This document provides an overview of the game Ogre and its components. It includes summaries of the basic and advanced scenarios which involve an attacking Ogre battling defending armor units to destroy a command post. The basic scenario has a single Mark III Ogre attacking a defense with 20 attack points of infantry and 12 armor units. The advanced scenario increases the defense to 30 infantry and 20 armor while using a more powerful Mark V Ogre. The document also outlines the map features, unit counters, turn sequence, movement and combat rules.
This document provides the rules and questions for a 1337 quiz game with 40 questions and 1 voice chat round. Players cannot use Google or hack during the game, and the admin's decision is final. The game was inspired by the creator's sister crying suddenly. The questions cover identifying games like Halo, Duck Hunt, Contra, identifying the Daigo vs Wong Street Fighter moment, and games/companies like Assassin's Creed, Pokemon, Starcraft 2, Diablo 2, World of Warcraft and Blizzard.
The document proposes a concept for a Metroid game that would take place on a massive abandoned alien warship that has entered a parallel dimension. Samus awakens on the ship and discovers that its AI has gone rogue and intends to assimilate abilities from bounty hunters like Samus to perfect its alien inhabitants for conquering other planets. Samus must navigate through different areas of the ship that have unusual gravity and physics due to being in another dimension, defeat robotic enemies created by the AI, and shut down systems on the ship to prevent it from reaching its target planet before ultimately confronting and destroying the rogue AI. The document outlines various sections of the ship Samus would explore and scan-based puzzles she would solve,
Join in an in-depth look at Crash and Coco Bandicoot from the Crash Bandicoot series in this new presentation!
Welcome to this series where I do character concept for Smash Bros Ultimate on PowerPoint.
*There are some gifs, transitions and songs on this PowerPoint do I advise for those to download it for those who want to view the gifs, transitions and songs*
Extra Images - https://drive.google.com/drive/folders/1HCAO8aBat-WU8Rtt4JZCIxpN3O-XOd-Y?usp=sharing
This document provides a history of video games organized by generation. It describes the key consoles and games from each generation, beginning with early games like Ping Pong in 1958. The first generation of consoles included the Magnavox Odyssey and games without changeable media. Subsequent generations saw the introduction of microprocessors, cartridges, color graphics, 3D graphics and modern consoles. Each new generation brought technological improvements and popular franchises.
The document provides a history of arcade and console gaming from the 1970s to present day. It discusses the origins of coin-operated arcade games in the 1970s with titles like Pong. Arcades grew popular in the 1980s with games like Space Invaders and Pac-Man. Home consoles also emerged but declined after the 1983 crash. Modern arcades cater to niche audiences while emulators allow playing classic arcade titles at home. The document outlines eight generations of home consoles from the Magnavox Odyssey to modern systems.
This document discusses video game genres and influential game designers known as auteurs. It outlines common genres such as action, shooter, adventure, role-playing, strategy and others. For each genre, it provides examples of subgenres and influential auteurs who helped define many of the most popular franchises within that genre such as Shigeru Miyamoto for action-adventure games like Legend of Zelda, the Miller brothers for the adventure game Myst, Will Wright for life simulations like The Sims, and Sid Meier for strategy games like Civilization.
This document provides the rules and questions for a 1337 quiz game with 40 questions and 1 voice chat round. Players cannot use Google or hack during the game, and the admin's decision is final. The game was inspired by the creator's sister crying suddenly. The questions cover identifying games like Halo, Duck Hunt, Contra, identifying the Daigo vs Wong Street Fighter moment, and games/companies like Assassin's Creed, Pokemon, Starcraft 2, Diablo 2, World of Warcraft and Blizzard.
The document proposes a concept for a Metroid game that would take place on a massive abandoned alien warship that has entered a parallel dimension. Samus awakens on the ship and discovers that its AI has gone rogue and intends to assimilate abilities from bounty hunters like Samus to perfect its alien inhabitants for conquering other planets. Samus must navigate through different areas of the ship that have unusual gravity and physics due to being in another dimension, defeat robotic enemies created by the AI, and shut down systems on the ship to prevent it from reaching its target planet before ultimately confronting and destroying the rogue AI. The document outlines various sections of the ship Samus would explore and scan-based puzzles she would solve,
Join in an in-depth look at Crash and Coco Bandicoot from the Crash Bandicoot series in this new presentation!
Welcome to this series where I do character concept for Smash Bros Ultimate on PowerPoint.
*There are some gifs, transitions and songs on this PowerPoint do I advise for those to download it for those who want to view the gifs, transitions and songs*
Extra Images - https://drive.google.com/drive/folders/1HCAO8aBat-WU8Rtt4JZCIxpN3O-XOd-Y?usp=sharing
This document provides a history of video games organized by generation. It describes the key consoles and games from each generation, beginning with early games like Ping Pong in 1958. The first generation of consoles included the Magnavox Odyssey and games without changeable media. Subsequent generations saw the introduction of microprocessors, cartridges, color graphics, 3D graphics and modern consoles. Each new generation brought technological improvements and popular franchises.
The document provides a history of arcade and console gaming from the 1970s to present day. It discusses the origins of coin-operated arcade games in the 1970s with titles like Pong. Arcades grew popular in the 1980s with games like Space Invaders and Pac-Man. Home consoles also emerged but declined after the 1983 crash. Modern arcades cater to niche audiences while emulators allow playing classic arcade titles at home. The document outlines eight generations of home consoles from the Magnavox Odyssey to modern systems.
This document discusses video game genres and influential game designers known as auteurs. It outlines common genres such as action, shooter, adventure, role-playing, strategy and others. For each genre, it provides examples of subgenres and influential auteurs who helped define many of the most popular franchises within that genre such as Shigeru Miyamoto for action-adventure games like Legend of Zelda, the Miller brothers for the adventure game Myst, Will Wright for life simulations like The Sims, and Sid Meier for strategy games like Civilization.
The document describes a tournament adventure for Dungeon Crawl Classics RPG where players take on level-0 characters and compete to survive the most encounters. The adventure takes place in a village overrun by the undead. PCs must work together to deactivate magical barriers dividing the village sections by defeating zombie threats in each area. Survival is the goal as characters will die and be replaced by new level-0 characters.
This document provides information about the Transformers franchise, including its origins, key characters, and history. It discusses how Transformers began as a toy line in the 1980s and expanded to include animated series, comics, films, and games. The first section focuses on the original Generation 1 continuity, describing main Autobots like Optimus Prime, Jazz, and Skyfire, as well as Decepticons led by Megatron. Later sections cover subsequent series like Beast Wars and key characters such as Rodimus Prime, Galvatron, and Star Saber. The document also includes images of classic Transformers toys and characters.
The document summarizes a proposed board game called Winter King. It is a battle royale style game for 4 players where each player controls a mage character. The goal is to be the last player standing within 28 turns. Each mage has unique spells and abilities, but using spells comes at a cost called a "price" that provides strategic risks. If no one wins in 28 turns, a powerful enemy called the Winter King spawns and the goal becomes defeating it. The game is meant to appeal to fans of fantasy and more complex board games. Detailed rules are provided around turns, movement, character stats, spells, shops, and the game board layout.
The document discusses the history and evolution of the first-person shooter (FPS) genre from its earliest beginnings in the 1970s to modern times. It outlines several key developments and influential games: Wolfenstein 3D (1992) established the template for the genre; Doom (1993) reinvented FPS games; Quake (1996) further advanced 3D graphics and popularized online multiplayer; Half-Life (1998) also reinvented the genre and emphasized narrative; more recent influential FPS titles include Call of Duty 4: Modern Warfare (2007) and Bioshock (2007). The genre has grown to become one of the most popular in gaming due to these seminal titles.
Sonic the hedgehog is a blue hedgehog created by Sega to compete with Nintendo's Mario franchise. His greatest ability is super speed which he uses to defeat the villain Dr. Eggman. He became a popular character appealing to children.
Super Mario is the main character in the 1985 platforming video game of the same name developed by Nintendo. In the game, the player controls Mario as he travels through the Mushroom Kingdom to rescue Princess Toadstool from Bowser. It had many levels to play through.
