PBEM PANZER GENERAL (DOS) PROCEDURES ------------------------------------ PBM.SV? SIMPLIFIED VERSION --------------------------- As far as the actual mechanics of PBEM are concerned, here is a somewhat simplified summary guide to playing Panzer General by E-mail : To start a new PBEM game : A. Go to the scenario setup screen. B. Set both players as human. C. Go to the set difficulty window and click on CUSTOM setup. D. A center window will open and here you click on "Play by Mail" and you can set the handicaps/boosters. Once satisfied with these settings click on "Settings OK". E. Pick the scenario you want to play and start the game. To continue playing a PBEM game : A. Copy the (PKUNZIP-decompressed) game file your opponent has sent you (PBM.SV1 or PBM.SV2) to the SAVES subdirectory of PG. B. Load the game using the corresponding PG option. C. If this is not turn 1, type in your password to access the war theatre. D. Play your turn and when you are finished click on one of the two PBM game save slots (preferably an empty one). E. If this is turn 1, after saving the game you will be prompted for a password. Type one in and remember it. This "prevents" your opponent from "peeking" at your forces. F. Contact your opponent by E-mail and attach the saved game file to it. It should be PBM.SV1 or PBM.SV2 depending on which saved game slot you used. [You should first use PKZIP to compress your saved game file. This not only saves down and upload time and server space but it greatly reduces the probability of file corruption due to transmission.] G. Send the E-mail and attachment to your opponent. PBM.SV? FULL VERSION -- CONCURRENT, MIRRORED PLAY -------------------------------------------------- As far as the actual mechanics of PBEM concurrent, mirrored games are concerned, here is a guide to playing where things are explained via a VERY detailed example. 1) Reichsadler (R) E-mails Panzerspitze (P) and asks him if he would be interested in playing some PG scenario. 2) P replies by suggesting that they play MARKET GARDEN with a +1 prestige booster granted to the Allies. He says that this is what the presently available scenario balancing notes suggest and it is about time to find out if the authors are right... 3) R starts PG, sets BOTH sides to human play and chooses "Custom" for difficulty level. He grants the Allies that +1 prestige booster right there AND chooses the PBM option. R is now satisfied with all the settings and clicks on the appropriate checkbox that asks precisely this question. He then chooses MARKET GARDEN and, behold, he is about to start his first turn as the Axis. BEFORE R does anything else, he goes to "Options" by clicking on the button at the very top depicting a "?" . If he has done everything by the book, the "Hidden Units" ON/OFF selector should be grayed out. PBM play automatically means that the "fog of war" is there ! Period ! Now, R makes sure that both Supply and Weather are ON ! He now proceeds with his moves. When R is finished, he is prompted to save the position in one of the two slots exclusively reserved for PBM play. [It is good practice to use an empty slot. In this way you do not run the risk of overwriting a PBM position that you have not played yet !]. The program prompts R then for a password. He types in a password of his choice up to 15 characters long. To help his opponent with DOS file management, R backspaces over "Unused" and types in "R-P 01-00" meaning that this is a position arising out of R having played one turn and P having played no turns yet in a game where R plays the Axis and P plays the Allies [please, do NOT use the same letter for both players !]. R exits the game and goes to his \SAVES\ subdirectory. Assuming that he saved the position in PBM slot #1 [please, do that !], R must come across a DOS file named PBM.SV1. This is the file that contains the position at the end of his first turn as the Axis. First, R copies the file into a special subdirectory dedicated to this game. He now renames the PBM.SV1 file in the dedicated subdirectory to R-P_0100. At this point, he compresses the file in this dedicated subdirectory using the PKZIP utility [ PKZIP MARKGARD.ZIP R-P_0100 ]. In this example, R has named the compressed file MARKGARD.ZIP. R E-mails P and attaches MARKGARD.ZIP to the E-mail message. He then deletes MARKGARD.ZIP in the dedicated subdirectory and PBM.SV1 in the \SAVES\ subdirectory. 