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Take Time: Mirage
Take Time: Mirage
Take Time built its reputation on a simple, brutal rule: you can look at your cards, you can place your cards, but you cannot talk about them. Mirage keeps that tension while handing your group a brand new set of clocks and a twist the base game never tried.
Rather than continuing the ten-chapter story from Awakening to Rebirth, Mirage steps sideways into its own standalone puzzle. Longtime players get a fresh challenge to argue over afterward; new players get a lower-cost entry point that plays just as well on its own as it does bolted onto the original game.
- 4 new clock puzzles, a leaflet of rules specific to this expansion, and an acrylic pawn housed in a compact tuckbox
- Standalone play: no need to own or finish the base game first
- New mechanics distinct from the original 40 Tests, so veteran teams can't coast on muscle memory
- 2 to 4 players, ages 10 and up, about 30 minutes per session
Regular price
$9.99 USD
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