Why We Picked Takeover
Squads rather than single units make positioning a group problem, and each nation brings its own five squad types, three strongholds, and one large spell. Gold mines and farms pay for troops while obelisks pay for magic, so the economy has two currencies to balance before the first fight starts. Eight levels per nation is a real campaign rather than a demo, and there are three nations before the necromancers get a turn.
How to Play
Three things decide whether a run here goes well:
- Pick a nation, then build gold mines and farms for squads, obelisks for mana.
- Protect your strongholds while seizing enemy buildings, which is how a map is won.
- Keep squads grouped and cast the grand spell when the enemy commits to a fight.
Editor’s Note
Three nations plus a necromancer faction give it replay value beyond a single campaign, which is more than the artwork suggests. The interface is plain, the tutorial is thin, and the first match will involve some guessing.
Written by the UGFJD editorial team for this page. The publisher’s own description follows below, unedited.
Publisher Description
Supplied by the game’s publisher; reproduced as-is.
Takeover is a real-time strategy game where you command squads of units to protect your strongholds from enemies and seize their buildings to win.
For centuries the Rivadis Empire ruled the continent in its shine and glory. But now it fell into necromancers’ hands and dying. Time for Takeover has come!
Lead one of 3 nations in the battle for Rivadis. Each nation has 5 types of squads, 3 types of strongholds and magic spells. In addition, you can build gold mines, farms to hire more squads, and obelisks to get more mana.
Key features:
- Real-time strategy with squads
- 3 nations that you can control (and an extra Necromancers nation)
- 5 squad types
- 3 spells and a powerful Grand Spell for each nation.
- Edicts - upgrades that make your army stronger
- 8 levels for each nation

