Clicking on "File": "New Game" rests the values for both teams. Clicking on "File": "(Left/Right) Team": "Clear" resets the values for only that team.
To load a team roster click "File": "(Left/Right) Team": "Load" and open a text file that contains a list of all of the players. This file should have one player per line and can be a list of numbers or a list of numbers followed by player names. The program will automatically ignore the player names.
To enter player numbers manually type in the "Player" column for the appropriate team.
Pressing the "Sort" button sorts the players by number in alphanumeric order (WFTDA standard).
Pressing on the team colour box brings up a colour chooser for custom team colours
Clicking "Edit": "Swap Teams" switches which side of the board the teams are on
Clicking "View": "Full Screen" shows or hides the full screen view. Pressing F11 will also show or hide the full screen view.
Choose a display to show the full screen view on. IMPORTANT: you cannot show the full screen view on the same screen as the program.
Change the height of the font used in the coloured header in full screen view. Changing this will change the height of the header.
Check "Display team identifier in header" if you want the team identifier (enter on the main screen) to be displayed in the full screen header.
The header padding is how much space there is between the outside of the header bar and the things inside it. It also governs how much space there is between things in the header.
The header padding inputs are in the following order: top, left, bottom, right.
Checking the "all same" box sets the value of the padding to be the same on all sides.
This controls the height of the font used for player numbers and penalty codes in the full screen view.
This controls how much space there is around the cells in the full screen view tables.
They are in the same order as the header padding inputs: top, left, bottom, right.
Checking the "all same" box sets the value of the padding to be the same on all sides.
Set how thick the line indicating ejection from the game should be.
This button sets both the header font size and the row font size based on the resolution of the selected display.
In practice the font sizes computed with the button are rough guesses and some tweaking is generally required to display everything and a legible from the bench font size.
If this box is checked the the width of the columns containing players numbers will be fixed to the given value
Larger font sizes on smaller screen have a tendency to cause the player numbers to run out of space in their box. Fixing this width prevents this issue, but the size needs to be customized based on screen and font size.
This controls the size of the dot that indicates that a player has sat for their penalty.
You can choose to enter a values in pixels (50 for example) or a fraction of the height of the penalty codes (0.5 indicating half the height for example).
The penalty board uses a repeated string (generally one character) to indicate official reviews and timeouts remaining.
For example: if the Timeout String is "T" and black team has two timeouts remaining then the board will display "TT" in black team's header.
Penalty codes are typed in the next empty penalty cell (labeled "P1" to "P7"). The code entered in automatically capitalized. Checking the "sat" column causes a dot to appear on the full screen view next to the penalty. Checking the eject box, causes a line to be drawn in across the player's row in the full screen view.
Changing the number of official reviews (or timeouts) changed the number of corresponding official review (or timeout) symbols for the appropriate team on the full screen view.
Clicking on "View": "Penalty Codes" brings up the list of penalty codes and penalty descriptions.