OGRE® Chess

1.00 Setup.

1.01 Board. A regular (8x8) chessboard is used.

1.02 Pieces. OGRE units are used instead of normal chess pieces.

1.021 Pawns. 1 platoon (3 squads) of regular INF

1.022 Bishops. 1 GEV

1.023 Knights. 1 HVY

1.024 Rooks. 1 MSL

1.025 Queen. 1 OGRE Mk. III-Chess

1.026 King. 1 Mobile CP

1.027 Optional. GEV-PCs for Promoted Pawns

1.03 Board Setup. As normal chess using the above units instead of regular pieces. See 3.10 for an illustartion of a set up board.

2.00 Unit Capabilities.

2.01 Introduction. The unit capabilities are based on the rules of OGRE, but require several changes for OGRE Chess. See each unit description for details.

2.10 Infantry (INF)

2.11 Combat Stats. Like in OGRE, infantry are 1/1 D1, combining to D3. Platoons of INF start as 3/1 D3, and can be reduced or destroyed through combat.

2.12 Movement. INF may move 1 square in any of the 4 cardinal directions - forward, backward, left or right. INF may also overrun other units in any diagonal direction (see 2.141).

2.13 INF Reduction. Unlike armor units, INF may be reduced in strength rather than being destroyed in combat. The only ways to increase the strength of a reduced INF platoon is through combining (see 2.142) or promotion (see 2.15).

2.14 Special Moves.

2.141 Overruns. Instead of making a regular move, INF may overrun an enemy armor unit in any diagonally adjacent square. When INF overrun a unit, they are automatically reduced by 1. The remaining squad(s) then get to fire on the defender. Combat continues until only one unit remains.

2.1411 Overrunning the Ogre. INF may not overrun the Ogre unless it is immobilized. If an immobile Ogre is overrun, it destroys one squad of INF per weapon remaining - if any INF survive, the Ogre is automatically destroyed, and the INF that remain take a 1-1 attack.

2.1412 Combat Strength in Overruns. INF squads fire at double strength in overrun combat.

2.142 Combining. any 2 INF units in cardinally adjacent squares may combine instead of making a regular move. Combining allows squads to be redistributed between the two platoons, or the two platoons may combine into a single platoon. One of the platoons involved in combining may then make a ranged combat attack.

2.1421 Platoon Size Limits. No INF platoon may have more than 3 squads in it at any time.

2.15 Promotion. Any platoon of INF hat reaches the opposite side of the board is promoted. Reduced strength platoons gain 1 squad of INF. Full strength platoons become Mech-INF; see section 2.7 for details. INF units that have already been promoted may not be promoted again unless they spend their move without moving to be promoted instead. Also, units containing INF that have already been promoted may not be promoted again simply by returning to the last row of the board after moving away from it.

2.20 GEVs.

2.21 Combat Stats. Like in OGRE, GEVs are 2/2 D2.

2.22 Movement. GEVs move on the diagonals, and may move up to 4 squares. GEVs do not get a second move unless they use their special move.

2.23 Special Move. Instead of making a normal move, a GEV may make a Hit-and-Run attack. The GEV makes a partial move (1-3 squares), fires on an enemy unit, and then takes the remainder of its move to retreat. To use this move, the GEV must move at least 1 square towards an enemy unit and then use its second move to move towards its own forces (towards its starting row). The only exception is if the MCP is in check, in which case the GEV can use its second move to protect the king.

2.3 Heavy Tanks (HVY).

2.31 Combat Stats. Like in OGRE, heavy tanks are 4/2 D3.

2.32 Movement. Heavy tanks move like knights in chess; that is to the opposite corner of a 2x3 box. They ignore units in the way unless they are making a Blitzkrieg attack (see 2.3.3).

2.33 Special Move. If both of the spaces between the HVY's starting and ending square are occupied by enemy units along any path, it may make a Blitzkrieg attack instead of a regular move, firing on one of the two units (attacker's choice) as it passes. If the defender survives, it may fire back; if not, the HVY may fire on the other unit - it doesn't have to, but if it does and the defender survives, the defender gets to return fire.