Pokémon is a media franchise created by Satoshi Tajiri in 1996 involving capturing and training creatures called Pokémon. It started as a pair of Game Boy role-playing games and
The document provides information on various aspects of the game Sniper Elite 3, including:
1) Objects that can be collected include ammunition and grenades found around the map, as well as enemy weapons. The architecture includes detailed buildings, trees, rocks, and sandbags that can be used for stealth or cover. The terrain includes any ground surfaces or structures that can be stood on.
2) The main playable character is Karl Fairbourne, an expert sniper. Non-playable characters populate the map and will alert others if spotted. Cut scenes advance the story but do not provide much context between missions.
3) The game has a third-person perspective but switches to first-person for sniping
Sniper Elite 3 is a third-person shooter video game set in World War 2. The player controls a sniper named Karl Fairburne on missions behind enemy lines in North Africa. The game focuses on stealth and long-range sniping. It features open-ended levels with multiple objectives. Collectibles and challenges provide incentives for replay. The game includes a multiplayer mode in addition to the single player campaign.
The Transformers is an animated television series from 1984-1987 about a war between giant robots called Autobots and Decepticons that can transform into vehicles and objects. The series was based on a line of transforming toys created by Takara in Japan and brought to the US by Hasbro. It featured many new characters in each season and a 1986 movie that advanced the story significantly, killing off many original characters and introducing new ones. The series continued the story of the robot war on Earth between the Autobots and Decepticons across 5 seasons and 85 episodes, adapting the characters and storylines from the original toylines.
The document provides an introduction to the post-apocalyptic adventure board game Armatage. Players take on the role of squads surviving on a scorched Earth following a solar event. Squads include Orks, Red Orks, Hellfire Demons, and the Imperial Guard. The document contains squad descriptions and stats, an overview of game mechanics like movement, combat, looting and weather, and tables for various in-game random events.
Steam is a digital distribution platform that offers over 3,500 games. It allows players to connect with friends, join communities, and play games on PC, Mac or Linux. Popular free-to-play games on Steam include Defense of the Ancients 2 (DOTA 2), Warframe, and Team Fortress 2. Warframe is a co-op third person shooter where players take on the role of a space ninja, while DOTA 2 is a multiplayer online battle arena game with over 100 playable heroes. Steam regularly updates games with new features, like the addition of a new quest, tileset, and playable warframe called Ivara in Warframe.
This document provides errata and clarifications for cards in the A Game of Thrones LCG. It summarizes errata for over 100 individual cards across multiple card sets. It also provides the most up to date rules clarifications and answers to frequently asked questions. The document is the official source for how the game and specific cards are intended to be played in tournaments.
The 1980s saw major developments in the video game industry, dominated by Nintendo and Sega. Notable events included the 1983 crash, caused by poor Atari 2600 adaptations of Pac-Man and E.T. that flooded the market. The NES revived the industry in 1985, becoming a massive success due to games like Super Mario Bros. New consoles like the Famicom, Master System and Genesis were released, and genres like platformers, RPGs and fighters emerged.
This document provides an overview of how computers play chess. It begins with a brief history of chess and then discusses the core modules that make up chess programs, including board representation, legal move generation, and evaluation functions. The document outlines some of the early research in computer chess from the 1940s onward and key developments like Deep Blue defeating Garry Kasparov in 1997. It explains that while brute force methods cannot solve chess, programs use heuristics and algorithms with evaluation functions to selectively evaluate moves. Overall, the document gives a high-level introduction to the basic components and evolution of computer chess programs.
Corpse Party is a horror adventure game with role-playing elements played from a top-down perspective. Players explore a haunted school to find a means of escape while avoiding enemies. The game has multiple chapters and endings determined by players' decisions.
Shovel Knight is a 2D side-scrolling platform game featuring 8-bit graphics. Players control Shovel Knight to attack enemies and dig up treasures. The story involves Shovel Knight rescuing his companion Shield Knight from the evil Enchantress.
Mega Man X uses the same run-and-gun gameplay as previous Mega Man games but with added abilities and options for the SNES. Players select eight stages to battle boss Mavericks,
"Modeling History with Photoshop" Squadron 2009 Eagle Quest Presentation Konley Kelley
The document provides an overview of how Photoshop can be used to create historical dioramas combining scale models and digital backgrounds and elements. It discusses Photoshop tools and techniques for compositing models, adding special effects, and cloning models. Examples shown include dioramas depicting famous aerial battles and aircraft modeled in scales ranging from 1:48 to 1:700, with backgrounds from photos or 3D software.
The document is a collection of songs and poems about Easter and bunnies. It includes lyrics about the Easter Bunny hopping and bringing treats, a song about a little bunny eating a carrot, and an Italian phrase wishing everyone a happy Easter. It also contains the lyrics to "Bunny Pokey" which describes bunny body parts going in and out to the tune of "Hokey Pokey."
The document analyzes common elements of album packaging designs such as digipaks. It notes that most designs prominently feature a close-up portrait of the artist to make them recognizable. They also usually display the artist's name in bold text to connect the name to the artist. Additionally, album titles are included to differentiate each release while relating to the music contained. Other standard elements include barcodes for identification, track listings, company logos and copyright information. The conclusion states that successful album designs attract audiences with bold, eye-catching elements focused on the artist to build their star image and reputation.
This document outlines several key employment laws in the UK. It discusses requirements for health and safety compliance, including safe equipment and risk assessments. It also covers equal opportunities regulations that prohibit discrimination based on attributes like age, gender, and race. Additionally, it mentions employment equality laws regarding age discrimination, minimum wage, and retirement age. Employers liability insurance is also noted as protecting employers in cases of work-related injury or illness. Finally, it outlines various employee rights around wages, leave, unions, and compensation that should be included in workplace contracts and conditions.
El documento habla sobre el apagón analógico en México, que ocurrirá el 31 de diciembre de 2015. Esto marcará el fin de las transmisiones analógicas convencionales y dará paso a la televisión digital terrestre. La televisión digital ofrece ventajas como costos más bajos y mejor recepción con antenas interiores. Aunque no es necesario cambiar de televisión, se recomienda una televisión actual para aprovechar al máximo la alta definición y mejor experiencia audiovisual que ofrece la tele
The document describes a study to develop a suitable method for detecting chlorpyrifos pesticide residues in soil, water, and vegetables. Three extraction methods using different solvent mixtures were tested on spiked samples and controls. High performance liquid chromatography (HPLC) was used for analysis. The method using a hexane and diethyl ether solvent mixture produced the highest recoveries of 83.9% for water, 92% for vegetables, and 86.5% for soil and was identified as the best detection method. The study provides a potential method for detecting chlorpyrifos residues that could be used for further pesticide research in Bangladesh.
The document describes a tournament adventure for Dungeon Crawl Classics RPG where players take on level-0 characters and compete to survive the most encounters. The adventure takes place in a village overrun by the undead. PCs must work together to deactivate magical barriers dividing the village sections by defeating zombie threats in each area. Survival is the goal as characters will die and be replaced by new level-0 characters.
This document provides information about the Transformers franchise, including its origins, key characters, and history. It discusses how Transformers began as a toy line in the 1980s and expanded to include animated series, comics, films, and games. The first section focuses on the original Generation 1 continuity, describing main Autobots like Optimus Prime, Jazz, and Skyfire, as well as Decepticons led by Megatron. Later sections cover subsequent series like Beast Wars and key characters such as Rodimus Prime, Galvatron, and Star Saber. The document also includes images of classic Transformers toys and characters.
The document summarizes a proposed board game called Winter King. It is a battle royale style game for 4 players where each player controls a mage character. The goal is to be the last player standing within 28 turns. Each mage has unique spells and abilities, but using spells comes at a cost called a "price" that provides strategic risks. If no one wins in 28 turns, a powerful enemy called the Winter King spawns and the goal becomes defeating it. The game is meant to appeal to fans of fantasy and more complex board games. Detailed rules are provided around turns, movement, character stats, spells, shops, and the game board layout.
The document discusses the history and evolution of the first-person shooter (FPS) genre from its earliest beginnings in the 1970s to modern times. It outlines several key developments and influential games: Wolfenstein 3D (1992) established the template for the genre; Doom (1993) reinvented FPS games; Quake (1996) further advanced 3D graphics and popularized online multiplayer; Half-Life (1998) also reinvented the genre and emphasized narrative; more recent influential FPS titles include Call of Duty 4: Modern Warfare (2007) and Bioshock (2007). The genre has grown to become one of the most popular in gaming due to these seminal titles.
