Cody M.
United States Draper Utah
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I love Race for the Galaxy and have both TGS and RvI. Takeovers are one of my favorite additions to the game, even though they can cause tremendous point swings and sometimes infuration. In two games that I played recently takeovers determined the winner in quite different ways. Both games were two-player advanced and they both involved playing takeover power cards late in the game.
Game 1. I pursued a military heavy strategy and my opponent was more balanced, but placed military worlds with the use of Contact Specialist. When I drew the Rebel Alliance, I knew the rest of his game would be tough... Because I had a large military, plus a number of rebel worlds, and he had an Imperium card, the takeovers commenced. He had played about 3 or 4 military worlds, but had a very small military since CS was used to settle them, and by the end of the game I had taken all of them. The largest was the Rebel Base (6-cost). Once I played Rebel Alliance, he had no chance. I even strategically sniped worlds that had goods on them that he was planning on trading. 
Game 2: My opponent (same guy) pursued a military heavy strategy and I focused on consuming. I had about a +2 military and had placed a couple of small military worlds. On the second to last round, my friend called settle twice. I had planned on settling at least once, and then settled a second time, mostly for the good that I could consume on the final turn. It happened to be a rebel world, though... And on the last turn, develop settle and consume were called. He developed Imperium Seat and promptly tookover my little rebel world. He ended up getting the point for the world, 2 points for it being rebel and another point for consuming the good. The very good that I planned on consuming! I lost out on the 1 point from the world and the two points I would have gained from consuming the good.  In the end, the point swing caused by the takeover was 7 and he won by 3 points.
So, late game takeovers can be deadly. So much so that you really need to be careful when you're deciding to play a Rebel military world or an Imperium card, especially against an opponent with a strong military. When you ally with one side or the other, you better be prepared for the backlash!
I love Race for the Galaxy.
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ackmondual
United States
Virginia
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svasongha wrote: I love Race for the Galaxy and have both TGS and RvI. Takeovers are one of my favorite additions to the game, even though they can cause tremendous point swings and sometimes infuration. In two games that I played recently takeovers determined the winner in quite different ways. Both games were two-player advanced and they both involved playing takeover power cards late in the game. Game 1. I pursued a military heavy strategy and my opponent was more balanced, but placed military worlds with the use of Contact Specialist. When I drew the Rebel Alliance, I knew the rest of his game would be tough... Because I had a large military, plus a number of rebel worlds, and he had an Imperium card, the takeovers commenced. He had played about 3 or 4 military worlds, but had a very small military since CS was used to settle them, and by the end of the game I had taken all of them. The largest was the Rebel Base (6-cost). Once I played Rebel Alliance, he had no chance. I even strategically sniped worlds that had goods on them that he was planning on trading.  Game 2: My opponent (same guy) pursued a military heavy strategy and I focused on consuming. I had about a +2 military and had placed a couple of small military worlds. On the second to last round, my friend called settle twice. I had planned on settling at least once, and then settled a second time, mostly for the good that I could consume on the final turn. It happened to be a rebel world, though... And on the last turn, develop settle and consume were called. He developed Imperium Seat and promptly tookover my little rebel world. He ended up getting the point for the world, 2 points for it being rebel and another point for consuming the good. The very good that I planned on consuming! I lost out on the 1 point from the world and the two points I would have gained from consuming the good.  In the end, the point swing caused by the takeover was 7 and he won by 3 points. So, late game takeovers can be deadly. So much so that you really need to be careful when you're deciding to play a Rebel military world or an Imperium card, especially against an opponent with a strong military. When you ally with one side or the other, you better be prepared for the backlash! I love Race for the Galaxy.
It could be significant early game too...
Round x p1 discards NMT to build Alien Robot Sentry (2/2)
Round x + 1 p1 - IV$ p2 - III p3 - II
II p2 develops Imp Cloaking Tech
III p2 discards Imp Cloaking Tech to TO Alien Robot Sentry
IV p1 (IV$) now just lost out on 7 cards (also had Trading Outpost) from trading a yellow good 
.
Besides cases like this, I do enjoy (and loathe TBH) TOs b/c of these nasty and delightfully complex situations.
First and foremost, Contact Specialist is typically an automatic build for many that it's a fun way to punish them for that 
It affects first goals such as TO an UPLIFT world to keep someone from getting 3pts from Uplift Knowledge, and then 5pts away from that person if he had Uplift Code if it were a 2pt world)
for Most goals, taking over a world towards that most goal is one less for that player and one more for you. Especially with most goals like Propoganda Edge. If you can't find any Rebel military worlds, then let your opponents III them and just take them over 
It can keep the game from ending long enough for you or other players to get in crucial devs, settles, or consumes in.
