Annotation of researchv10dc/man/mana/ogre.6, revision 1.1.1.1

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.

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