Sonic the hedgehog is a blue hedgehog created by Sega to compete with Nintendo's Mario franchise. His greatest ability is super speed which he uses to defeat the villain Dr. Eggman. He became a popular character appealing to children.
Super Mario is the main character in the 1985 platforming video game of the same name developed by Nintendo. In the game, the player controls Mario as he travels through the Mushroom Kingdom to rescue Princess Toadstool from Bowser. It had many levels to play through.
Pokémon is a media franchise created by Satoshi Tajiri in 1996 involving capturing and training creatures called Pokémon. It started as a pair of Game Boy role-playing games and
The document provides information on various aspects of the game Sniper Elite 3, including:
1) Objects that can be collected include ammunition and grenades found around the map, as well as enemy weapons. The architecture includes detailed buildings, trees, rocks, and sandbags that can be used for stealth or cover. The terrain includes any ground surfaces or structures that can be stood on.
2) The main playable character is Karl Fairbourne, an expert sniper. Non-playable characters populate the map and will alert others if spotted. Cut scenes advance the story but do not provide much context between missions.
3) The game has a third-person perspective but switches to first-person for sniping
Sniper Elite 3 is a third-person shooter video game set in World War 2. The player controls a sniper named Karl Fairburne on missions behind enemy lines in North Africa. The game focuses on stealth and long-range sniping. It features open-ended levels with multiple objectives. Collectibles and challenges provide incentives for replay. The game includes a multiplayer mode in addition to the single player campaign.
The Transformers is an animated television series from 1984-1987 about a war between giant robots called Autobots and Decepticons that can transform into vehicles and objects. The series was based on a line of transforming toys created by Takara in Japan and brought to the US by Hasbro. It featured many new characters in each season and a 1986 movie that advanced the story significantly, killing off many original characters and introducing new ones. The series continued the story of the robot war on Earth between the Autobots and Decepticons across 5 seasons and 85 episodes, adapting the characters and storylines from the original toylines.
The document provides an introduction to the post-apocalyptic adventure board game Armatage. Players take on the role of squads surviving on a scorched Earth following a solar event. Squads include Orks, Red Orks, Hellfire Demons, and the Imperial Guard. The document contains squad descriptions and stats, an overview of game mechanics like movement, combat, looting and weather, and tables for various in-game random events.
Steam is a digital distribution platform that offers over 3,500 games. It allows players to connect with friends, join communities, and play games on PC, Mac or Linux. Popular free-to-play games on Steam include Defense of the Ancients 2 (DOTA 2), Warframe, and Team Fortress 2. Warframe is a co-op third person shooter where players take on the role of a space ninja, while DOTA 2 is a multiplayer online battle arena game with over 100 playable heroes. Steam regularly updates games with new features, like the addition of a new quest, tileset, and playable warframe called Ivara in Warframe.
This document provides errata and clarifications for cards in the A Game of Thrones LCG. It summarizes errata for over 100 individual cards across multiple card sets. It also provides the most up to date rules clarifications and answers to frequently asked questions. The document is the official source for how the game and specific cards are intended to be played in tournaments.
The 1980s saw major developments in the video game industry, dominated by Nintendo and Sega. Notable events included the 1983 crash, caused by poor Atari 2600 adaptations of Pac-Man and E.T. that flooded the market. The NES revived the industry in 1985, becoming a massive success due to games like Super Mario Bros. New consoles like the Famicom, Master System and Genesis were released, and genres like platformers, RPGs and fighters emerged.
This document provides an overview of how computers play chess. It begins with a brief history of chess and then discusses the core modules that make up chess programs, including board representation, legal move generation, and evaluation functions. The document outlines some of the early research in computer chess from the 1940s onward and key developments like Deep Blue defeating Garry Kasparov in 1997. It explains that while brute force methods cannot solve chess, programs use heuristics and algorithms with evaluation functions to selectively evaluate moves. Overall, the document gives a high-level introduction to the basic components and evolution of computer chess programs.
Corpse Party is a horror adventure game with role-playing elements played from a top-down perspective. Players explore a haunted school to find a means of escape while avoiding enemies. The game has multiple chapters and endings determined by players' decisions.
Shovel Knight is a 2D side-scrolling platform game featuring 8-bit graphics. Players control Shovel Knight to attack enemies and dig up treasures. The story involves Shovel Knight rescuing his companion Shield Knight from the evil Enchantress.
Mega Man X uses the same run-and-gun gameplay as previous Mega Man games but with added abilities and options for the SNES. Players select eight stages to battle boss Mavericks,
"Modeling History with Photoshop" Squadron 2009 Eagle Quest Presentation Konley Kelley
The document provides an overview of how Photoshop can be used to create historical dioramas combining scale models and digital backgrounds and elements. It discusses Photoshop tools and techniques for compositing models, adding special effects, and cloning models. Examples shown include dioramas depicting famous aerial battles and aircraft modeled in scales ranging from 1:48 to 1:700, with backgrounds from photos or 3D software.
The document is a collection of songs and poems about Easter and bunnies. It includes lyrics about the Easter Bunny hopping and bringing treats, a song about a little bunny eating a carrot, and an Italian phrase wishing everyone a happy Easter. It also contains the lyrics to "Bunny Pokey" which describes bunny body parts going in and out to the tune of "Hokey Pokey."
The document analyzes common elements of album packaging designs such as digipaks. It notes that most designs prominently feature a close-up portrait of the artist to make them recognizable. They also usually display the artist's name in bold text to connect the name to the artist. Additionally, album titles are included to differentiate each release while relating to the music contained. Other standard elements include barcodes for identification, track listings, company logos and copyright information. The conclusion states that successful album designs attract audiences with bold, eye-catching elements focused on the artist to build their star image and reputation.
This document outlines several key employment laws in the UK. It discusses requirements for health and safety compliance, including safe equipment and risk assessments. It also covers equal opportunities regulations that prohibit discrimination based on attributes like age, gender, and race. Additionally, it mentions employment equality laws regarding age discrimination, minimum wage, and retirement age. Employers liability insurance is also noted as protecting employers in cases of work-related injury or illness. Finally, it outlines various employee rights around wages, leave, unions, and compensation that should be included in workplace contracts and conditions.
El documento habla sobre el apagón analógico en México, que ocurrirá el 31 de diciembre de 2015. Esto marcará el fin de las transmisiones analógicas convencionales y dará paso a la televisión digital terrestre. La televisión digital ofrece ventajas como costos más bajos y mejor recepción con antenas interiores. Aunque no es necesario cambiar de televisión, se recomienda una televisión actual para aprovechar al máximo la alta definición y mejor experiencia audiovisual que ofrece la tele
The document describes a study to develop a suitable method for detecting chlorpyrifos pesticide residues in soil, water, and vegetables. Three extraction methods using different solvent mixtures were tested on spiked samples and controls. High performance liquid chromatography (HPLC) was used for analysis. The method using a hexane and diethyl ether solvent mixture produced the highest recoveries of 83.9% for water, 92% for vegetables, and 86.5% for soil and was identified as the best detection method. The study provides a potential method for detecting chlorpyrifos residues that could be used for further pesticide research in Bangladesh.
The document is a creative brief for an advertising campaign by the National Park Foundation. It aims to raise awareness of domestic travel opportunities supported by the NPF among budget-conscious millennial explorers aged 25-30. Research found this group is interested in travel but hesitant to plan major trips due to work and budget constraints. The brief selects this target and plans to appeal to their wanderlust for spontaneous adventures by highlighting the new experiences available through national parks.
The document provides an overview of Allen Edmonds' brand and marketing strategy, as well as research conducted on their target audience and consumer journey for dress shoe purchases. It details Allen Edmonds' history, describes their current brand image and advertising approach. Competitors are identified and the target audience of millennial men is defined. A multi-step consumer journey is outlined, along with key touchpoints where Allen Edmonds can interact with consumers at different stages. Recommendations are made on enhancing various touchpoints.
These are instructions for taking Keto//OS. As you may notice it says it is not a weight loss system. Therapeutic ketones have many proven beneficial effects on the body, including improvement on neurological disorders, metabolic syndrome, pain management, fitness and weight lifting, and more. One other beneficial use is weight loss, especially when making the ketogenic diet much easier. Find out more about Keto//OS here: http://GetInsideLook.com
Contact me at:
DebsBodyCare@gmail.com
Level design and devlopment part 1 introduction to level designDurgesh Pandey
Topic covered:
What is game and video game
History of video game
Game genre
Who makes this stuff?
