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35 years after the first publication of OGRE, we're coming back with a massive new edition, and YOU can make it better.
35 years after the first publication of OGRE, we're coming back with a massive new edition, and YOU can make it better.
35 years after the first publication of OGRE, we're coming back with a massive new edition, and YOU can make it better.
5,512 backers pledged $923,680 to help bring this project to life.

Recent updates


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Expansion Survey Results


Thanks to all the backers who participated in the survey for the Ogre expansion. We had 923 respondents out of the original 5,512 backers, which is a huge response and lets us be certain our results are meaningful. With a confidence level of 95% the margin of error for this study is 2.94. (This means that if we had gotten every single person to answer the survey we can be 95% sure that the answers would be within 2.94 percentage points of the sample results.)

For the most part, the results gave us clear directions:

• Maps – You will get both of them. 63% requested two maps. I got some well-reasoned comments about different things that we might do with newly created maps for later releases, and that’s an idea that I want to discuss on the forums. Here's the link.

• Dice – The great majority of you say you don’t need any more dice, so there won’t be any in this set. Simple as that.

• Counters – 46% wanted one regular sheet. Almost nobody wanted the wimpy sheet. 27% wanted two, 22% wanted three, and over 100 people skipped the question. So this is a bit of a harder call. I believe that I will try to keep it to one sheet to keep the retail price down. That will also let us get it to print a tiny bit faster.

As to counter sheet contents: All the suggestions had support. Based both on what got the most high votes and what got the fewest LOW votes, you can be sure of seeing at least one new 3-D Ogre – probably the Ninja. There will be new objectives to blow up and new 3-D buildings, which is probably two ways of describing the same thing. There will be small quantities of specialized units. There will not be a whole new force of armor – in the first place, there are several different armor colors already, and in the second place, you’ll get one more in a release that I’ll announce very soon.

What Is That, A Tease?

Yes. Yes, it is.

So When Do We See The Expansion?

Probably late this year. The retail price will not be over $65, and if we can trim it, we will.

Other Promises

I’m continuing to talk with Tom Smith regularly about the music.

I received a very interesting computer game proposal from an experienced group, and gave feedback that should put a second draft proposal on my desk before too long. I’d love to see comments about what you would expect the computer game to offer you. Here’s a link to a new forum thread for that.

Scenario stuff is once again spread out all over my home studio. Disadvantage to the big maps: they take up a lot of space. Advantage: I can read the counters.

– Steve Jackson

SJ Games - Ogre Expansion Survey


For backers only. If you're a backer of this project, please log in to read this post.

Back In The Saddle


Jenn is no longer with us. Before I even start a replacement process, I'm going to wear the Line Editor hat for a while and move some things along. It can be done

I spent most of the day working on Ogre stuff. Tuesday will be a mighty meeting. A surrrrvey will appear before long to find out what you want in the first supplement.

And Tom is still composing, which beats the tweet out of DEcomposing.

- Steve Jackson

Tom Smith - Photo and Music


Tom Smith (you know, guest of honor at the just-ended Worldcon, THAT Tom Smith) stopped by Steve's house on his way back home. Much Ogre music was made. We are closer and closer to releasing the whole suite, but here's a not-quite-finished sample. We don't have a title for this one yet, so feel free to make suggestions in the comments.

Tom Smith and Steve Jackson
Tom Smith and Steve Jackson

While Tom was here, we also played the new diceless Ogre game based on The Battle for Hill 218! Preliminary cover art pics of Ogre: Operation 218 have leaked to Dice Tower News, ICv2, and Board Game Geek. Darn those pesky leaks . . .

- Steve Jackson

Bright Lights, Big City


Here's another look at the Car Wars 6th Edition, for our Kickstarter backers who paid for the chance to see the behind-the-scenes process as we built a new edition of a long-loved game for a new generation of fans (and more than a few of our old fans, as well).

One of the ways we've talked about giving our fans a look at the game world is through art and fiction. So here's "Bright Lights, Big City" :


The arena floor was so bright. Even from back up the entrance tunnel, in the soothing dark, it was searing. “Shades to 50%,” David said, and the spot at the end of the ramp looked less like a blazing sun and more like a full moon.

Not that David had seen much of either lately. Stoney coughed up another cloud of ash and rock and god knows what, and the last couple of weeks had been a gloomy twilight. Those who could stay in filtered environments rode it out until the all clear was given. Those who couldn’t, improvised. Plastic sheeting and duct tape and disposable microfilter masks, worn way past expiration, and keep physical activity to a minimum and stay home. Unless you had a job, and you went anyway because the company had a mandatory 100 policy and there were 10 other people who would take your job in a heartbeat, and that was just on your block.

One thing you could do with yourself during these times was play the autoduelling training vids. Completely netted up, you never knew who was watching. One 3am session, it was a recruiter for “Nameless.” Their algorithms analyzed his tactics, cross-referenced his online profile and the deepnet bio files, and decided David had what it took to be Nameless – a nobody plucked from obscurity to risk it all for a shot at a better life and to make a name for himself. The e-banner over the arena entrance said simply, “David.” No last name, no hometown, no identifying information. No family.


“Man, it’s like you won the lottery!” David’s cousin Miguel said when David got the news. “You gonna be a star!”

Callate,” Miguel’s mother snapped at him. “David, mijo, what are you thinking? Don’t throw your life away for nothing.”

It’s not for nothing, tia,” David said. “I can get us out of this blockhouse and pay down some notes. Move us to something with central filtration and working aerocams. Better doctors for Miguel, white market drugs . . .”

“But what good is any of that if you’re dead?”

“I’m not going to die, Tia Jenny,” David said with a smile. “I’m going to be famous!”


The flashing lights shook David back to the moment. “One minute,” the onboard said. “Lock in starting speed.” David said, “Max it. Fortune favors the bold.” “Speed 6 selected. Prepare for maximum acceleration in 12 seconds.”

David hoped Jenny and Miguel were watching. They weren’t in the arena, even though the vidnet offered them good seats (in exchange for rights to close-up reaction shots no matter the outcome), but Jenny said she wanted no part of it, and Miguel was too young to come downtown by himself. Miguel was a persuasive little cuss, though, and David was sure he could talk his mom into at least watching the show on vidnet.

David was pushed back in his seat as the autolaunch pushed him to the entrance gate. “Regrets option disabled,” the onboard said. “Full control restored at entrance threshold.” The opening grew bigger and brighter as David raced to embrace his future.


And we've got art. Two pieces of art, actually. We'd like you to post in the Comments section on which perspective you like better, the view of the driver or the view over his shoulder.

 These are rough sketches, so there's lots of other things you might notice. Like most of our art, this will be going through several versions before it's done. But we also know that telling you that won't stop you from commenting, so please be gentle.

And enjoy!

-- SDH