LEADERS: The Combined Strategy Game
2013
Forge alliances, master technology, and pursue world domination in the Cold War.
180
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.
1,514 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
Forge alliances, master technology, and pursue world domination in the Cold War.
180
minutes
Medium
View game
2018
Bluff, swipe hidden treasures, and dodge booby-traps to reach 21 points.
10
minutes
Medium Light
View game
2021
Choose a Marvel hero, unleash unique powers, and be the last one standing!
10
minutes
Light
View game
2019
Build your syndicate, scheme in secret, and seize the highest reputation.
120
minutes
Medium
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2018
Outwit rivals as a plague doctor and rise to prominence in a stricken town.
180
minutes
Medium
View game
2017
Race through chaotic traffic and be the first car off the exit.
30
minutes
Medium Light
View game
2019
Race through the deep, outwit rivals, and escape the Kraken's wrath
60
minutes
Medium
View game
2016
Build a magical garden with clever sets, special powers, and playful surprises.
60
minutes
Light
View game
2018
An out-of-the-box multiplayer introduction to Magic for 2–5 players
Medium Heavy
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2019
Build your carnival, hire stars, and outwit rivals to become Ringmaster.
15
minutes
Light
View game
2017
Team up against Nicol Bolas in a stand-alone one-vs.-many challenge.
30
minutes
Medium Heavy
View game
2019
Use the colors in your hand to conquer crafty Disney questions.
20
minutes
Light
View game
2015
Draft dragons, fuel your team, and race to victory in seven turns.
120
minutes
Medium
View game
2025
Race across a shifting beach, chain cards, and reach the waves first.
60
minutes
Medium
View game
2019
Roll for flatmates, build points, and claim the hammock!
Light
View game
2007
Shape the dramatic history of Easter Island through strategic play.
75
minutes
Medium
View game
2017
Gather dazzling treasures and use clever tile effects to outscore your rivals.
20
minutes
Medium Light
View game
2025
Build sets, trigger effects, and risk everything to end the round at the right moment.
30
minutes
View game
2019
Rebuild shattered cities through cards, deals, and area control.
60
minutes
Medium
View game
2021
An explosive Wild West collection packed with eight legendary expansions
40
minutes
Medium
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2015
Shape the five-way 1912 race through cards, geography, and chance.
90
minutes
Medium
View game
2016
Roll, scheme, and claim the crown before rival houses do.
20
minutes
Light
View game
2025
Build the greatest tower with elephants, resources, cards, and influence.
90
minutes
Medium
View game
2022
A comic card-and-dexterity battle to connect four cannonballs
40
minutes
Light
View game
2018
A 3-point emerald fish changes hands as penguins race through doors.
30
minutes
View expansion
2020
Adapt, evolve, and survive across a changing prehistoric world
120
minutes
Medium Heavy
View expansion
2014
Add sneaky abilities, alternate scoring, and fresh ways to play.
30
minutes
Medium
View expansion
2016
A 15-card Caribbean Basin starter team with a Veteran Mix 11 designation.
45
minutes
View expansion
2023
Bring the Teens into radical 80s action with the perfect Brunch Club.
45
minutes
Medium
View expansion
2005
A German Chez Geek expansion with extra cards and room for customization.
45
minutes
Light
View expansion
2017
Play as Tanooki Mario and use unique abilities to chase the highest score.
Light
View expansion
2015
Level up as Walkers seek revenge in an apocalyptic world.
Medium
View expansion
2017
Unleash giant monsters, dark rituals, and secret plots in your quest for dominance.
90
minutes
Medium
View expansion
2018
Expand the duel with new characters, cards, and a new storage system.
20
minutes
Medium Heavy
View expansion
2021
A diverse customer group with distinctive requirements, abilities, staff, and upgrades.
90
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.