It is all about idea
Level design introduction
Level design principles
Layouts
Level design process
Pitfalls of level design
The document provides a history of pixel art games from their origins in the 1970s through to the modern day. It discusses the early years of pixel art from 1972-1983 when technological limitations meant games could only render a few hundred pixels. It then outlines different eras of pixel art as graphics capabilities advanced, including the 8-bit era from 1983-1987, the 16-bit era from 1987-1993, and the decline of pixel art from 1993-2006 as 3D graphics became more popular. However, it notes that pixel art saw a resurgence in popularity from 2006 onward with the success of games like Stardew Valley and Minecraft that utilized the art style.
The document discusses the history and impact of the ZX Spectrum home computer and the seminal space trading game Elite. It describes the ZX Spectrum's launch in 1982 as the first computer under £100, its specifications and peripherals. Though not initially intended for games, it became a hugely popular gaming platform, inspiring over 24,000 titles. Elite was a breakthrough 1984 game for the BBC Micro that defined the space flight simulation genre and influenced online worlds. Its sequel Elite: Dangerous recently achieved record funding on Kickstarter.
This paper explores how advancing military technology has gradually removed humans from warfare by dehumanizing the process. As technology evolves, weapons become more advanced and indirect, distancing soldiers from the human impact of killing. Guns are developing new automated and explosive capabilities. Chemical weapons were devastating in World War I and militaries planned to use bombers to spray cities. Future technologies like robots, drones, and autonomous weapons further reduce the human role in war, making individuals insignificant against powerful machines of war. The human element is eroding from warfare as technology races ahead.
This booklet covers the basic rules of how to play Tide of Iron, from the sequence of play to the detailed procedures for resolving combat. The Next Wave edition of the Rules of Play has been updated all the current FAQ and errata. Also, several sections have been revised for clarity and ease of use, particularly those covering assault attacks and Op Fire.
To download your own copy, visit http://1agames.com/tide-of-iron-next-wave-downloads/
The history of video games began in the late 1940s with early missile defense systems that were later adapted into simple games. In the 1950s and 1960s, more computer games were developed on mainframe computers. In 1958, Tennis for Two was created using an oscilloscope and was one of the first electronic video games. Spacewar, created in 1961, was influential as one of the earliest computer games. In the 1970s, arcade video games became popular with the release of games like Computer Space and Galaxy Game. The golden age of arcade games began in the late 1970s with the success of Space Invaders. Early home consoles also emerged in this period including the Magnavox Odyssey and the Atari 2600.
This document provides a timeline of the major developments in game platforms, from arcade games in the 1970s to modern consoles. It outlines the rise of arcade games with titles like Pong and Space Invaders. Early home consoles included the Magnavox Odyssey and Atari 2600. The timeline then covers the major generations of home video game consoles from the 1980s onward, including the NES, SNES, PlayStation and Xbox, highlighting the key consoles and games that defined each generation. It concludes with details about current 8th generation consoles like the PS4 and Xbox One.
Strategy games have evolved over thousands of years, from ancient games like Go and Checkers to modern computer games. Key developments include the emergence of real-time strategy games in the 1980s and 1990s with titles like Dune 2 and Warcraft, and the growth of different strategy genres on PC in the 2000s including 4X, turn-based, and real-time games like Civilization, Total War, and Company of Heroes. Console strategy has also advanced with games attempting to bring the RTS genre to consoles starting in the 2000s.
The document provides a timeline and overview of the arcade and console gaming eras from the 1970s to present. It discusses the origins of coin-operated arcade games in the 1970s with titles like Pong. Arcades grew popular in the late 1970s and 1980s before declining with the rise of home consoles and online gaming. Early consoles included the Magnavox Odyssey and the various generations saw innovations from Atari, Nintendo, and Sega. While arcades remain niche today, emulators allow playing of classic arcade titles at home.
Have Some Problems With Article Writing Format LeMaria Campanita
The document provides instructions for requesting writing assistance from HelpWriting.net, including creating an account, completing an order form with instructions and deadlines, and reviewing bids from writers to select one and place a deposit. It notes the site uses a bidding system and guarantees original, high-quality content while allowing for free revisions to ensure customer satisfaction.
Assassin's Creed III is a 2012 action-adventure video game developed by Ubisoft Montreal and published by Ubisoft. It is set during the American Revolutionary War and follows Connor, a Native American Assassin. Ubisoft aimed to appeal to mainstream audiences with the popular setting. The open world design allows players to explore cities and sail on a ship. It launched with an extensive marketing campaign including trailers, pre-order bonuses, and special editions to maximize sales. Assassin's Creed III became the best selling game in the series and had record breaking pre-orders for Ubisoft.
Assassin's Creed III is a 2012 action-adventure video game set during the American Revolutionary War. It was developed and published by Ubisoft and released on multiple platforms. The game follows Desmond Miles who relives the memories of his ancestor Ratonhnhaké:ton, also known as Connor, an assassin who fights the Templars during the 18th century in the American colonies. Ubisoft launched an extensive marketing campaign to promote the game, including staggered releases across platforms, numerous special editions, pre-order bonuses, and downloadable content. The game became a major commercial success, breaking several sales records as one of Ubisoft's best-selling games.
1. The document contains a quiz with 26 multiple choice questions covering topics such as literature, history, science, and pop culture.
2. The questions require identifying themes, connecting ideas, filling in blanks, and guessing meanings based on context clues.
3. The quiz tests a wide range of knowledge and encourages critical thinking to make inferences and connections across different subject areas.
The document outlines a proposal for a real-time strategy (RTS) game that draws inspiration from Command & Conquer, Civilization, and Factorio. The game would involve building bases, gathering resources, researching technologies, and battling other players or AI opponents across land, sea, and air. Detailed mechanics are proposed for unit movement, targeting, damage modeling, fog of war, procedural map generation, and multiplayer/single-player modes. The goal is to create a realistic and balanced RTS experience that captures elements of both macro-scale civilization building and micro-scale tactical combat.
History of Games: From Dice to ComputersRoger Smith
This is a history of the evolution of games beginning with dice and proceeding to computer games. It was created for a military simulation and serious games audience, so has that specific bias.
Because of the heavy use of graphics, it is a very large file - about 67MB. I am sharing it for others to use as an educational resource.
The document discusses the importance of integrating technology into the armed forces and provides examples of how military technological advancements have impacted strategies and led to societal benefits. It notes that while superior technology is important for victory, incremental improvements combined with strategies are more often what contribute to success. Examples are given showing how technologies like aircraft, guns, tanks, and computers were improved over time and influenced strategies during wars. The document also outlines how many modern innovations like GPS, duct tape, and the internet originated from military research and development efforts.
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At 28, Brianna Coppage left her teaching career to become an OnlyFans content creator. This bold move into digital entrepreneurship allowed her to harness her creativity and build a new identity. Brianna's experience highlights the intersection of technology and personal branding in today's economy.
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The Unbelievable Tale of Dwayne Johnson Kidnapping: A Riveting Sagagreendigital
Introduction
The notion of Dwayne Johnson kidnapping seems straight out of a Hollywood thriller. Dwayne "The Rock" Johnson, known for his larger-than-life persona, immense popularity. and action-packed filmography, is the last person anyone would envision being a victim of kidnapping. Yet, the bizarre and riveting tale of such an incident, filled with twists and turns. has captured the imagination of many. In this article, we delve into the intricate details of this astonishing event. exploring every aspect, from the dramatic rescue operation to the aftermath and the lessons learned.
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The Origins of the Dwayne Johnson Kidnapping Saga
Dwayne Johnson: A Brief Background
Before discussing the specifics of the kidnapping. it is crucial to understand who Dwayne Johnson is and why his kidnapping would be so significant. Born May 2, 1972, Dwayne Douglas Johnson is an American actor, producer, businessman. and former professional wrestler. Known by his ring name, "The Rock," he gained fame in the World Wrestling Federation (WWF, now WWE) before transitioning to a successful career in Hollywood.
