Exercise K

“Exercise K” is a refereed 12-player 4-team Ogre™ scenario specifically developed for convention play. Nominally a battle to the death, teams must balance offensive operations, defensive necessities, and diplomatic considerations to emerge victorious. While some experience with Ogre is recommended, new players can learn to control a single Ogre in a matter of minutes. The rules in force for “Exercise K” are available online at http://ogre.sjgames.com/quickstart.

Map Setup

Two Ogre maps are placed side-by-side, with the right-side map upside-down. Crater overlays have been added to the maps so that the clear ends of the map approximate the terrain of the cratered ends. A single column of clear hexes and no ridges connects the two maps. Units may freely move between and fire across the maps.

Team Composition

There are four teams, each composed of three Ogre Mark IIIs (other Ogre varieties may be substituted in the counter mix for visual clarity, but all Ogres are Mark IIIs), slightly modified. Teams are designated by color: Red, Blue, Green and Black. Groups of up to three players will be accommodated as predetermined teams, space permitting, with priority going to players who arrive at the event first. Other players may form teams of three as they arrive; if necessary, remaining team slots will be assigned by the referee.

The players on each team are designated as 1, 2 and 3. Player 1 of each team is the leader. So Red 1 is the leader of the Red team, and so on. Team members may reach their own agreement about designations of 1, 2, and 3; if unable to do so, those designations will be assigned by the referee.

Each team also has a Command Post and two radar installations which it must defend.

Each team starts in one corner of the board. The Command Post is placed in the corner, shown by “CP” on the map illustrations. The radar installations are placed 5 hexes from the CP, and 4 hexes from each other, as shown by the “R” marks on the map. All of a team’s units must start no more than 7 hexes from their CP. Corner selection is described below.

Ogre modification: each Mark III Ogre is reduced to two AP guns, as there are no infantry in the basic scenario.

Placement and Turn Order

Team order will be determined at random (possible alternate: team color order will have been predetermined, but team color assignment will be determined at random). The leader of the last team in order (i.e. Green 1, if the order is Black, Blue, Red, Green) chooses her team’s corner, and that team’s players place their units. The next-to-last team follows suit, and so on, until the first team in order receives the remaining corner and places its units.

From this point on, members of a team do not move together! Instead, in team order, each team leader takes her turn. Once all of the leaders have completed their turns, Player 2 of each team moves, and following those, Player 3 of each team. As each player takes his turn separately, two allied players cannot combine fire.

After all 12 players have taken a turn, a round is complete and the next round begins.

Special Rules

The CP is a standard D0 CP, destroyed by ramming or by any attack (even via AP guns). The radar installations are treated as D2 Hardened CPs, except that they ignore D results on the CRT.

Diplomacy between teams is legal, but no agreement is binding. Trust at your own risk!

Ogre stacking and ramming rules, and not G.E.V.™ overrun rules, are in force. No optional rules are in force.

Units may not exit the map.

Friendly fire is not permitted. The referee will disallow any attempt by a player to damage units or buildings of his team. Exception: players are free to incur damage on their own units by ramming enemy targets.

Destroyed Ogres are removed from the board. To count as destroyed, all of an Ogre’s components (even the AP guns) must be destroyed.


The game is over when only one team survives. However, there are several corner cases where the game may end in different fashion:
  • If time becomes an issue, “final round” will be called 20 minutes prior to the end of the allotted time. The game will end and be scored at the end of the current round (so that players have the same number of moves). Team and individual victors will be awarded based on victory points – note that “victor” may not be synonymous with “survivor”!
  • If the game state reaches a point at the end of a round where no remaining players are able to further damage any remaining targets (e.g. immobilized Ogres outside of each other’s range), the scenario will end and be scored as if finished under time constraints.
  • If only one team remains mobile, they may declare “final round”, by unanimous consent of the surviving team members, at the end of a round in which no other players have any legal targets in weapons range. The game is scored as if finished under time constraints (as it is assumed the mobile team could have opted to run out the clock).

Victory Points

Each player scores VPs individually. A team’s score is the total score of its players. Remember: players cannot attack their own forces!
  • Destroying an Ogre Main Battery: 8 VP
  • Destroying an Ogre Secondary Battery: 4 VP
  • Destroying an Ogre Missile: 1 VP
  • Destroying an Ogre AP Gun: 1 VP
  • Destroying an Ogre Tread unit: 1 VP
  • Firing the shot that completes destruction of an Ogre: 20 VPs
  • Destroying a CP: 60 VPs
  • Destroying a radar installation: 20 VPs
  • Surviving at the end of the game: 20 VPs (only 10 VPs if the game ends due to time constraints)
  • Each unused missile at the end of the game: 5 VP
  • Team CP survives at the end of the game: 20 VPs (only 10 VPs if the game ends due to time constraints) - awarded posthumously if necessary
Points earned during the first 12 rounds of the game are increased in value
  • All points scored during rounds 1 through 8 are doubled
  • All points scored during rounds 9 through 12 are increased by 50%
Self-inflicted damage (such as tread loss due to ramming attacks) does not award VPs to any player.

Player Count Variation

In the event that fewer than 12 players are present, team configuration will be altered to maintain balance.

Teams of two

Descriptions of "teams of two" indicate that the third Ogre (always assigned as "Player 3" for turn order) is controlled by the consensus of the two team members. Control of the third Ogre passes to the remaining team member when one team member is eliminated. Points scored by the third Ogre are tracked separately and never contribute to a player's individual score, though they contribute normally to the team's score.


When played with fewer than 12 players, the game will be configured as follows:
  • 2 players: each player controls a team of three Ogres, using the 2-team setup
  • 3 players: each player controls a team of three Ogres, using the 3-team setup
  • 4 players: each player controls a team of three Ogres
  • 5 players: two teams, using the 2-team setup, with the shorthanded team operating as a team of two
  • 6 players: two teams, using the 2-team setup
  • 7 players: three teams, using the 3-team setup, with the shorthanded teams operating as teams of two
  • 8 players: four teams of two
  • 9 players: three teams, using the 3-team setup
  • 10 or 11 players: four teams, with the shorthanded team(s) operating as a team of two

Advanced Scenario

The advanced scenario rules are not in force for this event.