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When you just have to have the "latest greatest," you'll find it here.

Click Here to go to the TK! Home Page

The Totaler Krieg! Axis Empires Edition Playtest Kit: This is where you can download the components for making your very own Totaler Krieg! 2nd edition playtest kit. This is all "print and play" material, and we're using the same files for our own playtesting that we're making available to you.

You'll find lots of new stuff to modify your old copy of TK! with, including rules, scenarios, player aid sheets, Option cards, counters, map changes... pretty much the works. It will take some patience to upgrade your paper copy of the game (especially making all those counters), but if you're into Play-by-Email (PBEM), we should have the latest playtest kit available here, all updated and ready to go.

We'll be updating this kit from time to time, so if you want to keep up with the changes, you'll want to check back here from time to time.

TK2 Rules     Last updated: 6 May 2008 (includes rules, scenarios, and aid sheets)
TK2 Counter sheet 1     Last updated: 6 May 2008 (German, French, Italian)
TK2 Counter sheet 2     Last updated: 6 May 2008 (Russian, British, US)
TK2 Counter sheet 3     Last updated: 6 May 2008 (Minors & markers)
TK2 West map      Last updated: 6 May 2008 (entire updated West map in .pdf format)
TK2 East map      Last updated: 6 May 2008 (entire updated East map in .pdf format)
TK2 Axis      Last updated: 6 May 2008 (Axis Option cards, Player Aid front, and Force Pool Display)
TK2 Soviet      Last updated: 6 May 2008 (Soviet Option cards, Player Aid front, and Force Pool Display)
TK2 Western Allied      Last updated: 6 May 2008 (Wallied Option cards, Player Aid Front, and Force Pool Display)

TK2 House Rules      Last updated: 05 November 2003 (House Rules and support materials)

A FREE Cyberboard Play-by-email Playtest Kit has been produced by our own Darren Kilfara! For all you need to help us playtest TK2 electronically, click here.

Last updated: 28 June 2008 (TK2 only)

Cyberboard Notes
 
By Leland Tankersley

Starting a new game

Run CBPlay. From the File menu, select New. You'll get a file browse dialog. Find the scenario file (*.gsn) that you want to play. (Darren distributes several of these with each kit.) [If you want to customize a scenario, e.g. because you want to play a two-player game rather than three-player, see the end of this post.] You'll have the opportunity to change the default players names. [If you really want to, note that you need to select the player name from the list, type in the new name in the box below, and then hit the Update Name button, or your changes won't take.] Then you're asked to provide a "Base Game Name" for the game files. Whatever you type here will form part of the filenames for this game. Make sure it's sufficiently distinctive. Once this is done, CB will create a bunch of game (*.gam) files, one for each player (and one for a Spectator). Distribute the game files to the appropriate players (Axis player gets the Axis game file, and so on). Note that only one player needs to do this step.

Playing the game

Launch CBPlay if you haven't already. From the File menu, choose Open and select the game file created above (or emailed to you by your opponent); it will be named something like MyGameName-Axis.gam. Note that when you do this, if your game file isn't located in the same place as your gamebox (*.gbx) file, the program will ask you to find the gamebox. Browse to find the *.gbx file and proceed; the game file will remember where to find the gamebox next time. Once this is done, the various game windows will appear (about which, see below).

The various windows

The Game Project window

This window starts out iconified at the lower left. It is the only window that is required to be visible; if you CLOSE this window (as opposed to just minimizing it) you are closing the game file (you'll be prompted to save changes, if any). If you restore this window, it lists the various game "boards" (windows) that are part of the game, as well as a listing of all the game history or "move" (*.gmv) files. You can doubleclick a game board in this list to open it, even if you closed the window earlier. If you click an entry in the game history list (which starts out empty) you can "replay" the events of that move file to review what happened. You probably won't need to use this window often, so you can probably leave it minimized so it doesn't take up much space.

The Map window

This window displays the TK map along with any counters or markers that have been placed on it. You can scroll the map with the scrollbars, or autoscroll by dragging near an edge. You can select items (counters, etc.) on the map by clicking, shift-clicking or dragging just as with most typical programs. Selected items have small square black "handles" around them. Selected items are displayed in a pane on the right side of the window (on some windows, this pane has been minimized to save space).

Other Windows

You can explore the other windows on your own. There's one to hold the current/pending/discarded Option Cards, one for each faction's Force Pool, one has the CRT, one has the Political Tables, there's one that lists all the Strategic Hexes to make it easier to keep track of who controls what when you're doing the seasonal victory check, and one has the sequency of play. Technically these are all "boards" and you can drag pieces (counters, cards and markers) onto any of them. Obviously, it doesn't make much sense to put a unit counter on the sequence of play. But be aware that it can happen. Cyberboard attempts to mimic the tabletop experience, right down to dropping a counter and having to hunt for it later.

