You are on page 1of 13

Hello,

Thanks for looking at my Ogre redesign. This is a redesign of Steve Jacksons original Ogre game (does
not include G.E.V.), with new artwork and design. The theme has been changed from cybernetic
supertanks in a bleak futuristic wasteland, to clunky giant robots on the Western Front of World War
II. The game system itself (unit stats, map layout, tables, etc.) is identical to the original game. Only the
theme and artwork has been changed, along with new rules that have been written to accommodate
these changes.

Included in this PDF are: a box cover design, rules, game counters, map, record sheets, CRT tables, and
mine placement sheets. Striving to emulate the early microgame editions, Ive tried to keep all the
components simple and compact, so that its easy to throw in a bag and carry around, and doesnt
require much space to play. The contents of this PDF file are for personal use only, not to be sold or
distributed otherwise.

Thanks and Happy Gaming!

~Kwanchai

To assemble a copy:

1) Print the front and back sides of the Game Counters, carefully line up and mount (using spray
adhesive) onto opposite sides of matte board, and cut out.
2) Print the Map and CRT Tables, mount onto matte board, and cut out.
3) Print the Ogre Record Sheets and Mine Placement Sheets, cut out, and laminate each.
4) Get a regular die (D6), a dry-erase marker, and a friend (or enemy) and you are ready to go.
Ogre counters - These counters appear in two types: the Mark
III and the Mark V. Each represents a single giant armored
robot, equipped with cannons, missiles, flamethrowers, and
heavy armor. The Mark V is larger and more formidable than
the Mark III. The capabilities of the Ogres are not shown on the
counters, as they may change throughout the game as the Ogre
is damaged. The full capabilities of the Mark III and Mark V are
Game Design by Steve Jackson shown on their corresponding Ogre Record Sheets.
Illustration and Design by Kwanchai Moriya
All counters have a reverse side. The reverse side of an armor
OGRE is a two-player wargame set during World War II. The unit counter shows it in a disabled state, with a red-border.
basic scenario represents an attack by a giant robotic fighting The reverse side of an Ogre counter shows a different view of
unit, known as an Ogre, on a strategic command post the Ogre; either side can be used in play. The reverse side of
guarded by an armed force. One player plays the attacking Infantry and Command Post counters are identical to the front
Ogre, while the other player plays the defending army. Playing side.
time is between 30 minutes and 1 hour for the basic scenario.
Combat Results Table - The CRT is used to resolve the effects
I. COMPONENTS of combat.

Map - The map represents a rural countryside region Ogre Record Sheet - These sheets are used for the record-
somewhere on the Western Front. keeping of an Ogres weapons and damage during a game.

Counters - The white counters represent American forces; the II. THE BASIC SCENARIO
dark brown counters represent the German forces. The extra
Ogre counters in other various colors may be used in optional The basic scenario represents a single Ogre attacking a heavily-
scenarios that require multiple Ogre units. guarded Command Post. The defending player sets up first.

Setup

1. The defending player gets 20 points of attack strength of


Infantry, 12 armor units, and a Command Post. Note: Each
Howitzer the defending player takes counts as two armor
units.
2. The defending players units and the Command Post are
set up anywhere in the obstructed area of the map (the
red-shaded area in the Setup Diagram). In addition, up to
20 attack strength points of the defending players force
The counters represent military units. Each counter carries an may set up past the imaginary line drawn between the
illustration of the unit, a name, and four numbers which two houses located at the map edges (the orange-shaded
indicate its capabilities: attack strength and range, defensive area in the Setup Diagram). All units are face-up.
strength, and movement points. The Tank, Missile Launcher, 3. The attacking player takes a single Ogre Mark III and
Jeep, and Howitzer are collectively referred to as armor units. moves first, entering anywhere on the bottom of the map.

