General Clumsy

In every case, the game starts from the HQ's operations table: New game → Against an opponent, then the question “Who commands the opposing side?”. The radio set's settings (map, regiments, season, time…) apply just as against the computer.

On the same PC

  1. Choose “Against a human”

    Both sides are played on the same keyboard, mouse or gamepad, each in turn: the good old hot seat.

  2. Play your turn

    The first player commands his units as usual, then ends the turn (Tab).

  3. Hand over

    The “Next player's turn” screen hides the whole map: the fog stays honest. The second player sits down and clicks Play to reveal his own view.

Golden rule. When the handover screen appears, whoever just played stands up and the other sits down. Peeking over the shoulder is severely punished under the Hot Seat Regulations.

Over local network

Two computers on the same network (same router, same Wi-Fi): no account, no server, no address to type.

The host

Chooses “Over local network”, then Host a game. The game announces itself on the network and waits for an opponent. He can also Host a saved game to resume an interrupted network game.

The guest

Chooses “Over local network”: announced games show up by themselves under “Local network games”. He picks one with Join, or Resume a game to pick up a shared save.

Firewall. The host waits for his opponent on TCP port 47470 and announces his game on UDP port 47471. If “Host unreachable (firewall?)” appears, allow the game through the host's firewall.

Online

To play with someone who is not on your network. The game goes through a matchmaking server: it introduces the players to each other, then keeps their game until it ends without being able to read it, since it is encrypted with a key only the two players know.

  1. Pick a name

    Choose “Online”: the game asks which name to play under (pre-filled next time).

  2. Face a stranger

    Players waiting lists the ten players closest to you (same country, then nearest time zone). Type a name to look for someone in particular, then pick your opponent. Or host a game and wait for someone to find you.

  3. Play with a friend

    One of you chooses Private game and gets a twelve-character code (such as ABCD-EFGH-JKMN). He gives it to his friend, who types it in Join with a code. The game appears in no list.

  4. Play by correspondence

    Each player plays their turn whenever they like, whether the other is connected or not: if they are there, they watch the turn live, otherwise they see it replayed when they come back. Resume a game lists your games in progress, those where it is your turn first, and the home screen points out the ones waiting for you.

Good to know

Same version

Both players must have the same version of the game. Otherwise: “Different game version”. Update the game on both sides.

The host decides

On a network, the host's settings prevail, “Unlimited supplies” and “Side” included: the guest plays the other side.

48 hours per turn

Online, each player has 48 hours to finish their turn. After that, they lose the game, even if they are not connected. The time left is shown during their turn.

5 online games

A player has at most 5 online games in progress, waiting for an opponent included; a new player has only one on the first day. A finished game frees its place.

Saving together

On a local network, a game is saved by mutual agreement: one proposes, the other accepts or refuses. To resume it, the host hosts the save and the guest chooses “Resume a game”. Online, the game stays on the server by itself.

Disconnection

On a local network, if the link drops, the opponent has two minutes to come back. After that, they lose the game. Online, a drop costs nothing: the game picks up where it left off.

Leave or give up

On a local network, leaving a game means giving it up: the game asks for confirmation. Online, “Leave, the game goes on” keeps it in progress, with the turn deadline still running; “Give up” loses it.

Checked games

At the end of each turn, the two computers compare their game. On a local network, a difference is corrected from the host's game, an impossible order makes whoever gave it lose, and repeated differences stop the game without a winner. Online, a difference or an impossible order stops the game, without a winner if the other disputes it.

While waiting

While the opponent plays their turn, a little game against the computer helps pass the time: tic-tac-toe, sea battle or four in a row, your choice.

Troubleshooting

MessageWhat to do
Host unreachable (firewall?)Allow the game through the host's firewall (ports 47470 and 47471).
Port 47470 already in useAnother copy of the game is already hosting on this computer: close it.
Different game versionUpdate the game on both sides.
Saves differThe guest does not have the same save as the host.
Server unreachableCheck the Internet connection, then try again a little later.
Nobody cameNobody joined in time: try again, or go through a private game.
Already 5 games in progressFinish or give up an online game before starting another.
New player: 5 games in … hOn the first day, only one online game: wait for the time shown.
Too many games from this networkMany players share your connection: try again later.
Newer server: update the gameUpdate the game.