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[unix-history] / usr / man / man6 / mille.6
CommitLineData
60913c9a
BJ
1.TH MILLE 6
2.UC 4
3.SH NAME
4mille \- play Mille Bournes
5.SH SYNOPSIS
6.B /usr/games/mille
7[ file ]
8.SH DESCRIPTION
9.I Mille
10plays a two-handed game
11reminiscent of
12the Parker Brother's game of Mille Bournes
13with you.
14The rules are described below.
15If a file name is given on the command line,
16the game saved in that file is started.
17.PP
18When a game is started up,
19the bottom of the score window will contain a list of commands.
20They are:
21.IP P
22Pick a card from the deck.
23This card is placed in the `P' slot in your hand.
24.IP D
25Discard a card from your hand.
26To indicate which card,
27type the number of the card in the hand
28(or \*(lqP\*(rq for the just-picked card)
29followed by a <RETURN> or <SPACE>.
30The <RETURN or <SPACE> is required to allow recovery from typos
31which can be very expensive,
32like discarding safeties.
33.IP U
34Use a card.
35The card is again indicated by its number,
36followed by a <RETURN> or <SPACE>.
37.IP O
38Toggle ordering the hand.
39By default off,
40if turned on it will sort the cards in your hand appropriately.
41This is not recommended for the impatient on slow terminals.
42.IP Q
43Quit the game.
44This will ask for confirmation, just to be sure.
45Hitting <DELETE>
46(or <RUBOUT>)
47is equivalent.
48.IP S
49Save the game in a file.
50If the game was started from a file,
51you will be given an opportunity to save it on the same file.
52If you don't wish to, or you did not start from a file,
53you will be asked for the file name.
54If you type a <RETURN> without a name,
55the save will be terminated and the game resumed.
56.IP R
57Redraw the screen from scratch.
58The command ^L
59(control `L')
60will also work.
61.IP W
62Toggle window type.
63This switches the score window between the startup window
64(with all the command names)
65and the end-of-game window.
66Using the end-of-game window
67saves time by eliminating the switch at the end of the game
68to show the final score.
69Recommended for hackers and other miscreants.
70.PP
71If you make a mistake, an error message will be printed
72on the last line of the score window,
73and a bell will beep.
74.PP
75At the end of each hand or game,
76you will be asked if you wish to play another.
77If not, it will ask you if you want to save the game.
78If you do, and the save is unsuccessful,
79play will be resumed as if you had said you wanted to play another hand/game.
80This allows you to use the
81.RB \*(lq S \*(rq
82command to reattempt the save.
83.SH AUTHOR
84Ken Arnold
85.br
86(The game itself is a product of Parker Brothers, Inc.)
87.SH "SEE ALSO"
88curses(3),
89.I "Screen Updating and Cursor Movement Optimization:"
90.IR "A Library Package" ,
91Ken Arnold
92.SH CARDS
93.PP
94Here is some useful information.
95The number in parentheses after the card name
96is the number of that card in the deck:
97.sp
98.nf
99.ne 10
100.ta \w'Speed Limit (3)'u+3n \w'Speed Limit (3)'u+\w'End of Limit (6)'u+6n
101Hazard Repair Safety
102.sp
103Out of Gas (2) Gasoline (6) Extra Tank (1)
104Flat Tire (2) Spare Tire (6) Puncture Proof (1)
105Accident (2) Repairs (6) Driving Ace (1)
106Stop (4) Go (14) Right of Way (1)
107Speed Limit (3) End of Limit (6)
108.sp
109.ce
11025 \- (10), 50 \- (10), 75 \- (10), 100 \- (12), 200 \- (4)
111.sp
112.fi
113.DT
114.SH RULES
115.PP
116.BR Object :
117The point of game is to get a total of 5000 points
118in several hands.
119Each hand is a race to put down exactly 700 miles
120before your opponent does.
121Beyond the points gained by putting down milestones,
122there are several other ways of making points.
123.PP
124.BR Overview :
125The game is played with a deck of 101 cards.
