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Diceland: Ogre is an 18-die stand-alone expansion for Diceland. It contains 17 normal sized dice, one giant Ogre die, and tracking cards for the Ogre and the Command Post (The tracking card is a hybrid that can track either a Mk III or a Mk V Ogre). The game also contains complete rules including several scenarios, strategies, and the special rules for using and tracking the Ogre.
The Ogre is a giant, nearly invincible cybertank, from the desolate future of Steve Jackson's Ogre and G.E.V. games. The Ogre die is a 4-inch die worth 50 points all by itself, and the Ogre player gets no other dice on his team. Against the smaller Mark III Ogre, an opponent is allowed 30+X points of units, plus a Command Post. Infantry is worth 3 points, Light Tanks are 5, Howitzers are 7, and so on. X is the size of the smallest unit, so if you have Infantry you can spend no more than 33 points. Against the larger Mark V, you're allowed 50+X points and the Command Post. The Ogre player is trying to kill 50 points' worth of his enemies units. The other player is trying to kill, well, the Ogre.
This Diceland adaptation of the classic Ogre game is faithful to the story while also building nicely on the Diceland universe. The same armies you remember from Ogre have, more or less, the same effect in this game. All the units (even the Ogre) are fully compatible with other Diceland sets, so if you've been waiting to crush the crew of the Caspen Barge with a wave of infantry and light tanks, this is your chance.