Tank - This counter represents a single heavy tank. How to Win


Missile Launcher - This counter represents a single missile-firing
vehicle. The main objective for the Ogre player is to destroy the enemy
Jeep - This counter represents a single highly-mobile, armed Command Post, while the main objective for the defending
off-road vehicle. player is to defend the Command Post.
Howitzer - This counter represents a single stationary heavy
cannon. There are three achievable victory levels as the Ogre player:
Infantry - These counters come in three types, representing 1. Complete Ogre victory: all defending units and
one, two, or three soldiers. Command Post are destroyed.
Command Post - This counter represents a strategic 2. Standard Ogre victory: Command Post is destroyed, and
communications center. It is immobile and has an attack and Ogre escapes.
defense strength of zero. 3. Marginal Ogre victory: Command Post is destroyed, but
Ogre is destroyed.
1
The turn sequence for the basic scenario is:
There are three achievable victory levels as the defending
player. 1. Ogre moves.
1. Complete Defense victory: Command Post survives, and 2. Ogre fires.
at least 30 attack points of the defense force survive. 3. Defending players armor units that were disabled
2. Standard Defense victory: Command Post survives, and the previous turn recover.
Ogre is destroyed.
4. Defending player moves.
3. Marginal Defense victory: Command Post survives, but
Ogre escapes.
5. Defending player fires.
6. Defending player moves Jeeps their second
movement phase.
SETUP DIAGRAM FOR BASIC SCENARIO
IV. MOVEMENT
The map is divided into hexes. Features on the map include:

Buildings - Hexes containing a building are impassable. No unit


may move into or over a building hex. Units may fire over
buildings.

Trees - Some hex sides have trees bordering them. Trees


obstruct the movement of vehicles. Only Ogres and Infantry
may cross through hex sides with trees. Units may fire over
trees.

Only one unit may occupy a single hex at a time. Units may not
be stacked, with the exception of Infantry. The basic Infantry
counter is the 3-soldier counter. More than one Infantry
counter may occupy the same hex as long as the total amount
of soldiers in a single hex is no more than 3.

Any unit may move through a hex occupied by a friendly unit,


as long as the two do not end the turn on the same hex. No
unit may move through a hex occupied by an enemy unit
(unless Ramming).

No unit may move off the map. It is assumed that the top and
side edges of the map are bounded by mountains and are
impassable. The bottom edge of the map is assumed to be a
river which only Ogres may enter. Ogres may leave the map by
entering the river, but may not re-enter the game.

Moving Military Units

The number in the top right-hand corner of each counter is the


number of movement points that a unit has. Movement
points designate the maximum number of hexes that a unit can
move per turn. For example, an M2 unit may moves up to
two hexes per turn. Movement points may not be accumulated
from turn to turn. A unit never has to move. A disabled unit
III. TURN SEQUENCE may not move until it recovers.

On his turn, each player may move any or all of his units, and Jeep double movement. A Jeep may move twice per turn. It
fire with any or all of them, as long as each unit fires only once moves once before combat (up to 4 hexes) when all other units
and, except for Jeeps, moves only once. move, and once (up to 3 hexes) after combat.

2
Ramming with an armor unit. An armor unit may ram an Ogre V. ATTACKING
by moving onto its hex. The Ogre loses 1 Leg unit automatically,
and the armor unit is destroyed. Armor units may not ram In general, each attack is resolved by comparing attack and
other armor units or Infantry. defense strengths of the units involved, and then rolling a die.

Moving the Ogre For each attack, all attack strengths involved are totaled, and
then compared with the defense strength of the target in ratio
An Ogre begins the game with its full allotment of movement form. This ratio is rounded off in the defenders favor to one of
points, but may become slower during the game if its legs are the ratios shown on the Combat Results Table. In other words,
attacked. A Mark III begins with 45 Leg units; a Mark V begins the target of the attack, be it Ogre or standard unit, gets the
with 60 Leg units. When an Ogres Leg units are reduced to 2/3 benefit of the rounding-off. Once the ratio is determined and
their original total, the Ogres movement is reduced from 3 to rounded off, the attacker rolls the die and consults the proper
2. When the Leg units are reduced to 1/3 their original state, column of the CRT to find the result. Results are applied
the Ogre has only 1 movement point. When the Leg units are immediately.
all gone, the Ogre is immobile.
A player may make his attacks in any order and may observe
Ramming with an Ogre. An Ogre may damage or destroy armor the results of each attack before carrying out the next.
units by ramming. Ramming a unit is accomplished by moving However a player must always announce what he is attacking,
onto or through its hex, with the following results: what he is attacking with, and the odds, before rolling the die.