Last but not least, it's a refreshing alternative to do something meaningful during III when you have no cards in hand. Normally, you'd go through a meanless III, but with TO powers, you can just go after someone else's world.
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Cody M.
United States Draper Utah
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ackmondual wrote: It could be significant early game too...
It most definitely could be game changing in the early rounds. In fact in my first example above the takeovers started about halfway through the game. Really, takeovers can be significant at any time.
In my second example above, I would have been better off not settling the rebel world at all. I would have missed out on some points, but he would have missed out on more points and I think I would have won. So, it's obvious that you don't want to settle worlds that you know can be taken over, but sometimes you need to be careful settling those types of worlds due to the off chance that they could be taken over later.
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ackmondual
United States
Virginia
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svasongha wrote: ackmondual wrote: It could be significant early game too...
It most definitely could be game changing in the early rounds. In fact in my first example above the takeovers started about halfway through the game. Really, takeovers can be significant at any time. In my second example above, I would have been better off not settling the rebel world at all. I would have missed out on some points, but he would have missed out on more points and I think I would have won. So, it's obvious that you don't want to settle worlds that you know can be taken over, but sometimes you need to be careful settling those types of worlds due to the off chance that they could be taken over later.
Also remember another game where someone II-ed Imperium Lords last turn. Another player II-ed Rebel Alliance. That 1st player cursed, while the other player let out a "Yes!". Having low military-str b/c the 1st player was using a pfmw (pay-for-military-world) power to get military worlds in, such as Rebel Stronghold. Last turn there was also a III and low and behold, he lost Rebel Stronghold.
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Cody M.
United States Draper Utah
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ackmondual wrote: svasongha wrote: ackmondual wrote: It could be significant early game too...
It most definitely could be game changing in the early rounds. In fact in my first example above the takeovers started about halfway through the game. Really, takeovers can be significant at any time. In my second example above, I would have been better off not settling the rebel world at all. I would have missed out on some points, but he would have missed out on more points and I think I would have won. So, it's obvious that you don't want to settle worlds that you know can be taken over, but sometimes you need to be careful settling those types of worlds due to the off chance that they could be taken over later. Also remember another game where someone II-ed Imperium Lords last turn. Another player II-ed Rebel Alliance. That 1st player cursed, while the other player let out a "Yes!". Having low military-str b/c the 1st player was using a pfmw (pay-for-military-world) power to get military worlds in, such as Rebel Stronghold. Last turn there was also a III and low and behold, he lost Rebel Stronghold. Ouch for player 1. Awesome for player 2! Based on this example I can see why some people dislike takeovers, though. That's a 22 point swing in one turn! I'm sure that would frustrate a lot of people.
Could player 1 have won if hadn't settled Rebel Stronghold?
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ackmondual
United States
Virginia
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svasongha wrote: ackmondual wrote: svasongha wrote: ackmondual wrote: It could be significant early game too...
It most definitely could be game changing in the early rounds. In fact in my first example above the takeovers started about halfway through the game. Really, takeovers can be significant at any time. In my second example above, I would have been better off not settling the rebel world at all. I would have missed out on some points, but he would have missed out on more points and I think I would have won. So, it's obvious that you don't want to settle worlds that you know can be taken over, but sometimes you need to be careful settling those types of worlds due to the off chance that they could be taken over later. Also remember another game where someone II-ed Imperium Lords last turn. Another player II-ed Rebel Alliance. That 1st player cursed, while the other player let out a "Yes!". Having low military-str b/c the 1st player was using a pfmw (pay-for-military-world) power to get military worlds in, such as Rebel Stronghold. Last turn there was also a III and low and behold, he lost Rebel Stronghold. Ouch for player 1. Awesome for player 2! Based on this example I can see why some people dislike takeovers, though. That's a 22 point swing in one turn! I'm sure that would frustrate a lot of people. Could player 1 have won if hadn't settled Rebel Stronghold? Perhaps, but Imperium Lords was the big scorer too (about 7pts). Rebel Stronghold was worth 10pts and there was no way to know then that Imperium Lords (or was it Imperium Seat?) would be needed to further boost that score.
Frankly, there are plenty of nasty non-TO situations..... someone's spamming devs with the appropriate dev powers, has Terraforming Guild and spamming windfalls with Impr. Log., or managed to get a Free Trade Assoc./Cons. Markets/ 5 blue worlds P/C cycle going. Hell, one player building a 6-cost and getting 14pts from that especially hurts!
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