4) P receives R's E-mail message with the attached MARKGARD.ZIP. P starts PG, sets BOTH sides to human play and chooses "Custom" for difficulty level. He grants the Allies that +1 prestige booster right there AND chooses the PBM option. P is now satisfied with all the settings and clicks on the appropriate checkbox that asks precisely this question. He then chooses MARKET GARDEN and, behold, he is about to start his first turn as the Axis. BEFORE P does anything else, he goes to "Options" by clicking on the button at the very top depicting a "?". If he has done everything by the book, the "Hidden Units" ON/OFF selector should be grayed out. PBM play automatically means that the "fog of war" is there ! Period ! Now, P makes sure that both Supply and Weather are ON ! He now proceeds with his moves. When P is finished, he is prompted to save the position in one of the two slots exclusively reserved for PBM play. [Again, it is good practice to use an empty slot]. The program prompts him then for a password. P types in a password of his choice up to 15 characters long. To help his opponent with DOS file management, P backspaces over "Unused" and types in "P-R 01-00" meaning that this is a position arising out of P having played one turn and R having played no turns yet in a game where P plays the Axis and R plays the Allies. P exits the game and goes to his \SAVES\ subdirectory. Assuming that he saved the position in PBM slot #1, P must come across a DOS file named PBM.SV1. This is the file that contains the position at the end of his first turn as the Axis. First, P copies the file into a special subdirectory dedicated to this game. He now renames the PBM.SV1 file in the dedicated subdirectory to P-R_0100. P then deletes PBM.SV1 in the \SAVES\ subdirectory. Now P has to deal with the "MIRRORED" side of things ! First he saves his opponent's MARKGARD.ZIP in an EMPTY temporary directory. He then decompresses the file with the PKUNZIP utility [ PKUNZIP MARKGARD.ZIP ]. The temporary directory is no longer empty ! It contains 2 files : MARKGARD.ZIP and R-P_0100. P copies R-P_0100 into the special subdirectory already dedicated to this game. He also goes to his \SAVES\ subdirectory and makes sure that it does not contain any "leftover" PBM.SV1 or PBM.SV2 files. P now goes back to that temporary subdirectory and renames R-P_0100 to PBM.SV1. He then copies PBM.SV1 into his \SAVES\ subdirectory. Finally, P goes back to the temporary subdirectory and deletes MARKGARD.ZIP and PBM.SV1 that are still there. He now starts PG and chooses the "LOAD" option. Under this option he clicks on PBM slot #1, and, behold, he is about to start his first turn as the Allies. BEFORE P does anything else, he goes to "Options". If R has done everything by the book, the "Hidden Units" ON/OFF selector should be grayed out. Now, P makes sure that both Supply and Weather are ON [they are not "locked" yet -- this monumental patchwork comes courtesy of the great SSI] ! He now proceeds with his moves. When P is finished, he is prompted to save the position in one of the two slots exclusively reserved for PBM play. He saves it in PBM slot #2 which should be empty ! The program prompts P then for a password. He types in a password of his choice up to 15 characters long. To help his opponent with DOS file management, P backspaces over "Unused" and types in "R-P 01-01" meaning that this is a position arising out of R having played one turn and P having played one turn in a game where R plays the Axis and P plays the Allies. P exits the game and goes to his \SAVES\ subdirectory. Assuming that he saved the position in PBM slot #2, P must come across a DOS file named PBM.SV2. This is the file that contains the position at the end of his first turn as the Allies. First, P copies the file into the special subdirectory dedicated to this game. He now renames the PBM.SV2 file in the dedicated subdirectory to R-P_0101. P then deletes both PBM.SV1 and PBM.SV2 in the \SAVES\ subdirectory. At this point, he goes back to the subdirectory dedicated to this game and compresses files P-R_0100 and R-P_0101 using the PKZIP utility [ PKZIP MARKGARD.ZIP P-R_0100 R-P_0101 ]. In this example, P has named the compressed file MARKGARD.ZIP to be compatible with R. P E-mails R and attaches MARKGARD.ZIP to the E-mail message. He then deletes MARKGARD.ZIP in the dedicated subdirectory. 