Johnson's filmography includes blockbuster hits such as "The Fast and the Furious" series, "Jumanji," "Moana," and "San Andreas." His charismatic personality, impressive physique. and action-star status have made him a beloved figure worldwide. Thus, the news of his kidnapping would send shockwaves across the globe.
Setting the Scene: The Day of the Kidnapping
The incident of Dwayne Johnson's kidnapping began on an ordinary day. Johnson was filming his latest high-octane action film set to break box office records. The location was a remote yet scenic area. chosen for its rugged terrain and breathtaking vistas. perfect for the film's climactic scenes.
But, beneath the veneer of normalcy, a sinister plot was unfolding. Unbeknownst to Johnson and his team, a group of criminals had planned his abduction. hoping to leverage his celebrity status for a hefty ransom. The stage was set for an event that would soon dominate worldwide headlines and social media feeds.
The Abduction: Unfolding the Dwayne Johnson Kidnapping
The Moment of Capture
On the day of the kidnapping, everything seemed to be proceeding as usual on set. Johnson and his co-stars and crew were engrossed in shooting a particularly demanding scene. As the day wore on, the production team took a short break. providing the kidnappers with the perfect opportunity to strike.
The abduction was executed with military precision. A group of masked men, armed and organized, infiltrated the set. They created chaos, taking advantage of the confusion to isolate Johnson. Johnson was outnumbered and caught off guard despite his formidable strength and fighting skills. The kidnappers overpowered him, bundled him into a waiting vehicle. and sped away, leaving everyone on set in a state of shock and disbelief.
The Immediate Aftermath
The immediate aftermath of the Dwayne Johnson kidnappin
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Early Life and Backgrounds
Orpah Winfrey: From Humble Beginnings to Media Mogul
Orpah Winfrey, often known as Oprah due to a misspelling on her birth certificate. was born on January 29, 1954, in Kosciusko, Mississippi. Raised in poverty by her grandmother, Winfrey's early life was marked by hardship and adversity. Despite these challenges. she demonstrated a keen intellect and an early talent for public speaking.
Winfrey's journey to success began with a scholarship to Tennessee State University. where she studied communication. Her first job in media was as a co-anchor for the local evening news in Nashville. This role paved the way for her eventual transition to talk show hosting. where she found her true calling.
Dwayne Johnson: From Wrestling Royalty to Hollywood Superstar
Dwayne Johnson, also known by his ring name "The Rock," was born on May 2, 1972, in Hayward, California. He comes from a family of professional wrestlers, with both his father, Rocky Johnson. and his grandfather, Peter Maivia, being notable figures in the wrestling world. Johnson's early life was spent moving between New Zealand and the United States. experiencing a variety of cultural influences.
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Career Milestones
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In the early 20
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2. Online Resources
The Ogre website at ogre.sjgames.com includes:
• News and forums.
• Free downloadable play aids, including an
app for mobile devices.
• An Ogre wiki with scenarios, fiction, and
the future history of the world of Ogre.
• A bibliography and ludography of Ogre
releases.
To find other Ogre players,
sign up with the Gamer and Store Finder at
gamerfinder.sjgames.com
Ogre Miniatures
Metal miniatures of some Ogre units, scaled
to fit on the 6th Edition maps, are available
online at www.warehouse23.com. Thanks to
those who backed the Ogre
project on Kickstarter, this
line will continue, and
out-of-print sets
will reappear
in either
metal or
resin.
4. ogre
2
Notes on the Pocket Edition of Ogre
This edition was created in response to popular demand during
the 2012 Kickstarter project. A lot of people missed the version
of the game that you could, literally, carry in your pocket. We
decided to go all the way back to the first edition of Ogre and
keep the game experience the same, with slightly updated rules
and slightly better components. The suggested retail price, when
this edition goes on general sale in 2013, will be the same $2.95
that the first edition cost in 1977.
This edition is formatted like the very first printing of Ogre,
back in 1977. The cover is the original Winchell Chung art, and
the typography is as close as we could get to the original. The
map uses the original ultra-crude designer art. The counters are a
cleaned-up version of my 1977 pasteups, most based on shrunk-
down silhouettes of Winch’s original unit drawings. These are
two-sided; the first printing’s counters were blank on the back.
The rules are not the 1977 version. To take advantage of decades
of play experience, we started with the Fifth Edition rules and
updated a bit more.
We added counters for the variant Command Posts suggested in
the first edition. We fought off the temptation to add any units that
were not mentioned in the original edition. Once you start, where
do you stop?
I hope you like this re-creation of the game that started my
career. It’s been an interesting 35 years.
– Steve Jackson
®
5. 3
PREFACE
Technology governs strategy. The tank-type vehicle, considered
obsolete by the end of the 20th century, ruled the battlefields of
the 21st.
Several factors led to the reappearance of mechanized warfare.
The first, of course, was the development of biphase carbide
armor. Stronger than any steel, it was also so light that even an
air-cushion vehicle could carry several centimeters of protection.
The equivalent of a ton of TNT was needed to breach even this
much BPC armor – which meant that, in practice, nothing less
than a tactical nuclear device was likely to be effective.
Infantry, which had for a time eclipsed the tank, declined in
importance. Although an infantryman could carry and direct a
tactical nuclear missile, he had to be extensively (and expensively)
protected to survive the nuclear battlefield. Thus, the “powered
suit” was developed. Four cm of BPC, jet-equipped, it could
guard a man for about a week (in increasing discomfort) from
shrapnel, background radiation and bio-chem agents. However,
the cost of equipping infantry reduced their value. They were still
more flexible and maneuverable than armor, and now they were
almost as fast – but they were no longer cheaper.
Long-range nuclear missiles, which had been expected to
make a mockery of “conventional” operations, likewise declined
in value as jamming technology and laser countermeasures
improved. Without satellite guidance, no missile could hit a less-
than-city-sized target at more than 30 km – and no combatant
could keep a spy satellite operational for over an hour. Missiles
big enough to carry jam-proof guidance systems were sitting
ducks for the big laser batteries – for, although lasers had proved
too temperamental and fragile for battlefield use, they were fine as
permanent AA units, defending rear areas.
Thus, the tank-type vehicle – fast, heavily armed and armored,
able to break through enemy positions and exploit disorganization
– returned to wide use. And, once again, planners fretted over
priorities. More guns? More armor? More speed? Increase one,
and lose on the others? Increase all, and build fewer units?
Some interesting compromises appeared. The 21st-century
infantryman, especially with the later “heavy powered suit,” was
a tank in his own right, at least by 20th-century standards. The
armed hovercraft or ground effect vehicle (GEV), equipped with
multileaf spring skirts for broken ground, could make 150 kph on
any decent terrain, and nearly 200 on desert or water. Conventional
tanks were slower but tougher. All fired tactical nuclear shells.
6. 4
The ultimate development of the tank-type weapon, though, was
the cybernetic attack vehicle. The original tanks had terrorized
unsophisticated infantry. The cybertanks terrorized everyone,
and with good reason. They were bigger (up to 50 meters), faster
(hovercraft models proved too vulnerable, but atomic-powered
treads moved standard units at 90 kph or better), and more heavily
armed (some had firepower equal to an armor company). And two
to three meters of BPC armor made them nearly unstoppable.What
made the cybertank horrifying, though, was its literal inhumanity.
No crew was carried; each unit was wholly computer-controlled.
Although true mechanical intelligence had existed as early as
2010, and fully autonomous factories and military installations
were in wide use by the middle of the century, the cybertanks
were the earliest independent mobile units – the first true “robots.”
Once the first cybertanks had proved their worth, development
was rapid. The great war machines aroused a terrified sort of
fascination. Human warriors devoutly hoped never to confront
them, and preferred to keep a respectful distance – like several
kilometers – even from friendly ones. They were just too big.
Onefact,morethananything,pointsupthefeelingthatdeveloped
toward the cybertank. Unlike other war vehicles, they were never
called “she.” Friendly units of the speaker’s acquaintance were
“he”; others were “it.” And the term “cybertank” was rarely used.
People had another name for the big war machines – one drawn
from the early Combine units and, before that, from dark myth.
They called them Ogres . . .
1.00 INTRODUCTION
This game includes this rulebook, the map, and 140 two-sided
counters.
1.01 General. In its basic version, Ogre is a two-player game
representing an attack by a cybernetic fighting unit – the Ogre
– on a strategic command post guarded by an armor battalion.
