Commit | Line | Data |
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60913c9a BJ |
1 | .TH MILLE 6 |
2 | .UC 4 | |
3 | .SH NAME | |
4 | mille \- play Mille Bournes | |
5 | .SH SYNOPSIS | |
6 | .B /usr/games/mille | |
7 | [ file ] | |
8 | .SH DESCRIPTION | |
9 | .I Mille | |
10 | plays a two-handed game | |
11 | reminiscent of | |
12 | the Parker Brother's game of Mille Bournes | |
13 | with you. | |
14 | The rules are described below. | |
15 | If a file name is given on the command line, | |
16 | the game saved in that file is started. | |
17 | .PP | |
18 | When a game is started up, | |
19 | the bottom of the score window will contain a list of commands. | |
20 | They are: | |
21 | .IP P | |
22 | Pick a card from the deck. | |
23 | This card is placed in the `P' slot in your hand. | |
24 | .IP D | |
25 | Discard a card from your hand. | |
26 | To indicate which card, | |
27 | type the number of the card in the hand | |
28 | (or \*(lqP\*(rq for the just-picked card) | |
29 | followed by a <RETURN> or <SPACE>. | |
30 | The <RETURN or <SPACE> is required to allow recovery from typos | |
31 | which can be very expensive, | |
32 | like discarding safeties. | |
33 | .IP U | |
34 | Use a card. | |
35 | The card is again indicated by its number, | |
36 | followed by a <RETURN> or <SPACE>. | |
37 | .IP O | |
38 | Toggle ordering the hand. | |
39 | By default off, | |
40 | if turned on it will sort the cards in your hand appropriately. | |
41 | This is not recommended for the impatient on slow terminals. | |
42 | .IP Q | |
43 | Quit the game. | |
44 | This will ask for confirmation, just to be sure. | |
45 | Hitting <DELETE> | |
46 | (or <RUBOUT>) | |
47 | is equivalent. | |
48 | .IP S | |
49 | Save the game in a file. | |
50 | If the game was started from a file, | |
51 | you will be given an opportunity to save it on the same file. | |
52 | If you don't wish to, or you did not start from a file, | |
53 | you will be asked for the file name. | |
54 | If you type a <RETURN> without a name, | |
55 | the save will be terminated and the game resumed. | |
56 | .IP R | |
57 | Redraw the screen from scratch. | |
58 | The command ^L | |
59 | (control `L') | |
60 | will also work. | |
61 | .IP W | |
62 | Toggle window type. | |
63 | This switches the score window between the startup window | |
64 | (with all the command names) | |
65 | and the end-of-game window. | |
66 | Using the end-of-game window | |
67 | saves time by eliminating the switch at the end of the game | |
68 | to show the final score. | |
69 | Recommended for hackers and other miscreants. | |
70 | .PP | |
71 | If you make a mistake, an error message will be printed | |
72 | on the last line of the score window, | |
73 | and a bell will beep. | |
74 | .PP | |
75 | At the end of each hand or game, | |
76 | you will be asked if you wish to play another. | |
77 | If not, it will ask you if you want to save the game. | |
78 | If you do, and the save is unsuccessful, | |
79 | play will be resumed as if you had said you wanted to play another hand/game. | |
80 | This allows you to use the | |
81 | .RB \*(lq S \*(rq | |
82 | command to reattempt the save. | |
83 | .SH AUTHOR | |
84 | Ken Arnold | |
85 | .br | |
86 | (The game itself is a product of Parker Brothers, Inc.) | |
87 | .SH "SEE ALSO" | |
88 | curses(3), | |
89 | .I "Screen Updating and Cursor Movement Optimization:" | |
90 | .IR "A Library Package" , | |
91 | Ken Arnold | |
92 | .SH CARDS | |
93 | .PP | |
94 | Here is some useful information. | |
95 | The number in parentheses after the card name | |
96 | is 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 | |
101 | Hazard Repair Safety | |
102 | .sp | |
103 | Out of Gas (2) Gasoline (6) Extra Tank (1) | |
104 | Flat Tire (2) Spare Tire (6) Puncture Proof (1) | |
105 | Accident (2) Repairs (6) Driving Ace (1) | |
106 | Stop (4) Go (14) Right of Way (1) | |
107 | Speed Limit (3) End of Limit (6) | |
108 | .sp | |
109 | .ce | |
