All this week we’ll be taking a look at some of the jargon used in board games. If you’re new to gaming, you might like our piece from last year explaining the terms used to describe different types of games. This week we’re concentrating on terms used by more dedicated players to describe characteristics of games and gamers, particularly ones that can be controversial or problematic.
Today’s phrase is Take That. It’s nothing to do with a board game about a 1990s British boy band that keeps returning (though it turns out one does exist.) Instead it’s something that can be anything from a characteristic of a game to its primary mechanism. Like all this week’s terms, it’s precise meaning can be debated but the general idea is that it means one player can take an action that actively hurts or even reverses another player’s progress, for example by causing them damage, or taking away resources.
Generally ‘take that’ means something stronger and more direct than simply reducing a players options, for example by claiming an action in a worker placement that (whether coincidentally or deliberately) prevents a rival player from taking their preferred action. ‘Take that’ is more about causing direct and active harm, at least in the context of the game.
So what are the possible problems with ‘take that’?
Some of the best ways to reduce the possibilities of ‘take that’ being problematic include:
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