2.40 Missile Tanks (MSL).

2.41 Combat Stats. Like in OGRE, missile tanks are 3/4 D2.

2.42 Movement. missile tanks move similar to INF, but with a range of 2 squares.

2.43 Special Move. Instead of making a regular move, a MSL may fire on a target and then move. If the MSL moves first, it cannot fire.

2.50 Ogre Mk III.

2.51 Combat Stats. Unlike the previous units, the Ogre Mk III-Chess variant is different from the regular OGRE unit.

2.511 Main Battery. One MB, 4/3 D4 - just like normal.

2.512 Secondary Batteries. Four SBs, 3/2 D3 - just like normal.

2.513 No Other Weapons. The Ogre does not have any missiles or AP guns.

2.514 Weak Spot. If an Ogre is immobilized (see 2.5.2.1), it can be destroyed by attacking the weak spot. The weak spot is D3; an immobile Ogre that is successfully overrun by infantry is automatically destroyed.

2.52 Movement. Like in OGRE, Ogre Mk IIIs start at M3. Ogres may move in any direction, straight-line only. However, in OGRE Chess, they only have 9 movement units, at D2. For every 3 units destroyed, the Ogre's movement is reduced by 1. If reduced to zero move, the Ogre's weak spot becomes vulnerable. Movement units are attacked like normal D2 components and NOT like normal treads.

2.53 Special Moves. Ogres have two special moves - ramming armor, and overrunning infantry.

2.531 Ramming. An Ogre may ram any armor unit in its path and end its movement. When an Ogre rams, the armor unit is destroyed, and the Ogre loses 1 move unit for a GEV or MSL, or 2 units for a HVY. Ogres may not ram other Ogres.

2.532 Overrunning Infantry. An Ogre may overrun spend 1 extra MP to any infantry in its path; it may continue moving if it still has movement after combat. Overrun combat is handled normally - the INF fire first and then the Ogre returns fire.

2.60 Mobile CP. This is the King. If this piece is threatened, it must either move or be defended. The MCP can only be killed by being overrun, but any unit may overrun it.

2.61 Combat Stats. The MCP has no attack capability. It is D3, but all X results count as Ds - the MCP cannot be destroyed by ranged fire, but any unit may overrun the MCP (see 3.02).

2.62 Movement. The MCP has a move of 1, and can move in any direction.

2.70 Mechanized Infantry (Mech-INF).

2.71 Combat Stats. Mech-INF have a ranged combat stat of 4/1 D3. See section 2.74 for overrun stats.

2.72 Movement. Mech-INF can move in any direction, with a range of 3.

2.73 Mech-INF Reduction. Unlike OGRE/G.E.V., Mech-INF do not treat the GEV-PC as a separate unit. If a Mech-INF unit is reduced, it loses the GEV-PC and becomes a regular INF unit.

2.74 Special Moves.

2.741 Overruns. Instead of making a regular move, Mech-INF may overrun an enemy armor unit in any square it could legally move to. When Mech-INF overrun a unit, they are not automatically reduced. The defender fires on them normally, but the results table is interpreted slightly differently: a D reduces the unit normally (it becomes a regular INF), while an X reduces the unit by 2 (leaving 2 squads of INF). The remaining squad(s) then get to fire on the defender (The GEV-PC fires separately when Mech-INF are overrun). Combat continues until only one unit remains.

2.7411 Overrunning the Ogre. Mech-INF may not overrun the Ogre unless it is immobilized. If an immobile Ogre is overrun, it destroys the GEV-PC with it’s first remaining weapon, and then one squad of INF per weapon remaining - if any INF survive, the Ogre is automatically destroyed, and the INF that remain take a 1-1 attack.

2.7412 Combat Strength in Overruns. Mech-INF have two parts in overruns: INF squads fire at double strength in overrun combat, while the GEV-PC fires at normal strength. The GEV-PC retains its D2 even though the INF are D1.