Other scenarios may involve more than two players, and/or
several Ogres. Playing time is between 30 minutes and 1 hour
for the basic game.
1.02 Setup. Before playing Ogre for the first time, read the
rules over once quickly to get the “feel” of the game. Then set
up the map and counters for the basic scenario (below) and go
over the rules again. By reference to the rules, the map, and the
counters, you should be able to resolve any apparent ambiguities.
Once you feel you have fully understood the movement and
combat rules, you can begin play.
7. 5
1.03 Basic (Mark III) Scenario. This represents an Ogre
attack on a heavily-guarded command post. The defense sets up
first. The defending player gets 20 points of attack strength (see
Section 6.02) of infantry, and 12 armor units. Each Howitzer the
defender takes counts as two armor units. These units are set
up in the obstructed area of the map (see Sections 2.01.3 and
2.01.4), as is the command post. In addition, all but 20 attack
strength points of the defender’s force must set up on or behind
a line drawn between the two crater hexes at the map edges. All
units are face-up.
The attacking player takes a single Ogre Mark III and moves
first, entering anywhere on the south end of the map.
Victory conditions are as follows:
• All defending units destroyed: complete Ogre victory.
• Command post destroyed and Ogre escapes from the bottom
of the map: Ogre victory.
• Command post and Ogre destroyed: marginal Ogre victory.
• Command post not destroyed, but Ogre escapes: marginal
defense victory.
• Command post survives, Ogre destroyed: defense victory.
• Command post and at least 30 attack points of defense force
survive: complete defense victory.
1.04 Advanced (Mark V) Scenario. Play is identical to the
basic scenario, except (1) the defense gets 30 points of infantry
and 20 armor units (again, Howitzers count double); (2) all but
40 attack points of this force must set up on or behind the line;
(3) the attacking Ogre is a Mark V; (4) for a total victory, the
defender must destroy the Ogre while preserving his CP and at
least 50 attack points of his force.
HVY tank
8. 6
1.05 Solo Play. Ogre plays very well as a solo game in these
two scenarios – that is, one person can play both sides. With
experience, it is possible to vary strategies; i.e., “programming”
the Ogre to charge straight in (in which case the defending
force should be smaller, for balance) or committing the defense
to a static strategy and using hit-and-run tactics with the Ogre
(in which case the defending force should be enlarged). The
possibilities are unlimited.
1.06 Play Balance. The basic and advanced scenarios, as
well as those in Section 9, have been extensively playtested.
However, the Ogre is easier to “pick up” than the defense for
most players. The balance on both scenarios has been set to take
this into account. In particular, the basic scenario assumes that
both players are new to the game. If both sides use optimum
tactics, the defender should be able to win the basic (Mark III)
scenario with the forces given; removing two armor units will
make the sides about even for an experienced defender.
In a perfect scenario, victory should go to the more skillful
player, regardless of who takes which side. By adjusting the
amount of armor units allowed to the defender, it is easy to
“handicap”thegametomakeupfordifferentlevelsofexperience.
In a tournament game, it is suggested that each round consist of
two games, with each player attacking once and defending once.
2.00 MAP
2.01 General. The map is divided into hexagons, or “hexes,”
each of which represents an area 1,500 meters across. Each turn
represents 4 minutes. Terrain features on the map are:
2.01.1 Craters. Hexes containing craters are impassable. No
unit may move into or over a crater. Units may fire over craters.
The small cracks around craters do not affect movement.
2.01.2 Ridges. The heavy markings along some hexsides
indicate obstructions. Only Ogres and infantry may cross ridge
hexsides. Units may fire over ridges.
2.01.3 Clear Area. This is the area free of craters and ridges –
the hexes with numbers ending in 17 through 22.
2.01.4 Obstructed Area. This is the top part of the map – the
hexes with numbers ending in 01 through 16.
2.02 Leaving the Map. No unit may move off the map unless
a scenario specifically calls for it to do so. It may be assumed
that the top and sides of the map are bounded by swamp and
impassable; the bottom of the map is a river which only Ogres
may enter. Ogres may leave the map by entering the river, but
may not re-enter the game.
9. 7
3.00 COUNTERS
All counters are backprinted. The reverse side of an armor unit
counter shows that unit in a disabled state. Ogre, CP, and infantry
counters have different values on front and back, for flexibility
of play.
3.01 Armor Unit Counters. Each has a symbol and name
which show its type, and four numbers which indicate its
capabilities; attack strength and range (see Section 6.02),
defensive strength (see Section 6.03), and movement points (see
Section 5.01). There are four kinds of armor unit:
• Heavy Tank – A Main Battle Tank.
• Missile Tank – A lightly armored missile-firing crawler.
• Ground Effect Vehicle (GEV) – A highly mobile armed and
armored air-cushion vehicle. Each GEV may move twice per turn.
• Howitzer – A fixed-position heavy missile cannon.
3.02Infantry.Thesecounterscomeinthreetypes,representing
one, two, or three squads of infantry, armed with conventional
and antitank weapons and using powered suits which greatly
increase their mobility and provide some radiation and shrapnel
protection. They have the same four stats described for armor
units.
3.03 Command Post. A strategic communications center. It is
immobile and has an attack and defense strength of zero; that is,
any attack automatically destroys it, and it may be rammed by
an Ogre without damage to the Ogre. A player whose command
post is lost has lost the game, but may continue to fight and inflict
damage on his opponent (see Section 1.03).
3.04 Ogre Counters. Two types of Ogre are represented in
this game. The Mark V is larger and more formidable than the
Mark III.
The capabilities of the Ogres are not shown on the counters;
they change throughout the game as the Ogre is damaged, and
are shown on the Ogre record sheet (see p. 15).
GEV
10. 8
4.00 TURNS
4.01 General. Ogre is played in turns. The precise sequence
for each turn depends on the scenario being played. During
his turn, each player may move any or all of his units, and fire
with any or all of them, as long as each unit fires only once and
(except for GEVs) moves only once.
4.02 Turn Sequence. The turn sequence for the basic (and
advanced) scenario is:
• Ogre moves
• Ogre fires
• Defender’s armor units disabled the previous turn become
un-disabled
• Defender moves
• Defender fires
• Defender moves GEVs their second (3-hex) movement phase
4.03 Multiplayer Sequences. A scenario involving more than
two players will use a similar sequence, with players moving in
the same order each turn. Each attacking player, in turn, moves
and resolves combat; then each defending player, in turn, moves
and resolves combat. Players on the same side may take their fire
phase together to combine fire.
5.00 MOVEMENT
5.01 General. The number in the top right-hand corner of
each standard counter is the number of “movement points” that
unit has – the maximum number of hexes it may move per turn.
For example, an “M2” unit may move 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 (see Combat Results
Table, p. 16) may not move until it recovers.
5.02 Stacking. Units may not be stacked; that is (with the
exceptions noted below) only one unit at a time may occupy
each hex.
5.02.1 Combining Infantry. The basic infantry counter is the
3-squad counter. Two or three 1-squad counters, or a 1-squad and
a 2-squad counter, may occupy a hex together, since they are still
the equivalent of one 3-squad counter.
5.02.2 Movement Through Other Units. 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, except as described under
Section 5.03 (Ramming), below.
11. 9
5.03 Ramming. An Ogre may damage or destroy enemy
armor units by ramming. Ramming a unit is accomplished by
moving onto or through its hex.
5.03.1 Ramming Armor Units. Any immobile armor unit
(i.e., a Howitzer or any disabled unit) is destroyed if rammed.
Any other armor unit is disabled on a die roll of 1-3, and
destroyed on a die roll of 4-6. The Ogre player rolls the die
immediately upon ramming. If the armor unit is only disabled,
the Ogre may expend one more movement point, stay in that hex,
and ram again.
An Ogre loses two tread units (see Section 6.05) for ramming a
Heavy Tank, and one tread unit for ramming any other armor unit.
5.03.2 Movement After Ramming. If an Ogre still has
movement left after ramming, it may continue to move. However,
if loss of tread units due to the ram reduced the Ogre’s movement
points, it may move only the reduced number of hexes that turn.
Example: a Mark V with 41 remaining tread units moves one
hex and rams a Missile Tank. Its tread units are reduced to 40,
so its movement is reduced to 2; it may move only one more hex
that turn.
