Xtreme Takeover (2009)
Temps de jeu: 25
Age min.: 8
Joueurs: 2
Editeur: Curtlin Toys And Games, LLC
Concepteurs: Curtis Paul
Artistes: Inconnu
Mécaniques: Roll / Spin and Move, Dice Rolling
Age min.: 8
Joueurs: 2
Editeur: Curtlin Toys And Games, LLC
Concepteurs: Curtis Paul
Artistes: Inconnu
Mécaniques: Roll / Spin and Move, Dice Rolling
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Description from BoardgameNews.com:
Xtreme Takeover is the first title from new game publisher Curtlin Toys and Games and designer/owner Curtis Paul. Xtreme Takeover is a two-player game in which each player starts with an identical team of one general, three officers and five guards in his own compound. On a turn, a player moves one or more of his figures based on the roll of the die, splitting up the movement points as desired; alternatively, a player can select an officer or general before rolling, thereby allowing him to move that figure (and no others) twice or three times the number rolled.
If a player’s figure lands adjacent to an opponent’s, the players each roll a die to see which figure is sent to the sidelines, with officers receiving a +2 battle bonus and generals receiving +3. By reaching promotion zones on the board, you can upgrade figures by one rank, making them more powerful in battle.
Permanent and temporary safety zones provide some cover as you move figures around the board. Your goal is to break through the wall surrounding the opponent’s compound, whether by assulting the wall directly or using special demolition spaces, then occupy his bunker, scoring points for doing so.
Xtreme Takeover is the first title from new game publisher Curtlin Toys and Games and designer/owner Curtis Paul. Xtreme Takeover is a two-player game in which each player starts with an identical team of one general, three officers and five guards in his own compound. On a turn, a player moves one or more of his figures based on the roll of the die, splitting up the movement points as desired; alternatively, a player can select an officer or general before rolling, thereby allowing him to move that figure (and no others) twice or three times the number rolled.
If a player’s figure lands adjacent to an opponent’s, the players each roll a die to see which figure is sent to the sidelines, with officers receiving a +2 battle bonus and generals receiving +3. By reaching promotion zones on the board, you can upgrade figures by one rank, making them more powerful in battle.
Permanent and temporary safety zones provide some cover as you move figures around the board. Your goal is to break through the wall surrounding the opponent’s compound, whether by assulting the wall directly or using special demolition spaces, then occupy his bunker, scoring points for doing so.
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ag.gameitem.lastUpdated: 2025-06-27 11:04:07.317