                          PLAYER REFERENCE CARD

                Copyright (C) 1986 by Origin Systems, Inc.
              340 Harvey Road, Manchester, N.H., 03103-3317
   OGRE is a registered trademark of Steve Jackson Games, Incorporated.
               All rights reserved. Apple II version, 64K.


                          TO BEGIN PLAYING OGRE

1. Place the OGRE disk, label side up, in the disk drive and turn on the
   power.

2. Once past the title page, a dialogue box will prompt for the type of
   input device: K-keyboard, M-mouse, or J-joystick. The options may
   vary depending on what input devices are installed. The desired
   device is selected by pressing the appropriate key. In addition, the
   joystick can be selected by pressing either of its buttons, or the
   mouse can be selected by moving it or pressing its button.

3. OGRE will start in the FIELD EDITOR, from where the player can either
   continue a previously saved game or start a new game.


                               OGRE CONTROL

MAKING CHOICES. Choices are made in OGRE through the use of the POINTER,
a black, triangular object that can be moved around with a mouse,
joystick or keyboard. A mouse (if available) or joystick is highly
recommended for playing OGRE. OGRE can be played using the keyboard to
move the pointer and to simulate 'clicking' or pressing a button, or it
can be played entirely with 'pointing', 'clicking' and 'dragging'
techniques using a mouse or joystick.

CLICKING. Some selections in OGRE are made by first moving the pointer
to the desired object or option, then pressing and quickly releasing the
button. This is referred to as CLICKING. When playing with the keyboard,
typing RETURN will simulate pressing or releasing the button.

DRAGGING. Another method of designating choices is by DRAGGING. Dragging
is accomplished by placing the pointer over the desired object then
pressing AND HOLDING the button while moving the pointer to another
location. Releasing the button completes the drag. If playing with
keyboard control, typing RETURN will simulate holding the button down.
When the pointer is in the desired location, typing RETURN again will
release the button and complete the drag.

PULLING DOWN THE MENU. In the upper right corner of the screen are two
menus that can be PULLED DOWN. The first is titled 'Menu' and the second
is 'OSI'. To pull down either menu place the pointer over the desired
title and press and hold the button. The selected menu title will become
highlighted and a list of COMMANDS will appear beneath the title.
Releasing the button without moving the pointer will cause the menu to
disappear. Them menus can also be pulled down by typing M (on a //e or
//c) or SHIFT-M (on a ][, ][+ or ///).

CHOOSING MENU COMMANDS. Menu commands are chosen by using the DRAGGING
technique. Position the pointer over the selected menu title and pull
down the menu by pressing the button. While holding the button down,
drag the pointer to the desired menu command. As the pointer moves
through the menu, each command is highlighted in turn. When the desired
command is highlighted, releasing the button selects it. If you change
your mind about choosing a command, move the pointer off the menu, or
back up to the title, then release the button. Nothing is chosen unless
you release the button while one of the commands is highlighted.

DIMMED COMMANDS. When 'Menu' is pulled down, some of the commands are
less distinct than others. These less distinct commands are referred to
as DIMMED. Dimmed options are ones that cannot be used at that time.

DIALOGUE BOXES. Whenever additional information is required to complete
a command, a DIALOGUE BOX appears. Dialogue boxes usually have special
areas called 'buttons' to click, such as 'OK' or 'Cancel'. Sometimes
they present further options for selection. Dialogue boxes are also used
to warn you if you're about to do something that is irreversible. If
keyboard control is used, the pointer will automatically move to a
dialogue box anytime one appears. Typing O or V will move the pointer to
the 'OK' button and typing RETURN will press it. Typing CTRL-O or CTRL-V
(or button 1 on the joystick) will automatically invoke the 'OK' button.

CONTROL KEYS. In most cases, pressing single keys, such as O or V, will
move the pointer to a command area (i.e. the 'OK' button or the 'Menu')
WITHOUT INVOKING THAT COMMAND. The command must then be invoked by a
second keystroke, such as typing RETURN. This two-step process is a
safety precaution against accidentally choosing the wrong command. This
precaution can, in most cases be overridden by pressing the CTRL key
while simultaneously pressing the desired command key. This will
automatically invoke the desired command without requiring the
additional keystroke.


                         LOADING AND SAVING GAMES

A previously saved game can be loaded at any time. If a battle is in
progress when another game is loaded, the current game will  be lost
unless it is saved first. To load a game, select "Load a Game" from the
Menu.

A dialogue box will appear from which one of five saved games can be
selected. Select the desired game and then click 'OK'. The selected game
will be loaded in and the battle will proceed from where it was saved.

