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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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