The Toolbar

There's a toolbar at the top of the main Cyberboard window with a bunch of commands (these all have menu commands associated with them, too). The one that looks like a magnifying glass lets you toggle between zoom levels for the current board. There's a full-size, half-size and quarter-size option for each board. The game map and force pools start out at half-size (so you can see more of them). But if you can't read the map text or want to zoom in to check out the river hexsides more closely, this button is your friend. Zooming in the boards stay more or less centered where you were before. Unfortunately, when you toggle back out to full-size on the map window, you'll end up looking at the lower right corner of the map and more than likely have to scroll back to where you were.

Next to this button is a little button with 2 squares separated by a slash. This toggles display of unit counters on/off (for the active window only). This lets you hide the counters to see the map better, for example.

The buttons labelled 'A' and 'B' will open two different (but identical) counter tray windows (see below).

The button that looks kind of like a hand holding a wand pointing to the left will open a tray of markers. This holds things like DRM markers to use as reminders, and control markers for use on the Strategic Hex Control Tracking board.

The button that looks kind of like a post-it note brings up the message window. This is where messages from your opponent will appear.

The button that looks like a hand holding a pen brings up a window that lets you type messages to your opponent (including making die rolls). You'll probably have this open all the time during your turn.

Most of the rest of the buttons are concerned with PBEM mechanics, about which more later.

The Counter Trays

The buttons labelled 'A' and 'B' bring up two different (identical) counter tray windows. A drop list at the top of the window lets you select the specific tray you want. There's a tray for each player's hand of option cards (which is "owned" by that player so the other player(s) can't look at it and deduce the pending option card); a tray for each player's counters that arrive with option cards (sorted in option card order); a tray holding all the Neutral forces; a tray with misc. counters like Neutrality, the Push marker, Failures and so on; and a bunch of empty trays with self-explanatory labels. Note that you don't have to use the empty trays for available support units; they are just there as an option. There are two trays because sometimes you might want to drag a counter from one tray to another, so you need two windows. Also, you can size one tray for use when browsing option cards, and another for smaller things like unit counters. Every item in a tray is displayed with its current "top" side on the left. If the item has a reverse side, it's shown on the right.

PBEM mechanics

When you actually start playing, it's a lot like playing FTF. Select a counter and press ctrl-I to flip (invert) it. To move a counter, click and drag. You can do this between windows (when taking replacements from force pool to map, for example). To neaten up a stack, select the counters in it and hit ctrl-A (autostack). [Be careful that you don't select any extraneous counters.] As appropriate, type in messages to your opponent in the message window. Don't neglect to hit 'Send' -- you'll see the message text appear in the message log. After you roll dice, be sure to hit the Send button to add the message to the log, or your opponent won't be sure what's going on.

Sending a Move File

When you've finished your turn (or have reached a point where you need input from your opponent before you can proceed), press the Send Recording To File button (it looks like an envelope next toa floppy disk). You'll be prompted for a move file (*.gmv) name. Once created, save changes to your game file and email the move file to your opponent. Then wait for a reply.

Receiving a Move File

When you get a move file from your opponent, you should first fire up CBPlay and load your game file. Then choose Load Recorded Move File (looks like an opened envelope) and load the move file.

Note: you may see a warning that says something about how the game state doesn't match the move file. If this happens, it probably means you either missed a move file, or else you have loaded the wrong file. Basically, what happens is each move file stores the current game state and the moves that are made, but none of the history. Your game file stores all the moves that have been saved. So most of the time, your game file state should match the initial state of the move file you load. If it doesn't, something might be wrong somewhere, so proceed with caution. If you go ahead and load the file, and things look wacky, DON'T save the changes to the game file.

After loading the move file, the tape-recorder style buttons in the toolbar should be active. These let you step through your opponent's actions move by move, or jump to the end of the recording all at once. You'll see all the manipulations of counters as well as messages typed by your opponent. You can also back up to review portions of the move again. When you're done watching the moves, click the Accept Move File Playback button (envelope with checkmark) to add the changes to your game file. Then it's your turn to respond.

Customizing a Scenario

Here is how to create a two-player version of one of Darren's scenarios: Run CBPlay and choose the Open command from the File menu. From the droplist at the bottom, select files of type "Scenario Files (*.gsn)" and open the scenario file you want to convert to two-player. From the Project menu, select Create Players, and enter '2' in the text box. Then select Edit Players from the Project menu. Edit the names to whatever you like (Axis and Allied are suggested). Be sure to press Update Name for each player name you edit before dismissing the window.

Now open the Scenario Project window (if you can't find it use the Windows menu). For each of the Option Card playing piece trays (all 3) do the following: select it in the project window and press the Properties button at the bottom of the list. Then from the Tray's Owner drop list select the player that should own this tray (Axis for the Axis Option Cards, Allied for the Western and Soviet cards). Press OK. This will prevent opponents from looking at each other's card hands.