5) R receives P's E-mail message with the attached MARKGARD.ZIP. First he saves his opponent's MARKGARD.ZIP in an EMPTY temporary directory. He then decompresses the file with the PKUNZIP utility [ PKUNZIP MARKGARD.ZIP ]. The temporary directory is no longer empty ! It contains 3 files : MARKGARD.ZIP P-R_0100 and R-P_0101. R copies P-R_0100 and R-P_0101 into the special subdirectory already dedicated to this game. He also goes to his \SAVES\ subdirectory and makes sure that it does not contain any "leftover" PBM.SV1 or PBM.SV2 files. R now goes back to that temporary subdirectory and renames P-R_0100 to PBM.SV1. He then copies PBM.SV1 into his \SAVES\ subdirectory. He now starts PG and chooses the "LOAD" option. Under this option R clicks on PBM slot #1, and, behold, he is about to start his first turn as the Allies. BEFORE R does anything else, he goes to "Options" by clicking on the button at the very top depicting a "?". If P has done everything by the book, the "Hidden Units" ON/OFF selector should be grayed out. Now, R makes sure that both Supply and Weather are ON [they are not "locked" yet ] ! He now proceeds with his moves. When R is finished, he is prompted to save the position in one of the two slots exclusively reserved for PBM play. He saves it in PBM slot #2 which should be empty ! The program prompts R then for a password. He types in a password of his choice up to 15 characters long. To help his opponent with DOS file management, R backspaces over "Unused" and types in "P-R 01-01" meaning that this is a position arising out of P having played one turn and R having played one turn in a game where P plays the Axis and R plays the Allies. R exits the game and goes to his \SAVES\ subdirectory. Assuming that he saved the position in PBM slot #2, R must come across a DOS file named PBM.SV2. This is the file that contains the position at the end of his first turn as the Allies. First, R copies the file into the special subdirectory dedicated to this game. He now renames the PBM.SV2 file in the dedicated subdirectory to P-R_0101. R then deletes both PBM.SV1 and PBM.SV2 in the \SAVES\ subdirectory. Now R has to deal with the "MIRRORED" side of things ! R goes back to that temporary subdirectory and renames R-P_0101 to PBM.SV2. He then copies PBM.SV2 into his \SAVES\ subdirectory. Finally, R goes back to the temporary subdirectory and deletes MARKGARD.ZIP, PBM.SV1 and PBM.SV2 that should still be there. He now starts PG and chooses the "LOAD" option. Under this option R clicks on PBM slot #2, and, behold, he is about to start his second turn as the Axis. THE PROGRAM PROMPTS R FOR HIS PREVIOUSLY CHOSEN PASSWORD. R types in his password and the program allows him to continue [please, do not forget your passwords !]. He now proceeds with his moves [all important settings are mercifully "locked" for good now !]. When R is finished, he is prompted to save the position in one of the two slots exclusively reserved for PBM play. He saves it in PBM slot #1 which should be empty ! To help his opponent with DOS file management, R backspaces over "Unused" and types in "R-P 02-01" meaning that this is a position arising out of R having played two turns and P having played one turn in a game where R plays the Axis and P plays the Allies. R exits the game and goes to his \SAVES\ subdirectory. Assuming that he saved the position in PBM slot #1, R must come across a DOS file named PBM.SV1. This is the file that contains the position at the end of his second turn as the Axis. First, R copies the file into the special subdirectory dedicated to this game. He now renames the PBM.SV1 file in the dedicated subdirectory to R-P_0201. R then deletes both PBM.SV1 and PBM.SV2 in the \SAVES\ subdirectory. At this point, he goes back to the subdirectory dedicated to this game and compresses files P-R_0101 and R-P_0201 using the PKZIP utility [ PKZIP MARKGARD.ZIP P-R_0101 R-P_0201 ]. In this example, R has named the compressed file MARKGARD.ZIP to be compatible with P. R E-mails P and attaches MARKGARD.ZIP to the E-mail message. He then deletes MARKGARD.ZIP in the dedicated subdirectory. 6) P receives R's E-mail message with the attached MARKGARD.ZIP. Well, I am sure that you can figure things out from this point on ! All playing cycles are identical to the one that R had to go through in his second turn as the Axis. Oh, and no more SSI quirks (is it not wonderful how thoughtfully designed this game is for serious PBEM play ?). 7) We now come to the end, or, more precisely, a split second prior to the end of any particular scenario. The player who comes within that split second from ending the game (or from the mandated end due to the fact that the entire scenario has been played out down to the last turn) has the responsibility of saving the position using the NORMAL save option available. In other words, he must NOT allow the program to flash that coveted victory announcement screen (can you think of a couple of examples where this save could not be made ? I sure can !). The normal save option will create a DOS file named GAME.SV? where the question mark is an integer equal to the Normal Save slot used minus one ! This file that resides in the \SAVES\ subdirectory should be compressed into SNAPSHOT.ZIP using the PKZIP utility and E-mailed to your opponent via an attachment as a matter of courtesy. Now, my friend, if you can do all this you are well on your way to being superbly organized, something that you will find that you need pretty soon as your games are getting all over the place... GAME.SV? FULL VERSION -- CONCURRENT, MIRRORED PLAY --------------------------------------------------- As far as the actual mechanics of PBEM concurrent, mirrored games are concerned, here is a guide to playing where things are explained via a VERY detailed example. 