
minutes
Medium Light
View game
1958
A clever peg-and-card race to make five in a row
20
minutes
Medium Light
View game
2015
Win royal favor through influence, intrigue, and clever card play.
30
minutes
Medium
View game
2024
Fill your bench with pigeons and prove you rule the roost!
15
minutes
Light
View game
2020
Build your deck, unleash mutant powers, and claim three trophies to rule the wasteland.
60
minutes
Medium
View game
2017
Add flexible double-action cards to the Free Agent Deck.
45
minutes
Medium Heavy
View expansion
2016
Add a fifth player to the Plague Inc. board game experience.
View expansion
2022
Gather Good Gifts, dodge Garbage Gifts, and race to a festive victory.
60
minutes
Medium
View expansion
2023
Face fresh hazards, dodge disasters, and hope luck is on your side.
60
minutes
Medium
View expansion
2017
Add 15 new Free Agent cards focused on Home Team and Extra Innings actions.
45
minutes
Medium Heavy
View expansion
2017
Discover four unique ruin cards hiding valuable building bonuses
90
minutes
Medium
View expansion
2020
A sharp-witted marksman and a revenge-driven werewolf join the tavern party.
60
minutes
Medium
View expansion
2020
Add new rules, purple cards, custom effects, and a storage box to Frantic.
45
minutes
View expansion
2017
Face a growing fiery threat in the wilds surrounding Covenant.
Medium
View expansion
2015
A four-cost Star Empire Ship with discard pressure and powerful base control
20
minutes
Medium
View expansion
2015
Add 15 Milwaukee cards to your Baseball Highlights: 2045 collection.
45
minutes
Medium
View expansion
2017
Martial law, mounting arrests, and an uprising that refuses to fade.
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.