Gi Georgi! gigeorgi.com
How to play
The old top-down squad game, with little Georgis. Your squad walks in single file: click
the ground and the leader goes there, the rest follow in the leader's footsteps. Click a
Georgi to select them, shift-click to add more, or drag a rectangle round a few; whoever
is not selected holds where they stand.
Nobody pulls a trigger. Every Georgi fires on their own at what they can see, and
a Georgi sees twice as far the way they face as all round — the way they walk, or
the way you turn them with the right button. Privates scatter their shots, generals
barely waver. Rifles do nothing to a hut or a gun nest: those take a grenade or a
rocket. One unprotected hit kills a trooper; a nearby Waffles can intercept one direct
shot per phase, but no medic can stop a blast. Each named recruit has a role and
signature skill shown in the briefing and roster. Each phase names its objective; each
mission is a run of phases; the war is thirty missions across five theatres. After the
briefing, an olive transport scouts the battlefield and the Georgi squad parachutes into
a clear patch of natural terrain. Movement and combat begin once the last trooper lands.
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left click on a Georgi or their drone — select them (shift adds them or
takes them back out) · drag — draw a rectangle round who you want
· on the ground — send whoever is selected there
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right click — the chain looks at the pointer, and keeps looking there while it
holds its ground (hold the button and their eyes follow the pointer)
- right held + left click — lob a grenade at the pointer
- left held + right click — fire a rocket (a grenade if the rack is empty)
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WASD / arrows — walk the chain without a click · Space looks at
the pointer · G grenade · R rocket
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no fire button — a Georgi shoots anything awake they can see, and a sleeper
only up close, where they are looking, while the squad is not sneaking
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C or SNEAK — the squad sneaks: slower, quieter and harder to see, until
you press it again
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B — while there is time to dig in at the outpost, the next thing to build:
sandbags, a trench, a turret, and nothing. Then click the ground to dig it in.
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1–6 — select that Georgi (shift adds them; the squares down the left do
the same); 0 or ALL selects everyone · P or ⏸
freezes the field and opens the tactical map
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on a phone — tap a Georgi or a square to select them (a drone, its tab beside
the square), ALL for everyone, and tap the map to send them; hold
LOOK and touch the map, or tap LOOK and then the map, to turn the
squad's eyes; GRENADE and ROCKET throw at your finger, or at the nearest
hut, nest or trooper in range
The tactical map
P or the ⏸ button freezes the phase and opens the map: the whole
battlefield at once, with an overview of what the objective still asks for and where
every Georgi is standing. It shows only what you have earned — ground you have never
walked past is blank, ground you remember is dimmed, and enemy troops, tanks, hostages
and supply bundles appear only while a Georgi is actually looking at them. Huts, gun
nests and base buildings stay on the map once found; they cannot move.
From the map you can call more Georgis in by air drop — at most two per drop.
They come down under canopies beside the squad while the fight carries on around them,
and a fresh Georgi steps into a fallen one's place on the roster. They are not free:
each one walks off the front of the queue on Boot Hill, so calling a pair every time
somebody falls empties the hill a mission sooner. The transport needs three quarters of
a minute to come round between drops, and it will not fly at all with nobody on the hill
or no room in the squad.
The other side
The opening enemy force is alien. The ordinary crabs and squid carry no guns: guards
stand a post and skitterers walk a beat, and once awake both
come at you and strike, two at a time — shoot them before they arrive. The
heavier spitters stand off and lob, and what the war adds later brings its own guns.
