386BSD 0.1 development
[unix-history] / usr / othersrc / games / mille / mille.6
CommitLineData
c2fc686a
WJ
1.\" Copyright (c) 1983 The Regents of the University of California.
2.\" All rights reserved.
3.\"
4.\" Redistribution and use in source and binary forms, with or without
5.\" modification, are permitted provided that the following conditions
6.\" are met:
7.\" 1. Redistributions of source code must retain the above copyright
8.\" notice, this list of conditions and the following disclaimer.
9.\" 2. Redistributions in binary form must reproduce the above copyright
10.\" notice, this list of conditions and the following disclaimer in the
11.\" documentation and/or other materials provided with the distribution.
12.\" 3. All advertising materials mentioning features or use of this software
13.\" must display the following acknowledgement:
14.\" This product includes software developed by the University of
15.\" California, Berkeley and its contributors.
16.\" 4. Neither the name of the University nor the names of its contributors
17.\" may be used to endorse or promote products derived from this software
18.\" without specific prior written permission.
19.\"
20.\" THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
21.\" ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
22.\" IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
23.\" ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
24.\" FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
25.\" DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
26.\" OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
27.\" HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
28.\" LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
29.\" OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
30.\" SUCH DAMAGE.
31.\"
32.\" @(#)mille.6 6.4 (Berkeley) 6/23/90
33.\"
34.TH MILLE 6 "June 23, 1990"
35.UC 4
36.SH NAME
37mille \- play Mille Bournes
38.SH SYNOPSIS
39.B /usr/games/mille
40[ file ]
41.SH DESCRIPTION
42.I Mille
43plays a two-handed game reminiscent of
44the Parker Brother's game of Mille Bournes with you.
45The rules are described below.
46If a file name is given on the command line,
47the game saved in that file is started.
48.PP
49When a game is started up,
50the bottom of the score window will contain a list of commands.
51They are:
52.IP P
53Pick a card from the deck.
54This card is placed in the `P' slot in your hand.
55.IP D
56Discard a card from your hand.
57To indicate which card, type the number of the card in the hand
58(or \*(lqP\*(rq for the just-picked card) followed by a <RETURN> or <SPACE>.
59The <RETURN or <SPACE> is required to allow recovery from typos
60which can be very expensive, like discarding safeties.
61.IP U
62Use a card.
63The card is again indicated by its number, followed by a <RETURN> or <SPACE>.
64.IP O
65Toggle ordering the hand.
66By default off, if turned on it will sort the cards in your hand appropriately.
67This is not recommended for the impatient on slow terminals.
68.IP Q
69Quit the game.
70This will ask for confirmation, just to be sure.
71Hitting <DELETE> (or <RUBOUT>) is equivalent.
72.IP S
73Save the game in a file.
74If the game was started from a file,
75you will be given an opportunity to save it on the same file.
76If you don't wish to, or you did not start from a file,
77you will be asked for the file name.
78If you type a <RETURN> without a name,
79the save will be terminated and the game resumed.
80.IP R
81Redraw the screen from scratch.
82The command ^L (control `L') will also work.
83.IP W
84Toggle window type.
85This switches the score window between the startup window
86(with all the command names) and the end-of-game window.
87Using the end-of-game window
88saves time by eliminating the switch at the end of the game
89to show the final score.
90Recommended for hackers and other miscreants.
91.PP
92If you make a mistake, an error message will be printed
93on the last line of the score window, and a bell will beep.
94.PP
95At the end of each hand or game,
96you will be asked if you wish to play another.
97If not, it will ask you if you want to save the game.
98If you do, and the save is unsuccessful,
99play will be resumed as if you had said you wanted to play another hand/game.
100This allows you to use the
101.RB \*(lq S \*(rq
102command to reattempt the save.
103.SH AUTHOR
104Ken Arnold
105.br
106(The game itself is a product of Parker Brothers, Inc.)
107.SH "SEE ALSO"
108curses(3X),
109.I "Screen Updating and Cursor Movement Optimization:"
110.IR "A Library Package" ,
111Ken Arnold
112.SH CARDS
113.PP
114Here is some useful information.