Any armor unit rammed is disabled on a die roll of 1-3, and Attacking with Military Units
destroyed on a die roll of 4-6. The Ogre player rolls the die
immediately upon ramming. If the armor unit is only disabled, Each counter carries a combat factor expressed as two
the Ogre may expend one more movement point, stay in the numbers separated by a slash (e.g., 4/2). The first number
same hex, and ram again. Any disabled armor unit or Howitzer shows the units attack strength. The second number shows its
is destroyed if rammed. An Ogre loses 2 Leg units ramming a range, that is, the maximum number of hexes at which that
Tank, and loses 1 Leg unit for ramming any other armor unit. unit may attack. Each counter also has a defense strength in
the top left-hand corner.
If an Ogre still has movement left after ramming, it may
continue to move. However, if loss of Leg units due to the ram Any unit, or units, firing on an Ogre must specify the target it is
reduced the Ogres movement points, it may move only the attacking, either one specific weapon or the Ogres legs. Any
reduced number of hexes that turn. number of units may combine their attack strengths into an
attack on any single Ogre component, except Ogre legs. And
An Ogre may ram a Command Post, destroying it. Since the any number of successive attacks may be made against any
Command Post has no defense strength, the Ogre is unhurt. Ogre component in one turn, provided that each attacking unit
fires only once per turn. A single attack must be made against
An Ogre may ram another Ogre by moving onto its hex. The one target only. In other words, an attack strength may never
ramming Ogre then immediately ends its movement for that be divided between targets.
turn in the last hex it occupied before ramming. An Ogre which
rams a larger Ogre loses 5 leg units. An Ogre which rams a small If weapons are the target, the attack strength of the attacker(s)
Ogre, or one the same size, loses 3 Leg units. The damage done is compared with the defense strength of the weapon being
to the Ogre which was rammed, is determined by a die roll. The attacked. Roll a die and consult the CRT. A DESTROYED result
ramming player rolls two dice if his Ogre is a Mark III, and four on the CRT means the target weapon is destroyed. DISABLED
dice if his Ogre is a Mark V. The total on all the dice rolled is the results do not affect Ogres. If a weapon was destroyed, the
number of Leg units lost by the Ogre which was rammed. Only Ogre player must check off one of the boxes of that weapon on
Leg units are lost to ramming attacks. his Ogre Record Sheet.

An Ogre may not ram Infantry, but it may move onto or over a If the Ogres legs are the target, the attack is always at 1-1
hex occupied by Infantry, and if the Ogre has any odds. After the attack is announced, the attacker rolls the die,
flamethrowers left, the Infantry unit is automatically reduced and on a roll of 5 or 6, the Ogre loses a number of Leg units
by one strength point. An Ogre may choose to expend another equal to the attack strength used. Each unit attacking Ogre legs
movement point, stay in the same hex, and reduce the Infantry must do so individually. Thus, a successful Tank attack on an
strength again. Ogres legs would cost an Ogre 4 Leg units. Any Leg units which
are destroyed must be checked off on the Ogre Record Sheet.
An Ogre may ram no more than twice per turn, or one enemy
Ogre per turn.

