Takeover

Secure & Control · 1‑on‑1 · You (Blue) vs Opponent (Red)
GOAL. Fully surround and hold three of the four flags at once, and keep them through your opponent's turn. A flag is yours only while you surround it — nothing is ever captured for good.

Components

  • A 7 × 8 hex board: 52 territory hexes + 4 fixed flags.
  • 52 hex tiles, each marked with a card (2–A, four suits).
  • A matching 52‑card deck.
  • Units in two colors — Blue (you) and Red (your opponent).
  • One die.

The Flags

One flag sits fixed at the middle of each edge and never moves. To capture one you must hold every hex connected to it, each with 2+ units:

  • North & South — 4 neighbor hexes (hold all 4).
  • West & East — 3 neighbor hexes (hold all 3).

Card Values (units)

2–10 = faceJ = 11Q = 12K = 13A = 14

Setup

  • Shuffle the 52 hex tiles and place them at random to fill the board around the flags.
  • A hex's suit is only identity — it tells you which card points to which hex. Suits don't mark sides.
  • The board starts empty of units. You build entirely from the cards you play.
  • It's you vs one opponent. Your hand stays secret — your opponent never sees your cards.
  • Both players roll a die; the higher roll goes first. Then you alternate turns.
  • Deal 5 cards to each player.
  • Playing a match? Alternate who goes first each game to keep the first‑move edge even.

Combat & the Bleed

  • To enter an enemy hex you must arrive with more units than the defender; you then hold it with the difference. Equal is not enough.
  • Every move‑step leaves 1 unit behind — the bleed. Long marches wear you thin, so massing units near a target beats charging across the map.

On Your Turn

  1. Play exactly 2 cards, one at a time. Each card points to its hex:
    • Empty hex → place that card's number of units there (a forced claim).
    • Your hex → distribute those units across any hexes you already hold (reinforce).
    • Opponent's hex → no placement; discard the card.
  2. Roll the die and move that many steps. Each step moves any number of units from one hex to an adjacent hex, leaving at least 1 behind. Split steps among stacks as you like; you need not use them all.
  3. Draw back up to 5 cards. When the deck runs out, shuffle the discards into a new one.

Capturing a Flag

You hold a flag only while you fully surround it — holding every connected hex with at least 2 units each (4 hexes for North/South, 3 for West/East). It's a live state, never permanent — the moment your opponent captures one of those hexes or knocks it below 2 units, the surround breaks and the flag is no longer yours.

WINNING. Hold 3 of the 4 flags at once, and still hold them after your opponent's next turn — they get one full turn to break a surround. If they can't, you win. If they break one in time, play continues.