Agenda: Expansion • Adv: 9 • Score: 6

: Gain 3.

Limit 1 Government Takeover per deck.

It is essential to liberate a populace from tyranny before that tyranny takes root.
Weyland Consortium • Matt Zeilinger • Order and Chaos 6
Links: Decklists | ANCUR
Government Takeover

No rulings yet for this card.


A 9/6 agenda looks rather awkward and very difficult to score.

Yet it can be considered for workarounds:

  • A 6 point agenda in a deck makes it lean. In a 49 card Weyland deck, it is possible to play with only 6 agendas. Adding Jackson, Architect, Fast Track, Atlas and Archived Memories, it might be possible to avoid this card all game long.

  • Card can be hosted on a scored Glenn Station - after a fast track - and then simply forgotten for the whole duration of the game. It would then be hard to score or steal points.

  • You can install and continuously advance it until it gets stolen. The turn after, play a Punitive Counterstrike.

  • A good companion to the Off the Grid / Crisium Grid combo. Prestige matters.

  • With a scored Utopia Fragment it is not that easy to steal indeed.

Now let's be less serious... this one's for you, Timmy:

Its ability "3 credits for a click" is bonkers but... I doubt it gets competitive. The definitive Timmy agenda, in my humble opinion.

@Him: With all your ridiculous ways of scoring it in one turn you forgot the most obvious one: Midseason>Government Takeover>Psychographics. Anyway, in an Off the Crisium Grid Blue Sun deck with MNS, if you score Utopia Fragment, you next turn can look like MNS>OtG. Then the runner needs to run your fort of HQ, trash Crisium, run HQ again to trash OfG, then run Government Takeover and pay 6c to steal it. If he can't, you advance it 3 more times and now it's 12c to steal. If he can't steal it again, you advance it 3 more times and score it for the win. —
And now Jeeves Model Boioroids! —
When Blood Money is legal, the best way to protect Takeover: Hatchet Job! Put GT in the Runner's grip, that way it can never be stolen and as a bonus mocks and confuses the heck out of the Runner. Pure genius, I tell you... —
Oh my god what. Technically HJ doesn't specify it having to be a runner card, oh yikes that's gonna need an errata —

With The Red Sands cycle coming along, we have 2 surprisingly reliable ways to score this bad boy. The first way is hella fun but requires lady luck to be on your side. The Combo is:

NOTE: REQUIRES Jemison Astronautics: Sacrifice. Audacity. Success.

2 Scored False Lead and a Hostile Takeover(Optional) also scored. On your turn, IAA Government Takeover and pass the turn. Then before any #Shenanigans happen, Sacrifice both False Leads to place 4 counters on the Takeover, as well as skipping the runner's WHOLE turn! Next AAA your way to victory! This combo is really neat and can't be played around by Clot like a Ramp Jemison deck. It has a lot of moving pieces though, and if the GT or more than 1 False Lead are stolen, you're out of luck. The second combo is interesting as well. It involves the upcoming card Red Planet Couriers.

The Combo: Jemison not required

Hostile TakeoverTakeover scored(Optional). Then you need a card with 9(!) advancement tokens on it. I'd reccomend a trap like Project Junebug, Ghost Branch, or Cerebral Overwriter. Dedication Ceremony is great here, and use Shell Corporation for maximum hilarity. Of course you could also use a piece of ICE, but those are vulnerable to trashing. Then you install Government Takeover and hope it survives the night. Alternatively you could Biotic Labor or Accelerated Diagnostics this thing, but it's a lot of influence. Then you play Red Planet Couriers and you win! Great work everybody! Pop out the champagne!

So I've actually tried this agenda out and you no what it wins games (not necessarily the corp tho).

The obvious way is Punitive Counterstrike they steal it you punitive you win easy amusing they haven't gotten another point somewhere.

You could also Psychographics it out always nice. But it really shines just because it exists you put a trap out and they don't go for it well keep putting em on till its at 6 suddenly they can't ignore it, what do they do run it a possibly die or ignore it and possibly give you 6 points.

Having one of these in your deck is fun too, the feeling of knowing that its their the feeling of just leaving it out their and advancing it away knowing you have at least 1 Punitive Counterstrike in hand that's a good feeling. (I suggest trying it in a deck at a meetup or with someone else you play regular)


Cuts down on agendas

Can be an unexpected game winner

Makes traps dangerous (Just by existing)



Can be an unexpected game winner (For Them)

Almost impossible to score even with combo's

If you think you can get 2 jacksons on the table (without removing any from the game), and 3 accelerated Diagnostics in your hand, this is the agenda for you! Simply Power shutdown your deck, and AD for interns sansan sansan, then for sansan interns and subliminal messaging, and finally for sansan sansan, and whatever operation you think is the coolest remaining.

Yes Timmy! Options!

If or when Weyland gets a 40-card ID, this agenda as a 3-of could enable some interesting never-score shenanigans. Yes, they'll only need to steal 2 agendas to win, but you'll have 41 other cards to kill them with before they do. Scoring agendas is for suckers anyway!

"limit 1 Government Takeover per deck." —
Well hush my mouth. —
That said, 1 x GT and 4 x 3-pointers would still be the lowest possible agenda density in the game. —
See also [the most popular decklist on the site right now]( —
I scored this the other night at the local shop. I achieved a round of applause for being a rookie. —

Now, this card became much viable then when it just release, some combos worth adding in include:

Anyway, it seems like the card is becoming more and more useful in decks.

Also Jemison can slowly trade up to a GT. —