5.03.3 Ramming CPs. An Ogre may ram a CP, destroying it.
Since the CP has no defense strength, the Ogre is unhurt.
In a scenario in which the CP has a defense strength (e.g.,
Section 8.05), the Ogre loses a number of tread units equal to the
base defense value of the CP.
5.03.4 Ogres Ramming Ogres. In scenarios with several
Ogres, one Ogre may ram another by moving onto its hex. The
ramming Ogre then immediately ends its movement for that turn
in the last hex it occupied before ramming.
An Ogre which rams a larger Ogre loses five tread units. An
Ogre which rams a smaller Ogre, or one the same size, loses
three tread units.
The damage done to the Ogre which was rammed is determined
by a die roll. The ramming player rolls two dice if his (ramming)
Ogre is a Mark III, and four dice if his (ramming) Ogre is a Mark
V. The total on all the dice is the number of tread units lost by
the Ogre which was rammed. Example: A Mark V rams a Mark
III. The Mark V automatically loses 3 tread units. Four dice are
thrown. The total shown is 12, so the Mark III loses 12 tread
units. On its own move, the Mark III rams back. It automatically
loses 5 tread units. Two dice are thrown for an 8, so the Mark V
loses 8 tread units.
Only tread units are lost to ramming attacks.
12. 10
5.03.5. Limit on Ramming. An Ogre may ram no more than
twice per turn, or one enemy Ogre per turn.
5.03.6 Armor Units Ramming Ogres. An armor unit may
ram an Ogre by moving onto its hex. The Ogre loses one tread
unit automatically; the armor unit is destroyed.
5.03.7 Other Ramming. In the basic Ogre game, armor units
may not ram each other. Infantry can never be rammed.
5.04 Infantry Overruns. An Ogre may not ram infantry, but
it may move onto or over an infantry hex as though the infantry
were not there. If the Ogre has any antipersonnel weapons left,
the infantry unit is automatically reduced by one strength point.
An Ogre may choose to expend another movement point, stay in
the same hex, and reduce the infantry again.
5.05 GEV Double Movement. A GEV may move twice per
turn – once (up to 4 hexes) before combat, when all other units
move, and once (up to 3 hexes) after combat.
5.06 Ogre Movement Points. An Ogre begins the game with
3 movement points. This may be reduced by damage to its tread
units as the game progresses (see Section 6.05).
6.00 COMBAT
6.01 Sequencing. A fire phase occurs after each movement
phase (except for GEV second-phase movement).
6.02 Combat Factors. Each standard counter carries a Combat
Factor expressed as two numbers separated by a slash – e.g.,
4/2. The first number shows the unit’s attack strength; the second
shows its range – that is, the maximum number of hexes at which
that unit may attack.
6.03 Defense Strength. Each standard counter also has a
defense strength in the top left-hand corner – e.g., D2.
6.04 Ogre Combat Factors and Defense Strengths. An Ogre
has a number of different weapons, each with its own attack
strength, range, and defense strength. These are shown on the
Ogre record sheet (see p. 15).
6.05 Ogre Tread Units. These units represent the state of the
Ogre’s treads and motors. Damage (i.e., reduction of tread units)
slows the Ogre. A Mark V begins with 60 tread units; a Mark III
begins with 45. When an Ogre’s tread units are reduced to 2/3
their original total, the Ogre’s movement is reduced from 3 to 2.
When the tread units are reduced to 1/3 their original total, the
Ogre has only 1 movement point – that is, it can only go one hex
per turn. When the Ogre’s tread units are all gone, the Ogre can
no longer move. It can still fire at anything within range. The
Ogre does not expend tread units simply by moving.
13. 11
6.06 Attacks. In general, each attack is resolved by comparing
attack and defense strengths of the units involved, and then
rolling a die. Specifically: For each attack, all attack strengths
involved are totaled, and then compared with the defense
strength of the target in ratio form. This ratio is then rounded off
in the defender’s favor to one of the ratios shown on the Combat
Results Table (CRT). In other words, the target of the attack,
be it Ogre or standard unit, gets the benefit of the rounding-off.
Examples: 2 attack points against 1 defense point would be a
“2-1” attack. 2 attack points vs. 2 defense points = 1-1. 3 attack
points vs. 2 defense points = 1-1 also. 2 attack points vs. 3 defense
points = 1-2. 6 attack points vs. 1 defense point = 6-1 (treated as
5-1; see the CRT). Once the ratio is determined and rounded off,
the attacker rolls the die and consults the proper column of the
CRT to find the result. Results are applied immediately.
6.07 Combining Attacks. Any number of units and/or Ogre
weapons may combine their attack strengths into an attack on
any single target except Ogre tread units.
6.08 MultipleAttacks. Any number of successive attacks may
be made against any unit or Ogre weapon in one turn, provided
that each attacking unit or weapon fires only once.
6.09 Multiple Targets Forbidden. An attack must be made
against one target only – either a given unit, or a given weapon
(or number of tread units) on an Ogre. An attack strength may
never be divided between targets.AMissile Tank could fire at 1-1
on one Ogre secondary battery, but not at 1-2 on two secondaries
at once.
Msl tank
14. 12
6.10 Weapons. It is assumed that most weapons are heavy
rapid-fire railguns using tactical nuclear shells, effectively
capable of fire in any direction. Each standard unit may apply
its attack strength once per turn. Each Ogre weapon may apply
its attack strength once per turn until it is destroyed. However:
6.10.1 Antipersonnel Weapons. Ogre antipersonnel weapons
are effective only against infantry and the CP. No infantry unit
may be attacked more than once per turn by antipersonnel.
When all AP weapons are gone, an Ogre can no longer reduce an
infantry unit’s strength by 1 by entering its hex.
Note: Any weapon may be used against infantry. AP weapons
are useless against anything but infantry and CPs.
6.10.2 Missiles. Each Ogre missile is a one-shot weapon.
Once used (or if destroyed before firing), it is gone.
6.11 Attacks on Ogres. Any unit firing on an Ogre must
specify the target it is attacking – either one specific weapon or
the Ogre’s tread units.
6.11.1 Attacks on Ogre Weapons. When a weapon is the
target, the attack strength of the attacker(s) is compared with the
defense strength of the weapon attacked. Example: A Missile
Tank (attack strength 3) could fire on a gun from the secondary
battery at 1-1, a missile at 1-1, anAP gun at 3-1, or a main battery
at 1-2. A Howitzer could attack a secondary at 2-1, and so on. An
‘X’ result on the CRT means the target weapon is destroyed. ‘D’
results do not affect Ogres.
6.11.2 Attacks on Ogre Treads. If the Ogre’s tread units are
the target, the attack is always at 1-1 odds. In other words, after
the attack is announced, the attacker rolls the die, and on a roll of
5 or 6 (‘X’ at 1-1 on the CRT), the Ogre loses a number of tread
units equal to the attack strength used. Each unit attacking treads
must do so individually. Thus, a successful Heavy Tank attack on
treads would cost an Ogre 4 tread units.
6.12 Timing. A player may make his attacks in any order and
may observe the results of each attack before announcing and
carrying out the next, in order to most efficiently use his strength.
However, a player must always announce what he is attacking,
what he is attacking with, and the odds, before rolling the die –
i.e., “All right, I am now attacking that Missile Tank there, with
three guns from the secondary battery, which is a 4-1.”
6.13 Destroying Ogres. An Ogre is not destroyed until all its
weapons and tread units are gone. However, a lone, immobile
Ogre is helpless; a game may be ended at that point.
15. 13
6.14 Combat in Same Hex. If an Ogre ends its movement in
the same hex with an enemy unit, combat between them occurs
as though they were in adjacent hexes.
6.14.1 Starting Turn in Ogre’s Hex. In the unlikely event
that the Ogre ends its turn in a hex with an enemy unit, stays in
that hex through its next turn, yet never destroys the enemy unit,
that unit will recover normally if it was disabled. It must leave
the Ogre’s hex, and may move and attack normally on its turn.
7.00 ENDING THE GAME
7.01 Regular Games. The game ends when the attacking
force, whatever it may be, is destroyed or withdraws from the
bottom of the map.