They emerge around crashed ships and from intact landed dropships. From the sixth
mission mechanized guards roll with them: a rifle round sparks off the hull, a
grenade takes two of its three points of armour and a rocket takes all three, and while
it is awake it stands off and drops shells. Tracks cannot ford the shallows a Georgi
wades. They wake when they see you, or hear a shot — see Staying unseen. Landed
ships and brood nests keep sending aliens out while you are near, until the structure is
flattened or its garrison is spent. Gun nests rake anything in range and only a blast
silences them. Rock and trees stop bullets in both directions; a blast clears trees and
leaves a crater. Crates restock grenades and rockets; from the third mission one crate
holds a rocket launcher — whoever walks over it shoulders six rockets and
fires those instead of rifle rounds, into armour first and never where the blast would
catch one of your own, then goes back to the rifle. The tube stays with that trooper
across the mission’s phases, and dies with them. Hostages join the chain when
touched and are safe once they return to the parachute drop site.
Salvage and research
A dead alien or a wrecked craft can leave salvage behind: walk a Georgi onto the glint.
Tissue and carapace cool the longer they lie, and the hardware keeps. What the squad
carries off comes home as research when the phase is won, and at the camp Mad
Georgi spends it at his bench beside the command post, on projects that last the
war — tougher Georgis, fuller rifles, longer noses, and a
bio retrieval team you call from the pause sheet to bring in every piece on the
field.
Holding the outpost
Every battlefield has one of our own stations in the middle of it, overrun before you
landed. Clearing the area is only the first half of a battle: once the phase’s
objective is met, walk a Georgi up to the outpost with nothing of theirs close by
and the flag goes up.
Then you have a countdown to dig in. The bar at the top gives you engineering
stores and three things to spend them on: sandbags (1), a parapet that covers the
way it faces — a Georgi behind it is hard to hit from the front and ordinary to
hit from the side; a trench (2), which covers whoever stands in it from every
side; and an MG turret (4), which fires on its own inside the arc it faces until
its belt runs out. Tap a kind (or press B) and tap the ground to dig it in; the
ghost shows where it would go and which way it would cover. Tap one of your own to take
it back and get the stores returned. Everything faces away from the outpost, because
that is where the waves are coming from. START ends the countdown early.
A transport drops a heavy machine gun and a sniper rifle beside the
outpost: whoever walks onto one carries it for the rest of the phase — the gunner
throws long bursts and walks slower, the sniper reaches further than anything else on
the field and picks off commanders and rocket troopers first. The transport is also
ready to bring more Georgis down off Boot Hill, which is what CALL on the bar
does. Take a Georgi out of the chain with their digit or their chip and they hold where
they stand, watching the way they were looking when you left them — so turn the
chain toward the approach they should cover before you post someone.
The waves then come for it. Two in the jungle, up to five on the moor, walking in
off the edges of the map with a breather between them. While the outpost is yours it is
also a depot: it hands out bandages, tops your grenades and rockets back up and
keeps the turrets’ belts full, along the lines you can see drawn from it —
and an alien standing on a line cuts it. A supply canopy restocks the depot in every
breather, and you can spend what it brings on more digging.
If they stand at the flag and you do not, it comes down; if it reaches the ground the
outpost is overrun and the phase is lost, to be fought again. Beat the last wave
and it is held — that is how a phase is won now.
Staying unseen
They see in a cone. A sleeping alien sees a long way in front of it and only a
couple of tiles behind, and rock, trees and walls block its view the same way they block
a round. You can see the cone on the ground in front of every one you can see. A sentry
that stands still sweeps its look from side to side; a patrol looks where it walks. It
is not sure straight away: the cone warms from pale to red while it looks at you, and a
? goes up over its head. Get out of the cone before it is sure, or it wakes with
a ! and its fireteam wakes with it. A turning radar, or a command bunker nearby,
lets them see further ahead, until the generator goes.
They hear what you do. A shot, a rocket or a blast wakes everyone in earshot.
Footsteps do not, but a sleeper that hears one turns to look, and gets more suspicious
with every step. Water splashes, rubble crunches and roads are quiet. Press C or
SNEAK and the squad sneaks: a little over half the pace, a fifth of the noise,
and harder to spot. Holding still and standing in woods, craters or rubble also make a
Georgi harder to see.
