Animated 3D dice.

How to add dice

All the classic types of dice are supported: four-sided "D4", six-sided "D6", eight-sided "D8", ten-sided "D10", twelve-sided "D12" and twenty-sided "D20".

Group dice that can be cast together in the same dice hand. You can define several dice hands of differently colored dice.

Below is an example of two dice hands of two ten-sided dice.

<?xml version="1.0" encoding="windows-1252" ?>
	name="Paris vaut bien une messe"
	description="Encart-jeu VaeVictis n°50, les guerres de religion 1562-1598."
	copyright="VaeVictis - Histoire &amp; Collections 2003"
	<dice-hand type="D10">
		<dice count="2" color="ffffff" pips="000000" />
	<dice-hand type="D10">
		<dice color="0000a0" pips="ffffff" />
		<dice color="a00000" pips="ffffff" />
	<map name="Ivry" image-file="VV50-Ivry.jpg" resolution="150 dpi" />
	<map name="Dreux" image-file="VV50-Dreux.jpg" resolution="150 dpi" />
	<counter-sheet name="Planche de pions"
		front-image-file="VV50-Counters-recto.jpg" front-resolution="150 dpi"
		back-image-file="VV50-Counters-verso.jpg" back-resolution="150 dpi">

The color value is the color of the dice in hexadecimal code. Most bitmap graphics editors can give you the hexadecimal code of a color. Use "000000" for black, "ffffff" for white, "ff0000" for red, "00ff00" for green or "0000ff" for blue.

The pips value is the color of the dots or numbers on the dice.

Europe Engulfed mask
A mask is used to cut off round counters.
A: image, B: mask, C: result

How to handle arbitrary shaped counters

If the counters are not rectangular, you must provide a transparency mask image to indicate the edges of the counters.

A transparency mask image is simply a grayscale image of the same size and resolution as the counter sheet image. Paint the areas inside counters white and the areas outside counters black. Use intermediate gray levels to draw nice anti-aliased edges. Save your image as a PNG file: as a lossless compression scheme, it is a better file format than JPEG for mask files.

If the counters are double-sided, provide a different mask for the front side and the back side.

Below is an example of a double-sided counter sheet with masks.

<counter-sheet name="Planche de pions"
	front-image-file="VV50-Counters-recto.jpg" front-resolution="150 dpi"
	back-image-file="VV50-Counters-verso.jpg" back-resolution="150 dpi"

How to add scenarios

A scenario file enumerates the maps and counter sheets that will be used and the initial placement of each counter. You must provide at least a start-up scenario in your game box archive.

Scenarios are actually regular saved game files renamed as .zts files (instead of .ztg).

The easiest way to create a scenario is to begin with a simple dummy scenario with all the counters unpunched, and then run ZunTzu, move the counters to their starting locations, then save the game. All you'll have to do then is replace the dummy startup scenario by the saved game renamed as a .zts file.

Below is an example of a simple dummy scenario.

<?xml version="1.0" encoding="Windows-1252"?>
	game-box="Paris vaut bien une messe"
	scenario-description="Dreux, 19 Décembre 1562"
	scenario-copyright="VaeVictis - Histoire &amp; Collections 2003">
	<layout board="Dreux" />
	<layout board="Planche de pions" />

The value for "game-box" should be the same name as the one used in the game-box.xml file.

A scenario can use all the maps and counter sheets, or just some of them. The above scenario file indicates that two boards will be used: "Dreux" and "Planche de pions".

To create the final scenario file from your dummy scenario, follow this procedure:

  • Pack all your files in a Zip archive (in Windows XP you can create a compressed folder through the File menu in the Windows Explorer).
  • Rename the archive with a .ztb extension.
  • Double-click the .ztb file to launch ZunTzu. In ZunTzu, move the counters, resize the views, then save the game. Quit ZunTzu.
  • Replace the dummy scenario file in the game box archive by the saved game.

Your game box is done!