115The number in parentheses after the card name
116is the number of that card in the deck:
117.sp
118.nf
119.ne 10
120.ta \w'Speed Limit (3)'u+3n \w'Speed Limit (3)'u+\w'End of Limit (6)'u+6n
121Hazard Repair Safety
122.sp
123Out of Gas (2) Gasoline (6) Extra Tank (1)
124Flat Tire (2) Spare Tire (6) Puncture Proof (1)
125Accident (2) Repairs (6) Driving Ace (1)
126Stop (4) Go (14) Right of Way (1)
127Speed Limit (3) End of Limit (6)
128.sp
129.ce
13025 \- (10), 50 \- (10), 75 \- (10), 100 \- (12), 200 \- (4)
131.sp
132.fi
133.DT
134.SH RULES
135.PP
136.BR Object :
137The point of this game is to get a total of 5000 points in several hands.
138Each hand is a race to put down exactly 700 miles before your opponent does.
139Beyond the points gained by putting down milestones,
140there are several other ways of making points.
141.PP
142.BR Overview :
143The game is played with a deck of 101 cards.
144.I Distance
145cards represent a number of miles traveled.
146They come in denominations of 25, 50, 75, 100, and 200.
147When one is played,
148it adds that many miles to the player's trip so far this hand.
149.I Hazard
150cards are used to prevent your opponent from putting down Distance cards.
151They can only be played if your opponent has a
152.I Go
153card on top of the Battle pile.
154The cards are
155.IR "Out of Gas" ,
156.IR "Accident" ,
157.IR "Flat Tire" ,
158.IR "Speed Limit" ,
159and
160.IR "Stop" .
161.I Remedy
162cards fix problems caused by Hazard cards played on you by your opponent.
163The cards are
164.IR "Gasoline" ,
165.IR "Repairs" ,
166.IR "Spare Tire" ,
167.IR "End of Limit" ,
168and
169.IR "Go" .
170.I Safety
171cards prevent your opponent from putting specific Hazard cards on you
172in the first place.
173They are
174.IR "Extra Tank" ,
175.IR "Driving Ace" ,
176.IR "Puncture Proof" ,
177and
178.IR "Right of Way" ,
179and there are only one of each in the deck.
180.PP
181.BR "Board Layout" :
182The board is split into several areas.
183From top to bottom, they are:
184.B "SAFETY AREA"
185(unlabeled): This is where the safeties will be placed as they are played.
186.BR HAND :
187These are the cards in your hand.
188.BR BATTLE :
189This is the Battle pile.
190All the Hazard and Remedy Cards are played here, except the
191.I "Speed Limit"
192and
193.I "End of Limit"
194cards. Only the top card is displayed, as it is the only effective one.
195.BR SPEED :
196The Speed pile. The
197.I "Speed Limit"
198and
199.I "End of Limit"
200cards are played here
201to control the speed at which the player is allowed to put down miles.
202.BR MILEAGE :
203Miles are placed here.
204The total of the numbers shown here is the distance traveled so far.
205.PP
206.BR Play :
207The first pick alternates between the two players.
208Each turn usually starts with a pick from the deck.
209The player then plays a card, or if this is not possible or desirable,
210discards one. Normally, a play or discard of a single card
211constitutes a turn. If the card played is a safety, however,
212the same player takes another turn immediately.
213.PP
214This repeats until one of the players reaches 700 points or the deck runs out.
215If someone reaches 700, they have the option of going for an
216.IR Extension ,
217which means that the play continues until someone reaches 1000 miles.
218.PP
219.BR "Hazard and Remedy Cards" :
220Hazard Cards are played on your opponent's Battle and Speed piles.
221Remedy Cards are used for undoing the effects of your opponent's nastiness.
222.PP
223.RB "\ \ \ \ " Go
224(Green Light)
225must be the top card on your Battle pile for you to play any mileage,
226unless you have played the
227.I "Right of Way"
228card (see below).
229.br
230.RB "\ \ \ \ " Stop
231is played on your opponent's
232.I Go
233card to prevent them from playing mileage until they play a
234.I Go
235card.
236.br
237.RB "\ \ \ \ " "Speed Limit"
238is played on your opponent's Speed pile.
239Until they play an
240.I "End of Limit"
241they can only play 25 or 50 mile cards, presuming their
242.I Go
243card allows them to do even that.
244.br
245.RB "\ \ \ \ " "End of Limit"
246is played on your Speed pile to nullify a
247.I "Speed Limit"
248played by your opponent.