2.7413 Losses in Overruns. During overruns, the GEV-PC must be targeted first. Its destruction reduces the Mech-INF to a regular INF unit.

2.742 Hit-and-Run. Instead of making a normal move, Mech-INF may make a Hit-and-Run attack. The Mech-INF makes a partial move (1-2 squares), fires on an enemy unit, and then takes the remainder of its move to retreat. To use this move, the Mech-INF must move at least 1 square towards an enemy unit and then use its second move to move towards its own forces (towards its starting row). The only exception is if the MCP is in check, in which case the Mech-INF can use its second move to protect the king.

2.75 Promotion of reduced Mech-INF. Mech-INF that have been reduced and lost their GEV-PC may be re-promoted back to Mech-INF, but only by spending their move while already on the last row of the board but not moving.

3.00 Playing the game.

3.01 Object. Like chess, the object of the game is to trap the King (MCP) in Checkmate. This is defined as being in a position where nothing can prevent the MCP from being overrun on the next move.

3.02 Check. If a unit moves into a position where it can overrun the MCP on the next move, the MCP is said to be in Check. If you move a unit so that the MCP is in Check, you must announce that fact to your opponent by saying, “Check”. The MCP cannot move into Check; if no other moves are available the result is either Checkmate (if the MCP is already in Check), or Stalemate (if it isn’t).

3.03 Stalemate. If the only moves available to a player will put the MCP into Check, but it isn’t currently, the result is Stalemate and the game is a draw. The other way to Stalemate is for two pieces to make the exact same set of moves three times in a row.

3.10 Board Setup. The board is setup per the normal chess rules, which is illustrated below. The board is always oriented so that the OGRE (queen) is set up on her own color.


MSL

HVY

GEV

OGRE

MCP

GEV

HVY

MSL

INF

INF

INF

INF

INF

INF

INF

INF

































INF

INF

INF

INF

INF

INF

INF

INF

MSL

HVY

GEV

OGRE

MCP

GEV

HVY

MSL

3.20 Game Play. White moves first. Each player’s turn consists of either a regular move, which is moving a piece and (optionally) making a ranged combat attack with a different piece, or making a special move.

3.21 Regular Moves. To make a regular move, move one piece according to its movement rules. Pieces may move through squares occupied by friendly pieces, but stacking is not permitted. Also, only INF, Mech-INF and Ogres (ramming/overrunning INF) may overrun enemy pieces, and pieces may not pass through enemy-occupied spaces (other than HVYs moving around occupied spaces). Once the piece is moved, you may choose to make a ranged combat attack (see section 4.00) with a different piece. No piece may move and shoot in the same turn without using a special move, and no unit may move off of the board.

3.22 Special Moves. Instead of a regular move, a single piece may make a special move which combines moving and shooting. Once that move is resolved, it is the other player’s turn.

4.00 Combat.

4.01 Weapon Ranges. All units have a weapon range from 1 to 4. The following chart shows how to determine the range of a target:






4








4

3

4






4

3

2

3

4




4

3

2

1

2

3

4


4

3

2

1

X

1

2

3

4


4

3

2

1

2

3

4




4

3

2

3

4






4

3

4








4





4.02 Resolving Combat. Once the target has been determined, resolve combat according to the standard OGRE/G.E.V. rules – calculate the odds, roll the die and consult the OGRE CRT. Except where specified in the unit description, standard combat results are used. There is no spillover fire, as there is no stacking.

4.03 Overrun Combat. Overrun combat is resolved the same way as in G.E.V., modified by the unit descriptions. D results in overrun combat are treated as Xs. Only INF, Mech-INF and Ogres may overrun units other than the MCP.

5.00 Author. OGRE Chess was written by Joshua Megerman. Feedback can be sent to ogrechess@honorablemenschen.com.

The material presented here is my original creation, intended for use with the OGRE/GEV system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games. OGRE is a registered trademark of Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.