1) Reichsadler (R) E-mails Panzerspitze (P) and asks him if he would be interested in playing some PG scenario. 2) P replies by suggesting that they play MARKET GARDEN with a +1 prestige booster granted to the Allies. He says that this is what the presently available scenario balancing notes suggest and it is about time to find out if the authors are right... 3) R starts PG, sets BOTH sides to human play and chooses "Custom" for difficulty level. He grants the Allies that +1 prestige booster right there AND makes sure that the PBM option is NOT checked. R is now satisfied with all the settings and clicks on the appropriate checkbox that asks precisely this question. He then chooses MARKET GARDEN and, behold, he is about to start his first turn as the Axis. BEFORE R does anything else, he goes to "Options" by clicking on the button at the very top depicting a "?". R makes sure that "Hidden Units", "Supply" and "Weather" are ALL ON ! He, then, clicks on the button at the very bottom (Quit Game). R clicks on the "Save" button. He, then, saves the game position in some [it is good practice to use an empty slot. In this way you do not run the risk of overwriting a GAME.SV? position that you have not played yet !] save slot (for the purposes of this detailed example we will assume that R chooses slot # 1 -- GAME.SV0). To help his opponent with DOS file management, R backspaces over "Unused" and types in "P-R 00-00" meaning that this is a position arising out of P and R having played no turns yet in a game where P plays the Axis and R plays the Allies [please, do NOT use the same letter for both players !]. R now clicks on "Exit" and, then, on the button depicting an "M". He now proceeds with his moves. When R is finished with his moves, he saves the end position WITHOUT CLICKING ON THE "END" BUTTON, and in a different, preferably empty, save slot than the one he used at the beginning of his turn (for the purposes of this detailed example we will assume that R chooses slot # 2 -- GAME.SV1) [Again, it is good practice to use an empty slot. In this way you do not run the risk of overwriting a PBM position that you have not played yet !]. To help his opponent with DOS file management, R backspaces over "Unused" and types in "R-P 01-00" meaning that this is a position arising out of R having played one turn and P having played no turns yet in a game where R plays the Axis and P plays the Allies [please, do NOT use the same letter for both players !]. R exits the game and goes to his \SAVES\ subdirectory. R must come across two DOS files named GAME.SV0 and GAME.SV1. The first file contains the position at the beginning of P's first turn as the Axis. The second file contains the position at the end of R's first turn as the Axis. First, R copies these two files into a special subdirectory dedicated to this game. He now renames the GAME.SV0 file in the dedicated subdirectory to P-R_0000. He also renames the GAME.SV1 file in the dedicated subdirectory to R-P_0100. At this point, he compresses the files in this dedicated subdirectory using the PKZIP utility [ PKZIP MARKGARD.ZIP P-R_0000 R-P_0100 ]. In this example, R has named the compressed file MARKGARD.ZIP. R E-mails P and attaches MARKGARD.ZIP to the E-mail message. He then deletes MARKGARD.ZIP in the dedicated subdirectory and GAME.SV0 and GAME.SV1 in the \SAVES\ subdirectory. 4) P receives R's E-mail message with the attached MARKGARD.ZIP. First he saves his opponent's MARKGARD.ZIP in an EMPTY temporary directory. He then decompresses the file with the PKUNZIP utility [ PKUNZIP MARKGARD.ZIP ]. The temporary directory is no longer empty ! It contains 3 files : MARKGARD.ZIP, P-R_0000 and R-P_0100. P copies P-R_0000 and R-P_0100 into a special subdirectory dedicated to this game. He also goes to his \SAVES\ subdirectory and makes sure that it does not contain any "leftover" GAME.SV0 or GAME.SV1 files. P now goes back to that temporary subdirectory and renames P-R_0000 to GAME.SV0. He then copies GAME.SV0 into his \SAVES\ subdirectory. He now starts PG and chooses the "LOAD" option. Under this option he clicks on save slot #1, and, behold, he is about to start his first turn as the Axis. BEFORE P does anything else, he goes to "Options" by clicking on the button at the very top depicting a "?". If R has done everything by the book, "Hidden Units", "Supply" and "Weather" must ALL be ON ! P now clicks on the button depicting an "M" and proceeds with his moves. When P is finished with his moves, he saves the end position WITHOUT CLICKING ON THE "END" BUTTON, and in a different, preferably empty, save slot than the one he used at the beginning of his turn (for the purposes of this detailed example we will assume that P chooses slot # 2 -- GAME.SV1) [Again, it is good practice to use an empty slot. In this way you do not run the risk of overwriting a PBM position that you have not played yet !]