3
An Ogre is not destroyed until all its weapons and Leg units are Self-Destructing Ogres - A live Ogre (i.e. any Ogre with any
gone. Leg units or weapons left) may self-destruct at any time by
detonating its power plant, with the following results:
Attacking with the Ogre 1. All non-Ogre units within 4 hexes are destroyed.
2. All Armor units 5 hexes away are disabled. Any Infantry or
An Ogre has a number of different weapons, each with its own Command Post 5 hexes away are unaffected.
attack strength, range, and defense strength. These are shown 3. An Ogre in the same hex (i.e. one that just rammed or was
on the Ogre Record Sheet. rammed by the destructing Ogre) is destroyed. Ogres in other
hexes are unaffected.
Any number of Ogre weapons may combine their attack Note: This rule makes it much easier for the Ogre player to win.
strengths into an attack on any single target. And any number
of successive attacks may be made against any unit in one turn, Fortified Command Post - Assign the Command Post (or Mobile
provided that each attacking weapon fires only once per turn. A Command Trailer) a defense strength of 1. A DISABLED result
single attack must be made against one target only. In other stops a Fortified Mobile Command Trailer from moving for a
words, an attack strength may never be divided between turn, but has no other effect. Note: This rule can make the
targets. Ogres mission much harder.

Flamethrowers - Ogre flamethrowers are effective only against VIII. MORE SCENARIOS
Infantry and the Command Post. No Infantry unit may be
attacked more than once per turn by flamethrowers. When all Advanced Scenario - Play is identical to the basic scenario,
flamethrowers are destroyed, an Ogre can no longer reduce an except:
Infantrys strength by 1 by entering its hex. Note: Any weapon 1. The defense gets 30 points of Infantry and 20 Armor units
may be used against Infantry, but flamethrowers are useless (again, Howitzers count double).
against anything except Infantry and Command Posts. 2. All but 40 attack points of the defending force must set up
on or behind the line.
Missiles - Each Ogre missile is a one-shot weapon. Once used or 3. The attacking Ogre is a Mark V.
destroyed, it is gone. 4. For a Complete Defense Victory, the defending player must
destroy the Ogre while preserving his Command Post and at
If an Ogre ends its movement in the same hex with an enemy least 50 attack points of his force.
unit, combat between them occurs as though they were in
adjacent hexes. Mark III on Defense - The defending player takes one Ogre
Mark III, 12 Armor units, and 15 points of Infantry. The attacker
VI. GAME END takes an Ogre Mark V.

The game ends when the attacking force, whatever it may be, Mark IIIs Attack - Substitute two Mark IIIs for the Mark V in the
is destroyed or withdraws from the bottom of the map. Advanced Scenario, and give the defending player two more
Armor units. This can be played with three players.
VII. OPTIONAL RULES
Ogre Defending - Reverse the roles. The attacker takes a
These rules may be used to add interest or complexity. standard unit force from the Basic or Advanced Scenario and
enters the bottom of the map to destroy the Command Post
Mobile Command Trailer - Instead of a Command Post, give the guarded by an Ogre and a conventional force equivalent to half
defending player a Mobile Command Trailer. The Mobile the attacking force. Any attacking unit, regardless of type, may
Command Trailer has a movement of M1. leave the bottom of the map to escape.

Land Mines - The defending player has a predetermined Ogre Duel - This scenario uses no Command Posts or other
number of mines. He places them in whatever hexes he units. It is simply a combat between Ogres. The size of the
wishes, recording the numbers on the Mine Placement sheet. forces and the number of players are variable. Combat may be
Any unit entering the mine hex rolls a die. The mine explodes two-way, three-way, etc. A unit may move off the map, but
on a roll of 5 or 6 for an Ogre; roll a die to determine how many may not re-enter. The object is to survive and hold the field.
Leg units are lost. For any other unit, the mine explodes on a
roll of 6; Armor units are destroyed, Infantry units lose 1 Enough counters have been provided to allow variations of the
strength. An exploded mine is destroyed. scenarios above, as well as wholly new battles. Feel free to set
up your own scenarios.

4
OGRE COUNTERS ( BACK)
OGRE MAP 1 of 2
OGRE MAP 2 of 2
OGRE CRT TABLES
MINE PLACEMENT SHEETS

You might also like