126.I Distance
127cards represent a number of miles traveled.
128They come in denominations of 25, 50, 75, 100, and 200.
129When one is played,
130it adds that many miles to the player's trip so far this hand.
131.I Hazard
132cards are used to prevent your opponent from putting down Distance cards.
133They can only be played if your opponent has a
134.I Go
135card on top of the Battle pile.
136The cards are
137.IR "Out of Gas" ,
138.IR "Accident" ,
139.IR "Flat Tire" ,
140.IR "Speed Limit" ,
141and
142.IR "Stop" .
143.I Remedy
144cards fix problems caused by Hazard cards played on you by
145your opponent.
146The cards are
147.IR "Gasoline" ,
148.IR "Repairs" ,
149.IR "Spare Tire" ,
150.IR "End of Limit" ,
151and
152.IR "Go" .
153.I Safety
154cards prevent your opponent from putting specific Hazard cards on you
155in the first place.
156They are
157.IR "Extra Tank" ,
158.IR "Driving Ace" ,
159.IR "Puncture Proof" ,
160and
161.IR "Right of Way" ,
162and there are only one of each in the deck.
163.PP
164.BR "Board Layout" :
165The board is split into several areas.
166From top to bottom, they are:
167.B "SAFETY AREA"
168(unlabeled):
169This is where the safeties will be placed as they are played.
170.BR HAND :
171These are the cards in your hand.
172.BR BATTLE :
173This is the Battle pile.
174All the Hazard and Remedy Cards are played here,
175except the
176.I "Speed Limit"
177and
178.I "End of Limit"
179cards.
180Only the top card is displayed,
181as it is the only effective one.
182.BR SPEED :
183The Speed pile.
184The
185.I "Speed Limit"
186and
187.I "End of Limit"
188cards are played here
189to control the speed at which the player is allowed to put down miles.
190.BR MILEAGE :
191Miles are placed here.
192The total of the numbers shown here is the distance traveled so far.
193.PP
194.BR Play :
195The first pick alternates between the two players.
196Each turn usually starts with a pick from the deck.
197The player then plays a card,
198or if this is not possible or desirable,
199discards one.
200Normally, a play or discard of a single card
201constitutes a turn.
202If the card played is a safety,
203however,
204the same player takes another turn immediately.
205.PP
206This repeats until one of the players reaches 700 points
207or the deck runs out.
208If someone reaces 700,
209they have the option of going for an
210.IR Extension ,
211which means that the play continues until someone reaches 1000 miles.
212.PP
213.BR "Hazard and Remedy Cards" :
214Hazard Cards are played on your opponent's Battle and Speed piles.
215Remedy Cards are used for undoing the effects of your opponent's nastyness.
216.PP
217.RB "\ \ \ \ " Go
218(Green Light)
219must be the top card on your Battle pile
220for you to play any mileage,
221unless you have played the
222.I "Right of Way"
223card (see below).
224.br
225.RB "\ \ \ \ " Stop
226is played on your opponent's
227.I Go
228card
229to prevent them from playing mileage until they play a
230.I Go
231card.
232.br
233.RB "\ \ \ \ " "Speed Limit"
234is played on your opponent's Speed pile.
235Until they play an
236.I "End of Limit"
237they can only play 25 or 50 mile cards,
238presuming their
239.I Go
240card allows them to do even that.
241.br
242.RB "\ \ \ \ " "End of Limit"
243is played on your Speed pile
244to nullify a
245.I "Speed Limit"
246played by your opponent.
247.br
248.RB "\ \ \ \ " "Out of Gas"
249is played on your opponent's
250.I Go
251card.
252They must then play a
253.I Gasoline
254card,
255and then a
256.I Go
257card
258before they can play any more mileage.
259.br
260.RB "\ \ \ \ " "Flat Tire"
261is played on your opponent's
262.I Go
263card.
264They must then play a
265.I "Spare Tire"
266card,
267and then a
268.I Go
269card
270before they can play any more mileage.
271.br
272.RB "\ \ \ \ " "Accident"
273is played on your opponent's
274.I Go
275card.
