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Tips taketime

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Revision as of 01:30, 4 October 2026 by Romain672 (talk | contribs) (Lots of general small tips for Take time)
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Many of the fun of the game is figuring out those tips. Read those with your discretion.

The game is extremely situational. Those are general tips, but there is lots of exceptions:


White cards goes from 1 to 12. Same for black cards. So if you have 5 white cards in hand or visible, you know that all others white cards others have played are differents than those 5 white cards. It's usually useful with very low and very high cards.

End of round:

At the end of a round, keeping an high card is annoying because you will end up incresing a lot a certain region.

Keeping a 1 (and to a lesser extend a 2) is usually bad. If you are not last to play, you will need to play it in a way which either show you got a very low card, or then others could think you just played a card of value far higher like 4, which will incentive them to play another card in the region which are just after that (you should play around that though). They could be playing on the region right before knowing you just add more numbers to the next one too which is bad too.

And so I prefer keeping a 3/4/5 for the last turn at best.


Making a card visible:

If others players can deduce which card you just played +/- 1 (or sometimes 2), you should keep the card hidden.

Usually the first one/first two cards played can be made known by discussing before the round, so keeping them hidden is better.

Close to the start of a game, there is many plays which are pretty bad, if you do one of those, you send a strong signal to your team that most of your cards are high or low.


Plans:

Per default assume that you should play 1~2 in the first region, 3~4 in the second region, 5~6 in the third region, 7~8 in the forth region, 9~10 in the fifth region, 11~12 in the sixth region. If you follow that rule keep your card hidden, else if it's more than 2 away from those put it visible. Note that each mission usually change drastiquely those rules, and make that rule much more messier to follow.

At 2 players you have the option of playing once on every region. With 3 or 4 cards close, you can play all of them hidden in adjacent regions. You need to have all those regions empty when you do it, or that need to be obvious it's what you are doing (it's easier at 2 or 3 players).

If you have a combo of 2/3/4 cards that you can plan to all play in the same region, especially if it's a special tile, you can play all those cards hidden to tell to others you are doing that region. If you have a combo of 2 cards which sum to 12, you can play both of them in the highest region, playing the second card at the end (if you are last to play, that plan is safer). If a special tile ask you to be close to 6, you can play a hidden 4 and a hidden 2 there.

If you play a card visible in the highest region or a region with a challenge, you increase the chance for another player to have a combo to finish that region alone.