What is Takeover Override?

What is Takeover Override?

Well, first and foremost, Override is a free rules variant for Takeover that leans into the best parts of the original game while reducing rules complexity. The variant is a completely different ruleset that uses similar concepts and the cards that are already in the box. Plus, it streamlines onboarding and play :D

A back of the box description would read something like this: 

Takeover Override is a small box game about building the best hand, bidding for powers, and playing all your cards first. 

Override is also completely free and will be available for download here or on BGG, including digital and PNP reference cards. New orders will also get a cool promo card that has a QR code to the digital rules.



All that aside, you probably want to know what's different and how it plays, so let's jump in.

What's Different

For Override we overhauled every action and technical procedure to streamline and get players to the deep strats sooner. This goal manifested as these changes: 

  • Actions are streamlined including Plan, which now is mainly about choosing to swap cards or take cards
  • The formations are simpler, using single, sets, and runs, and much easier to make Showstoppers or "bombs"
    • Yes. You can play pairs now ;)
  • Players get two actions per turn now, allowing for more freedom in hand building and tactics
  • The round structure uses a more traditional approach significantly reducing procedure and timing complexity 
  • Override changes how Specialists (powers) work, allowing players to play higher ranking Specialists to outbid and resolve effects on each others' turns 

How It Plays

The results of all these changes is a Takeover that is smoother, leaner, and slightly meaner. 

The simplified formations, round structure, and actions accelerates an already fast game with punchier play and smoother pacing. 

Hand management and building is more engaging than ever with increased possibilities for clever gambits. The improved reliability of the hand building also ratchets the overall tension as most players go into the end game with threats in hand. 

The 2 actions per turn system allows for more expressive and clever combos. Being able to play then build or build then play or use a power then play, opens up player's tactical and strategic options. 

Last but not least Override adds a nice touch of additional interaction, deduction, and psy games (especially at 2). The mechanic almost feels like drawing trump in trick-taking and leads to some good schadenfreude and game-winning plays. 

Sounds pretty good, right? Maybe better than the old rules even. So about that...

Override vs the Original Rules

While we still stand by the original rules, we would be lying if we said Override isn't our preferred way to play Takeover now. 

Not only is it easier to teach and play, but it does have an immediacy of tactics and strategy that in testing made for more table talk and clutch plays. For players that bounced off the original game, we'd love to hear if you feel the same way. 

For enjoyers of the original rules, Override probably won't replicate the technical play and tempo strats of the original. Luckily, the classic rules aren't going anywhere. Override just means that players now get to choose from two games in one box. 

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