|
|
1.1 ! root 1: .TH OGRE 6 ! 2: .SH NAME ! 3: ogre \- war game ! 4: .SH SYNOPSIS ! 5: .B /usr/games/ogre ! 6: [ ! 7: .I type ! 8: ] ! 9: .SH DESCRIPTION ! 10: Ogre is a game of tank warfare in the 21st century. ! 11: You command a force of infantry, armor, and howitzers pitted against a giant ! 12: cybernetic tank, the Ogre. ! 13: Your mission is to destroy the Ogre, or at least render it immobile, before it ! 14: reaches and destroys your command post. ! 15: .PP ! 16: A more complete reference on how to play can be found in the Ogre rule book for ! 17: the Metagaming MicroGame, now distributed by Steve Jackson's company. ! 18: Here's some very sketchy and incomplete documentation for Ogre players: ! 19: .PP ! 20: The game has the following phases: ! 21: .PP ! 22: 1) Initialization. ! 23: The player's armor units, infantry, and command post are placed on the map. ! 24: Nothing can be placed on the leftmost 7 columns of hexes, or on craters (*'s), ! 25: or on any unit already placed. ! 26: Valid commands are: ! 27: .nf ! 28: w e ! 29: a d (hex movement keys) ! 30: z x ! 31: place a: ! 32: H howitzer ! 33: T heavy tank ! 34: M missile tank ! 35: G GEV ! 36: I Infantry unit (attack strength 3) ! 37: C Command Post ! 38: .fi ! 39: on the space currently pointed at by the cursor. ! 40: Note that these are capital letters. ! 41: .PP ! 42: Units are displayed as these characters, except infantry, which appear ! 43: as '1', '2', or '3' depending on their attack strength. ! 44: .PP ! 45: 2) The Ogre (an O) now appears. ! 46: .PP ! 47: 3) You are given the opportunity to move all your vehicles and infantry that ! 48: can move. ! 49: The cursor motion keys are used to move the unit indicated by the cursor. ! 50: Additionally, 's' or ' ' can be used to let a vehicle stay motionless. ! 51: No vehicle can move through a crater hex, or into a hex occupied by another ! 52: friendly unit on its last turn, although it can move through a friendly hex on ! 53: its way elsewhere. ! 54: Moving through the hex occupied by the Ogre is an attempt to ram the Ogre. ! 55: This reduces the Ogre's treads by some amount, and destroys the unit. ! 56: .PP ! 57: 4) You now fire all your vehicles in range at designated targets on the Ogre. ! 58: The following commands are used: ! 59: .TP ! 60: .B m ! 61: fire at missiles ! 62: .TP ! 63: .B b ! 64: fire at main batteries ! 65: .TP ! 66: .B s ! 67: fire at secondary batteries ! 68: .TP ! 69: .B a ! 70: fire at anti-personnel guns ! 71: .TP ! 72: .B t ! 73: fire at treads ! 74: .PP ! 75: The odds of destroying the target are displayed, but no action is taken ! 76: until 'r' is used, or until you run out of attack points (except for attacks on ! 77: treads \- see below). ! 78: (In the odds display, '+' means a sure thing.) ! 79: .TP ! 80: .B p ! 81: Pass. ! 82: The unit is passed over, and given the opportunity to fire later. ! 83: .TP ! 84: .B r ! 85: resolve all allocations so far, and display the results. ! 86: This is implied by 't', as tread attacks cannot be grouped. ! 87: A resolve is done automatically when you run out of attacking units. ! 88: .PP ! 89: 5) Second movement phase for GEVs. ! 90: Just like step 3, except that only GEVs can move. ! 91: .PP ! 92: 6) The Ogre moves. ! 93: If it runs over any of your units, they are damaged or destroyed. ! 94: .PP ! 95: 7) The Ogre fires at all units in range. ! 96: Destroyed units are removed from the map. ! 97: Disabled units are displayed in lower case, and may not move or fire until the ! 98: end of the NEXT Ogre attack. ! 99: .PP ! 100: Steps 3 through 7 are repeated until either ! 101: a) the Ogre has no movement points left, in which case you win, or ! 102: b) your command post is destroyed, in which case the Ogre wins. ! 103: .SH MISCELLANEOUS ! 104: .PP ! 105: The display "a/r Dd Mm" means the unit concerned attacks at a, at range r, ! 106: defends at d, and moves m hexes per turn. ! 107: .PP ! 108: The Ogre by default is a Mark III. ! 109: An argument of '5' on the command line makes it a Mark V, and gives you more ! 110: armor points. ! 111: .PP ! 112: The game can be interrupted at any point with a control-C. ! 113: There's now no way to restart. ! 114: .PP ! 115: The paper game is copyright (c) 1977 by Steve Jackson. ! 116: This computer implementation is copyright (c) 1984 by Michael Caplinger. ! 117: .SH AUTHOR ! 118: Michael Caplinger, Rice University ([email protected]), from a Microgame of the ! 119: same name published by Metagaming of Austin, Texas, and written by Steve ! 120: Jackson. ! 121: This implementation is not authorized in any way by Mr. Jackson, and should not ! 122: be sold for profit. ! 123: .SH SEE ALSO ! 124: .IR termcap (5) ! 125: .SH BUGS ! 126: .PP ! 127: The Ogre sometimes gets confused and doesn't know where to go, so it oscillates ! 128: from one hex to another, and then back.
This archive runs on limited infrastructure. Preserving old code on modern bandwidth. Automated agents are requested to crawl responsibly.