276They must then play a
277.I Repairs
278card,
279and then a
280.I Go
281card
282before they can play any more mileage.
283.br
284.PP
285.BR "Safety Cards" :
286Safety cards prevent your opponent
287from playing the corresponding Hazard cards on you
288for the rest of the hand.
289It cancels an attack in progress,
290and
291.IR "always entitles the player to an extra turn" .
292.br
293.RB "\ \ \ \ " "Right of Way"
294prevents your opponent from playing both
295.I Stop
296and
297.I "Speed Limit"
298cards on you.
299It also acts as a permanent
300.I Go
301card for the rest of the hand,
302so you can play mileage
303as long as there is not a Hazard card
304on top of your Battle pile.
305In this case only,
306your opponent can play Hazard cards directly on a Remedy card
307besides a Go card.
308.br
309.RB "\ \ \ \ " "Extra Tank"
310When played,
311your opponent cannot play an
312.I "Out of Gas"
313on your Battle Pile.
314.br
315.RB "\ \ \ \ " "Puncture Proof"
316When played,
317your opponent cannot play a
318.I "Flat Tire"
319on your Battle Pile.
320.br
321.RB "\ \ \ \ " "Driving Ace"
322When played,
323your opponent cannot play an
324.I Accident
325on your Battle Pile.
326.PP
327.BR "Distance Cards" :
328Distance cards are played when you have a
329.I Go
330card on your Battle pile,
331or a Right of Way in your Safety area and are not stopped by a Hazard Card.
332They can be played in any combination that totals exactly 700 miles,
333except that
334.IR "you cannot play more than two 200 mile cards in one hand" .
335A hand ends whenever one player gets exactly 700 miles or the deck runs out.
336In that case, play continues until neither someone reaches 700,
337or neither player can use any cards in their hand.
338If the trip is completed after the deck runs out,
339this is called
340.IR "Delayed Action" .
341.PP
342.BR "Coup Fourr\o'\(aae'" :
343This is a French fencing term for a counter-thrust move as part of a parry
344to an opponents attack.
345In Mille Bournes,
346it is used as follows:
347If an opponent plays a Hazard card,
348and you have the corresponding Safety in your hand,
349you play it immediately,
350even
351.I before
352you draw.
353This immediately removes the Hazard card from your Battle pile,
354and protects you from that card for the rest of the game. This
355gives you more points (see \*(lqScoring\*(rq below).
356.PP
357.BR Scoring :
358Scores are totaled at the end of each hand,
359whether or not anyone completed the trip.
360The terms used in the Score window have the following meanings:
361.br
362.RB "\ \ \ \ " "Milestones Played" :
363Each player scores as many miles as they played before the trip ended.
364.br
365.RB "\ \ \ \ " "Each Safety" :
366100 points for each safety in the Safety area.
367.br
368.RB "\ \ \ \ " "All 4 Safeties" :
369300 points if all four safeties are played.
370.br
371.RB "\ \ \ \ " "Each Coup Four\o'\(aae'" :
372300 points for each Coup Four\o'\(aae' accomplished.
373.PP
374The following bonus scores can apply only to the winning player.
375.br
376.RB "\ \ \ \ " "Trip Completed" :
377400 points bonus for completing the trip to 700 or 1000.
378.br
379.RB "\ \ \ \ " "Safe Trip" :
380300 points bonus for completing the trip without using any 200 mile cards.
381.br
382.RB "\ \ \ \ " "Delayed Action" :
383300 points bonus for finishing after the deck was exhausted.
384.br
385.RB "\ \ \ \ " "Extension" :
386200 points bonus for completing a 1000 mile trip.
387.br
388.RB "\ \ \ \ " "Shut-Out" :
389500 points bonus for completing the trip
390before your opponent played any mileage cards.
391.PP
392Running totals are also kept for the current score for each player
393for the hand
394.RB ( "Hand Total" ),
395the game
396.RB ( "Overall Total" ),
397and number of games won
398.RB ( Games ).