Nothing you cannot see shoots you. A spitter, a tank or a gun nest out in the
dark holds its fire; anything that can walk comes closer until you can see it, and takes
a moment before its first shot. A shot always comes from something on your screen.
You see the way you face. A Georgi sees seven tiles all round and fourteen ahead
— as far as a rifle reaches — so a squad watching the approach opens fire
long before one caught looking the other way. They look where they walk; standing still,
they look where you last turned them. They shoot a sleeper only where they are looking
and only up close — six tiles, where one round kills — and never while the
squad sneaks, so creep up with C on, face what you want dead, and stop sneaking
to open up.
Drones scout on a battery. Every Georgi lands with a scout drone that circles
them and lights the fog. Select one — click it, or its tab beside its Georgi's square —
and click the map: it flies there, looks around and comes home on its own, never further
out than its battery can bring it back from. Hovering home beside its Georgi charges it;
the tab's bar is the charge. A drone the other side can see, it will shoot down.
You smell them. Georgis are dogs. Every battlefield has a wind, and it shifts a
little as the fight goes on. A Georgi can smell an alien that is upwind of them, much
further off than they can see, and anything very close whichever way the wind blows.
What you smell but cannot see shows as a whiff over the fog, roughly where it is. The
dust blowing across the screen shows the wind, the tactical map has a wind arrow in its
corner, and the briefing tells you the wind before you land.
Training ground
Somewhere to learn without being shot while you read this. On the
training ground the other side is on the field and
asleep, and stays that way: nobody wakes, no hut or nest sends anyone out, and
the gun nests hold fire. Everything of yours works exactly as it does in the war — the
chain, the guns, grenades, rockets, the scout drone, crates and craters — so what you
learn there is the real game. Sleeping patrols still walk their beat, so you get moving
targets rather than statues. Heads still turn to a footstep and cones still warm while
they look at you, so it is the place to practise sneaking — only the waking never comes.
It is a skirmish: a fresh squad, and your war is not touched — nobody is taken
off the hill, nobody is buried, nothing is saved. Add ?peace=1 to any other
link — a mission, a level — and you get that phase with the same quiet.
The jungle
The war opens on six painted boards, and every phase of a mission is fought on its own.
The canopy between the trails is closed — nothing crosses it — so each board leaves two
or three deliberate ways through, and you always know which way trouble can arrive from.
Each of them also plays as a skirmish off the war: a fresh squad, nothing saved.
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First Footing — the mud track up the
middle, or the plank walk along the east wall
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The Riverbank — one river, three
crossings: the gravel ford, the timber bridge, the stepping stones
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Hut Country — a stilt village over
standing water; the headman's house only by his own walk
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Two Bridges — the stone bridge takes
tracks, the rope bridge takes feet, and losing one leaves the other
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The Long Walk — swamp, prisoners on a dry
island, and three single-file ways across
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Canopy — a temple on the high terrace, three
ways up, and only the stone avenue wide enough for armour
Epic upgrade
Georgi's squad has eight-direction movement and directional combat, while the new squid
fight beside the existing crabs. Two high-detail painted levels and a third authored
level play as skirmishes off the war: a fresh squad, nothing saved.
Boot Hill
Fifteen recruits wait on the hill. Each mission takes its squad off the front of the
line; survivors come back a rank higher and go out first next time; the fallen get a
headstone; three volunteers join the back. Lose the whole squad and the mission starts
over with whoever is next. Lose everyone on the hill and the war is lost. The campaign
saves itself in this browser.
The camp
Every battle of the war starts and ends at the travelling camp. Walk General Georgi to the mission control board to launch the next phase, and
after it the squad comes home to upgrade. A battle is a round: after each one the
army's allowance arrives, the tents fill their crates, crews finish building and the
trucks come back from their service runs. Kit issued in camp goes into the field with
its Georgi. Crates of camp stores lie about the battlefield — supplies,
munitions, medical — and an enemy ammunition store, field hospital, generator or depot
leaves its own in the rubble; walk a Georgi onto one and it goes home with a won phase.