7.02 Time Limit Games. Rather than play until one force is
annihilated, the players may wish to decide in advance to play
for a specific time or number of turns. At the end of this period, if
no set of victory conditions given in Section 1.03 has been met,
the defender wins a marginal victory.
8.00 OPTIONAL RULES
8.01 General. These rules may be used to add interest and
complexity when the basic form of the game is fully mastered.
They may be used singly or in combination.
8.02 Command Crawler. Instead of the CP, give the defender
a mobile Command Crawler with movement of M1.
8.03 Mines. The defender has a predetermined number of
mines; he places them in whatever hexes he wishes, recording
the hex numbers elsewhere. Any unit entering a mine hex rolls
a die. The mine explodes on a roll of 5 or 6 for an Ogre (roll a
die to determine how many tread units are lost) or on a roll of
6 for any other unit (‘X’ result for armor, ‘D’ for infantry). An
exploded mine is destroyed.
8.04 Camouflage. The defender has an entrenched and well-
camouflaged position. The attacker(s) can detect the presence of
each unit, but not its nature. All defense units (except the CP) are
represented by coins at the beginning of a game. The units are
listed, by hex number, on a sheet of scratch paper. As soon as any
defending unit moves or fires, it is replaced by the proper counter
and moves normally thereafter.
8.05 Hardened CP. Assign the CP a defense strength of 1 or 2.
A‘D’result stops a hardened CP from moving for a turn (if it was
mobile) but has no other effect. A second ‘D’ before it recovers
will destroy it. This can make the Ogre’s mission much harder.
16. 14
9.00 SCENARIOS
Enough counters have been provided to allow variations on
the scenarios below, as well as wholly new battles using both
conventional forces and Ogres on each side.
Unless specific victory conditions are given in a scenario,
the players should work out their own victory levels before
beginning play, by analogy with the victory conditions given for
the basic scenario (see Section 1.03).
9.01 Mark III on Defense. The defending player takes one
Ogre Mark III (anywhere in the obstructed area), and 12 armor
units and 15 points of infantry (behind the line). The attacker
takes an Ogre Mark V.
9.02 Mark IIIs Attacking. Substitute two Mark IIIs for the
Mark V in the advanced scenario, and give the defender two
more armor units. (This makes a good three-player game.)
9.03 Ogre Defending. Reverse the roles. The attacker takes
a standard-unit force from the basic or advanced scenario and
enters the bottom of the map to destroy a command post guarded
by a “watchdog” Ogre and a conventional force equivalent to
half the attacking force. Any attacking unit, regardless of type,
may leave the bottom of the map to escape.
9.04 Duel.
This scenario
uses no CPs
or other units;
it is simply a
combat between
Ogres. The size
of the forces
and the number
of players are
variable –
combat may be
two-way, three-
way, etc. A unit
may move off
the map, but
may not re-enter.
The object is to
survive and hold
the field.
17. 15
FORMAT FOR OGRE RECORD SHEETS
MARK V
6 Missiles (6/5, D3) 0 0 0 0 0 0
2 Main Battery (4/3, D4) 0 0
6 Secondary Battery (3/2, D3) 0 0 0 0 0 0
12 Antipersonnel (1/1 vs. infantry or CP only; D1)
0 0 0 0 0 0 0 0 0 0 0 0
60 Tread Units
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 (Movement drops to M2)
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 (Movement drops to M1)
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 (Movement drops to M0)
MARK III
2 Missiles (6/5, D3) 0 0
1 Main Battery (4/3, D4) 0
4 Secondary Battery (3/2, D3) 0 0 0 0
8 Antipersonnel (1/1 vs. infantry or CP only; D1)
0 0 0 0 0 0 0 0
45 Tread Units
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 (Movement drops to M2)
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 (Movement drops to M1)
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 (Movement drops to M0)
Make one record sheet for each Ogre.
The circles after each weapon type represent the number of
those weapons that the Ogre has to start with; that is, a Mark V
begins with six missiles, two main battery guns, and so on. Check
off a gun when it is destroyed, a missile when it is destroyed or
fired, and the proper number of tread units – that is, the same
number as the attacker’s attack strength – when an attack on treads
gets an “X” result. Thus, the record sheet will always reflect the
combat status of the Ogre.
The numbers in parentheses after the Ogre weapons correspond
to the attack and defense factors on standard counters. For
instance, a main battery gun (4/3, D4) has an attack strength of
4, a range of 3 hexes, and a defense strength of 4 when fired
upon. The D3 defense strength of a missile is its defense before
firing. Once a missile is fired, it cannot be attacked – but it can be
attacked before it is fired, hence the defense strength.
18. 16
COMBAT RESULTS TABLE
Combat Odds
1-2 1-1 2-1 3-1 4-1
Roll
1 NE NE NE D D
2 NE NE D D X
3 NE D D X X
4 NE D X X X
5 D X X X X
6 X X X X X
Combat odds are always rounded off in favor of the defender.
Attacks at less than 1 to 2 are always NE. Attacks at 5 to 1 or
better are an automatic X.
Explanation of CRT Results
NE: “no effect.” The unit attacked is undamaged.
D: Four possible results, depending on the unit attacked.
An Ogre is undamaged.
An infantry unit has its strength reduced by 1. If its strength is
1 to start with, it is eliminated.
An armor unit (or mobile CP with defense strength) is
disabled. The counter is flipped over; it can neither
move nor fire next turn. It remains disabled until the
end of the enemy’s next fire phase.
A disabled armor unit is destroyed if it receives a second “D”
result.
X: If the unit attacked is an Ogre, the part of the Ogre that was
attacked is destroyed. Mark it off the Ogre record sheet.
If the defender was another unit, it is eliminated.
A regular CP has no defense strength, and is destroyed by any
attack.
19. 17
ILLUSTRATION
This is a section of the map and an example of an Ogre record sheet
for an actual game. The Ogre has fired both its missiles; it has lost 2
secondary battery guns, 3 antipersonnel weapons, and 22 tread units – so
it is down to 2 movement points. If it is the Ogre’s fire phase, it could
(for instance) fire the main battery against the GEV at 0510 (2-1), one
secondary on the Heavy Tank (1-1), one secondary on the GEV at 0110
(1-1), 3 AP on the infantry 3 (1-1) and 2 AP on the infantry 1 (2-1). It
cannot fire on the Howitzer or the Missile Tank; they are out of its range.
The Ogre could also combine its fire; for instance, it could, instead of
the above attacks, use both secondaries on the GEV at 0110 (3-1) and
then, if it wished, fire on that same GEV again with the main battery
(2-1). Or it could fire both secondaries and the main all together (5-1 – a
sure kill).
If it is the defending player’s fire phase, he might (for instance) fire the
Heavy Tank against the main battery (1-1), Missile Tank against one of
the secondaries (1-1), GEV at 0110 against a main battery (1-2), adjacent
infantry units against treads (always at 1-1), and Howitzer against a
secondary (2-1). The infantry at 0308 and the GEV at 0510 are out of
range and cannot fire.
The defense would also have the option of combining fire from the
various units in order to get improved odds.
If it is the beginning of the Ogre’s movement phase, it could go to 0108
(ramming the Heavy Tank), 0308 (running over two infantry units), or
any other non-crater hex within 2 hexes of its present position.
mark III
ogre
20. ®
The classic game of tactical ground combat
in a future that’s getting closer all the time . . .
The command post is well-guarded. Tanks, armed
hovercraft, missile cannon, infantrymen in powered armor
– all with one mission: to defend that vital spot. And your
mission is to go in and destroy it. Alone.
But when those defenders see you, they’ll
wish they were somewhere else. Because
you’re not a man. You’re a thinking
machine – the deadliest device on
any battlefield.
You’re the Ogre.
Ogre is a tactical ground combat game set late in the 21st
century. In 2085, armored warfare continues, faster and deadlier
than ever. Hovercraft, tanks, and powered infantry slug it out with
tactical nuclear devices. But the most feared weapon of all needs
no human guidance. It’s the giant cybernetic tank called the Ogre.
The basic version of Ogre gives one player a force of infantry
and armor to defend his command post. The other player has only
one unit – but it’s an Ogre. It’s an even match . . .
Advanced games allow solitaire or multiplayer action, with
Ogres on both sides.
Components include:
• 8” x 13” game map
• 140 unit counters
• Illustrated rulebook
®
ogre.sjgames.com