. To help his opponent with DOS file management, P backspaces over "Unused" and types in "P-R 01-00" meaning that this is a position arising out of P having played one turn and R having played no turns in a game where P plays the Axis and R plays the Allies. P exits the game and goes to his \SAVES\ subdirectory. P must come across two DOS files named GAME.SV0 and GAME.SV1. GAME.SV0 he deletes right there on the spot ! GAME.SV1 contains the position at the end of P's first turn as the Axis. First, P copies GAME.SV1 into the special subdirectory dedicated to this game. He now renames the GAME.SV1 file in the dedicated subdirectory to P-R_0100. P, then, goes back to his \SAVES\ subdirectory and deletes GAME.SV1. Now P has to deal with the "MIRRORED" side of things ! He goes back to that temporary subdirectory and deletes MARKGARD.ZIP and GAME.SV0. P, then, renames R-P_0100 to GAME.SV0. He then copies GAME.SV0 into his \SAVES\ subdirectory. He now starts PG and chooses the "LOAD" option. Under this option he clicks on save slot #1, and, behold, he is about to start his first turn as the Allies. LOOKING AT THE KEYBOARD AND NOT AT THE MONITOR, P keys in the following sequence : "M" "F12" "Y". BEFORE P does anything else, he goes to "Options" by clicking on the button at the very top depicting a "?". If R has done everything by the book, "Hidden Units", "Supply" and "Weather" must ALL be ON ! P now clicks on the button depicting an "M" and proceeds with his moves. When P is finished with his moves, he saves the end position WITHOUT CLICKING ON THE "END" BUTTON, and in a different, preferably empty, save slot than the one he used at the beginning of his turn (for the purposes of this detailed example we will assume that P chooses slot # 2 -- GAME.SV1) [Again, it is good practice to use an empty slot. In this way you do not run the risk of overwriting a PBM position that you have not played yet !]. To help his opponent with DOS file management, P backspaces over "Unused" and types in "R-P 01-01" meaning that this is a position arising out of R having played one turn and P also having played one turn in a game where R plays the Axis and P plays the Allies. P exits the game and goes to his \SAVES\ subdirectory. P must come across two DOS files named GAME.SV0 and GAME.SV1. GAME.SV0 he deletes right there on the spot ! GAME.SV1 contains the position at the end of P's first turn as the Allies. First, P copies GAME.SV1 into the special subdirectory dedicated to this game. He now renames the GAME.SV1 file in the dedicated subdirectory to R-P_0101. P, then, goes back to his \SAVES\ subdirectory and deletes GAME.SV1. He also goes back to that temporary subdirectory and deletes GAME.SV0. At this point, he goes back to the subdirectory dedicated to this game and compresses files P-R_0100 and R-P_0101 using the PKZIP utility [ PKZIP MARKGARD.ZIP P-R_0100 R-P_0101 ]. In this example, P has named the compressed file MARKGARD.ZIP to be compatible with R. P E-mails R and attaches MARKGARD.ZIP to the E-mail message. He then deletes MARKGARD.ZIP in the dedicated game subdirectory. 5) R receives P's E-mail message with the attached MARKGARD.ZIP. First he saves his opponent's MARKGARD.ZIP in an EMPTY temporary directory. He then decompresses the file with the PKUNZIP utility [ PKUNZIP MARKGARD.ZIP ]. The temporary directory is no longer empty ! It contains 3 files : MARKGARD.ZIP, P-R_0100 and R-P_0101. R copies P-R_0100 and R-P_0101 into the special subdirectory already dedicated to this game. He also goes to his \SAVES\ subdirectory and makes sure that it does not contain any "leftover" GAME.SV0 or GAME.SV1 files. R now goes back to that temporary subdirectory and renames P-R_0100 to GAME.SV0. He then copies GAME.SV0 into his \SAVES\ subdirectory. He now starts PG and chooses the "LOAD" option. Under this option he clicks on save slot #1, and, behold, he is about to start his first turn as the Allies. LOOKING AT THE KEYBOARD AND NOT AT THE MONITOR, R keys in the following sequence : "M" "F12" "Y". BEFORE R does anything else, he goes to "Options" by clicking on the button at the very top depicting a "?". If P has done everything by the book, "Hidden Units", "Supply" and "Weather" must ALL be ON ! R now clicks on the button depicting an "M" and proceeds with his moves. When R is finished with his moves, he saves the end position WITHOUT CLICKING ON THE "END" BUTTON, and in a different, preferably empty, save slot than the one he used at the beginning of his turn (for the purposes of this detailed example we will assume that R chooses slot # 2 -- GAME.SV1). To help his opponent with DOS file management, R backspaces over "Unused" and types in "P-R 01-01" meaning that this is a position arising out of P having played one turn and R also having played one turn in a game where P plays the Axis and R plays the Allies. R exits the game and goes to his \SAVES\ subdirectory. R must come across two DOS files named GAME.SV0 and GAME.SV1. GAME.SV0 he deletes right there on the spot ! GAME.SV1 contains the position at the end of R's first turn as the Allies. First, R copies GAME.SV1 into the special subdirectory dedicated to this game. He now renames the GAME.SV1 file in the dedicated subdirectory to P-R_0101. R, then, goes back to his \SAVES\ subdirectory and deletes GAME.SV1. Now R has to deal with the "MIRRORED" side of things ! He goes back to that temporary subdirectory and deletes MARKGARD.ZIP and GAME.SV0. R, then, renames R-P_0101 to GAME.SV0. He then copies GAME.SV0 into his \SAVES\ subdirectory. He now starts PG and chooses the "LOAD" option. Under this option he clicks on save slot #1, and, behold, he is about to start his second turn as the Axis. LOOKING AT THE KEYBOARD AND NOT AT THE MONITOR, R keys in the following sequence : "M" "F12" "Y". BEFORE R does anything else, he goes to "Options" by clicking on the button at the very top depicting a "?". If P has done everything by the book, "Hidden Units", "Supply" and "Weather" must ALL be ON ! R now clicks on the button depicting an "M" and proceeds with his moves. When R is finished with his moves, he saves the end position WITHOUT CLICKING ON THE "END" BUTTON, and in a different, preferably empty, save slot than the one he used at the beginning of his turn (for the purposes of this detailed example we will assume that R chooses slot # 2 -- GAME.SV1). To help his opponent with DOS file management, R backspaces over "Unused" and types in "R-P 02-01" meaning that this is a position arising out of R having played two turns and P having played one turn in a game where R plays the Axis and P plays the Allies. R exits the game and goes to his \SAVES\ subdirectory. R must come across two DOS files named GAME.SV0 and GAME.SV1. GAME.SV0 he deletes right there on the spot ! GAME.SV1 contains the position at the end of R's second turn as the Axis. First, R copies GAME.SV1 into the special subdirectory dedicated to this game. He now renames the GAME.SV1 file in the dedicated subdirectory to R-P_0201. R, then, goes back to his \SAVES\ subdirectory and deletes GAME.SV1. He also goes back to that temporary subdirectory and deletes GAME.SV0. At this point, he goes back to the subdirectory dedicated to this game and compresses files P-R_0101 and R-P_0201 using the PKZIP utility [ PKZIP MARKGARD.ZIP P-R_0101 R-P_0201 ]. In this example, R has named the compressed file MARKGARD.ZIP to be compatible with P. R E-mails P and attaches MARKGARD.ZIP to the E-mail message. He then deletes MARKGARD.ZIP in the dedicated game subdirectory. 6) P receives R's E-mail message with the attached MARKGARD.ZIP. Well, I am sure that you can figure things out from this point on ! All playing cycles are identical to the one that R had to go through in his second turn as the Axis. 7) We now come to the end, or, more precisely, a split second prior to the end of any particular scenario. The player who comes within that split second from ending the game (or from the mandated end due to the fact that the entire scenario has been played out down to the last turn) has the responsibility of saving the position using the NORMAL save option available. In other words, he must NOT allow the program to flash that coveted victory announcement screen (can you think of a couple of examples where this save could not be made ? I sure can !). The normal save option will create a DOS file named GAME.SV? where the question mark is an integer equal to the Normal Save slot used minus one ! This file that resides in the \SAVES\ subdirectory should be compressed into SNAPSHOT.ZIP using the PKZIP utility and E-mailed to your opponent via an attachment as a matter of courtesy. Now, my friend, if you can do all this you are well on your way to being superbly organized, something that you will find that you need pretty soon as your games are getting all over the place...