The current status of a battle can be saved for continued play later. To
save the battle status, select "Save a Game" from the Menu.

A dialogue box will appear, from which one of five games can be selected
for saving. Select the desired game and then click 'OK'. The game will
be saved and play can continue.


                                 MOVEMENT

                (I)
             (Up Arrow)


    (J)                      (K)
(Left Arrow)            (Right Arrow)


            (Down Arrow)
                (M)

< slow pointer            > fast pointer
  movement                  movement

THE MOVEMENT KEYS ARE ACTIVE ONLY WHEN THE KEYBOARD IS SELECTED FOR
INPUT. DISAPPEAR. APPLE ][, ][+, AND /// USE IJKM ONLY, //e OR //c USE
ARROWS ONLY. ALL OTHER KEYBOARD SHORTCUTS ARE ACTIVE AT ANY TIME DURING
PLAY, EXCEPT WHERE NOTED.


----------------------------------------------------
                 DEFENDER ATTRIBUTES
----------------------------------------------------
                DEFENSE   ATTACK    ATTACK
Defender        STRENGTH  STRENGTH  RANGE   MOVEMENT
----------------------------------------------------
CP                 0         0        0        0
HEAVY TANK         3         4        2        3
MISSILE TANK       2         3        4        2
HOWITZER           1         6        8        0
GEV                2         2        2       4-3
INF3               3         3        1        2
INF1               2         2        1        2
INF1               1         1        1        2
----------------------------------------------------
           OGRE MARK III AND V ATTRIBUTES
----------------------------------------------------
               QUANTITY   DEFENSE   ATTACK    ATTACK
PART           III   V    STRENGTH  STRENGTH  RANGE
----------------------------------------------------
MISSILES        2    6       3         6        5
MAIN BATTERY    1    2       4         4        3
SECONDARY BAT.  4    6       3         3        2
ANTIPERSONNEL   8   12       1         1        1
TREADS         45   60       1         0        0
----------------------------------------------------

The Mark V is a larger, more formidable version of the Mark III.


                                 GENERAL

RETURN         used to simulate holding and releasing a joystick or
               mouse button.
A              Moves pointer to map scrolling arrows
M              Move pointer to menus and pulls one down (//e, //c only)
SHIFT-M        Move pointer to menus and pulls one down (][, ][+, ///)
D              Toggles Drop/Drag mode (active in Field Editor only)
1-0            Selects piece number 1-0  (active in Field Editor only)
U              Moves pointer to Undo button (or Clear button)
CTRL-U         Invokes Undo function (joystick/mouse only)
C              Moves pointer to Clear button (or Undo button)
CTRL-C         Invokes Clear function (or Undo function)
F              Moves pointer to Fire button
CTRL-F         Invokes Fire function
S              Move pointer to Split button
CTRL-S         Invokes Split function
G              Moves pointer to Group button
CTRL-G         Invokes Group function
R              Moves pointer to Range button
CTRL-R         Invokes Range function
D              Moves pointer to Done button
CTRL-D         Invokes Done function
E              Examine and/or select piece pointed to (keyboard control only)
T, SPACE BAR,  Invokes targeting with/at selected defender
OR JOYSTICK
BUTTON 1


                               DIALOGUE BOX

(NOTE: IF KEYBOARD IS BEING USED, POINTER GOES TO DIALOGUE BOX
AUTOMATICALLY.)

O                   Moves pointer to OK button
CTRL-O or joystick  Invokes OK button
button 1
C                   Moves pointer to Cancel button
CTRL-C or ESC       Invokes Cancel function


USING THE KEYBOARD SHORTCUTS

Here are some examples of how keyboard controls can be used to speed up
game play.

OGRE ATTACKING DEFENDER:
1. Move the pointer to the desired defender.
2. Press the SPACE BAR, T, or JOYSTICK BUTTON 1 to invoke the
   targeting dialogue box. If the defender is within range the
   dialogue box will appear.
3. Select the desired weapons then type CTRL-O for 'OK'.
4. Type CTRL-F to fire.

SPLITTING INFANTRY:
1. Move the pointer to the desired infantry.
2. Type E to examine the infantry's statistics. The main
   purpose in this is to select the infantry without having to
   type RETURN twice.
3. Type CTRL-S to split the infantry.

RANGING A UNIT:
1. Move the pointer to the desired unit.
2. Type E to examine/select the unit.
3. Type CTRL-R to view the unit's range.
4. Type another key to continue.