249.br
250.RB "\ \ \ \ " "Out of Gas"
251is played on your opponent's
252.I Go
253card. They must then play a
254.I Gasoline
255card, and then a
256.I Go
257card before they can play any more mileage.
258.br
259.RB "\ \ \ \ " "Flat Tire"
260is played on your opponent's
261.I Go
262card. They must then play a
263.I "Spare Tire"
264card, and then a
265.I Go
266card before they can play any more mileage.
267.br
268.RB "\ \ \ \ " "Accident"
269is played on your opponent's
270.I Go
271card. They must then play a
272.I Repairs
273card, and then a
274.I Go
275card before they can play any more mileage.
276.br
277.PP
278.BR "Safety Cards" :
279Safety cards prevent your opponent
280from playing the corresponding Hazard cards on you for the rest of the hand.
281It cancels an attack in progress, and
282.IR "always entitles the player to an extra turn" .
283.br
284.RB "\ \ \ \ " "Right of Way"
285prevents your opponent from playing both
286.I Stop
287and
288.I "Speed Limit"
289cards on you. It also acts as a permanent
290.I Go
291card for the rest of the hand, so you can play mileage
292as long as there is not a Hazard card on top of your Battle pile.
293In this case only, your opponent can play Hazard cards directly on a Remedy card
294other than a Go card.
295.br
296.RB "\ \ \ \ " "Extra Tank"
297When played, your opponent cannot play an
298.I "Out of Gas"
299on your Battle Pile.
300.br
301.RB "\ \ \ \ " "Puncture Proof"
302When played, your opponent cannot play a
303.I "Flat Tire"
304on your Battle Pile.
305.br
306.RB "\ \ \ \ " "Driving Ace"
307When played, your opponent cannot play an
308.I Accident
309on your Battle Pile.
310.PP
311.BR "Distance Cards" :
312Distance cards are played when you have a
313.I Go
314card on your Battle pile,
315or a Right of Way in your Safety area and are not stopped by a Hazard Card.
316They can be played in any combination that totals exactly 700 miles,
317except that
318.IR "you cannot play more than two 200 mile cards in one hand" .
319A hand ends whenever one player gets exactly 700 miles or the deck runs out.
320In that case, play continues until neither someone reaches 700,
321or neither player can use any cards in their hand.
322If the trip is completed after the deck runs out, this is called
323.IR "Delayed Action" .
324.PP
325.BR "Coup Fourr\o'\(aae'" :
326This is a French fencing term for a counter-thrust move as part of a parry
327to an opponents attack.
328In Mille Bournes, it is used as follows:
329If an opponent plays a Hazard card,
330and you have the corresponding Safety in your hand,
331you play it immediately, even
332.I before
333you draw. This immediately removes the Hazard card from your Battle pile,
334and protects you from that card for the rest of the game. This
335gives you more points (see \*(lqScoring\*(rq below).
336.PP
337.BR Scoring :
338Scores are totaled at the end of each hand,
339whether or not anyone completed the trip.
340The terms used in the Score window have the following meanings:
341.br
342.RB "\ \ \ \ " "Milestones Played" :
343Each player scores as many miles as they played before the trip ended.
344.br
345.RB "\ \ \ \ " "Each Safety" :
346100 points for each safety in the Safety area.
347.br
348.RB "\ \ \ \ " "All 4 Safeties" :
349300 points if all four safeties are played.
350.br
351.RB "\ \ \ \ " "Each Coup Four\o'\(aae'" :
352300 points for each Coup Four\o'\(aae' accomplished.
353.PP
354The following bonus scores can apply only to the winning player.
355.br
356.RB "\ \ \ \ " "Trip Completed" :
357400 points bonus for completing the trip to 700 or 1000.
358.br
359.RB "\ \ \ \ " "Safe Trip" :
360300 points bonus for completing the trip without using any 200 mile cards.
361.br
362.RB "\ \ \ \ " "Delayed Action" :
363300 points bonus for finishing after the deck was exhausted.
364.br
365.RB "\ \ \ \ " "Extension" :
366200 points bonus for completing a 1000 mile trip.
367.br
368.RB "\ \ \ \ " "Shut-Out" :
369500 points bonus for completing the trip
370before your opponent played any mileage cards.
371.PP
372Running totals are also kept for the current score for each player
373for the hand
374.RB ( "Hand Total" ),
375the game
376.RB ( "Overall Total" ),
377and number of games won
378.RB ( Games ).