110 | 25 \- (10), 50 \- (10), 75 \- (10), 100 \- (12), 200 \- (4) | |
111 | .sp | |
112 | .fi | |
113 | .DT | |
114 | .SH RULES | |
115 | .PP | |
116 | .BR Object : | |
117 | The point of game is to get a total of 5000 points | |
118 | in several hands. | |
119 | Each hand is a race to put down exactly 700 miles | |
120 | before your opponent does. | |
121 | Beyond the points gained by putting down milestones, | |
122 | there are several other ways of making points. | |
123 | .PP | |
124 | .BR Overview : | |
125 | The game is played with a deck of 101 cards. | |
126 | .I Distance | |
127 | cards represent a number of miles traveled. | |
128 | They come in denominations of 25, 50, 75, 100, and 200. | |
129 | When one is played, | |
130 | it adds that many miles to the player's trip so far this hand. | |
131 | .I Hazard | |
132 | cards are used to prevent your opponent from putting down Distance cards. | |
133 | They can only be played if your opponent has a | |
134 | .I Go | |
135 | card on top of the Battle pile. | |
136 | The cards are | |
137 | .IR "Out of Gas" , | |
138 | .IR "Accident" , | |
139 | .IR "Flat Tire" , | |
140 | .IR "Speed Limit" , | |
141 | and | |
142 | .IR "Stop" . | |
143 | .I Remedy | |
144 | cards fix problems caused by Hazard cards played on you by | |
145 | your opponent. | |
146 | The cards are | |
147 | .IR "Gasoline" , | |
148 | .IR "Repairs" , | |
149 | .IR "Spare Tire" , | |
150 | .IR "End of Limit" , | |
151 | and | |
152 | .IR "Go" . | |
153 | .I Safety | |
154 | cards prevent your opponent from putting specific Hazard cards on you | |
155 | in the first place. | |
156 | They are | |
157 | .IR "Extra Tank" , | |
158 | .IR "Driving Ace" , | |
159 | .IR "Puncture Proof" , | |
160 | and | |
161 | .IR "Right of Way" , | |
162 | and there are only one of each in the deck. | |
163 | .PP | |
164 | .BR "Board Layout" : | |
165 | The board is split into several areas. | |
166 | From top to bottom, they are: | |
167 | .B "SAFETY AREA" | |
168 | (unlabeled): | |
169 | This is where the safeties will be placed as they are played. | |
170 | .BR HAND : | |
171 | These are the cards in your hand. | |
172 | .BR BATTLE : | |
173 | This is the Battle pile. | |
174 | All the Hazard and Remedy Cards are played here, | |
175 | except the | |
176 | .I "Speed Limit" | |
177 | and | |
178 | .I "End of Limit" | |
179 | cards. | |
180 | Only the top card is displayed, | |
181 | as it is the only effective one. | |
182 | .BR SPEED : | |
183 | The Speed pile. | |
184 | The | |
185 | .I "Speed Limit" | |
186 | and | |
187 | .I "End of Limit" | |
188 | cards are played here | |
189 | to control the speed at which the player is allowed to put down miles. | |
190 | .BR MILEAGE : | |
191 | Miles are placed here. | |
192 | The total of the numbers shown here is the distance traveled so far. | |
193 | .PP | |
194 | .BR Play : | |
195 | The first pick alternates between the two players. | |
196 | Each turn usually starts with a pick from the deck. | |
197 | The player then plays a card, | |
198 | or if this is not possible or desirable, | |
199 | discards one. | |
200 | Normally, a play or discard of a single card | |
201 | constitutes a turn. | |
202 | If the card played is a safety, | |
203 | however, | |
204 | the same player takes another turn immediately. | |
205 | .PP | |
206 | This repeats until one of the players reaches 700 points | |
207 | or the deck runs out. | |
208 | If someone reaces 700, | |
209 | they have the option of going for an | |
210 | .IR Extension , | |
211 | which means that the play continues until someone reaches 1000 miles. | |
212 | .PP | |
213 | .BR "Hazard and Remedy Cards" : | |
214 | Hazard Cards are played on your opponent's Battle and Speed piles. | |
215 | Remedy Cards are used for undoing the effects of your opponent's nastyness. | |
216 | .PP | |
217 | .RB "\ \ \ \ " Go | |
218 | (Green Light) | |
219 | must be the top card on your Battle pile | |
220 | for you to play any mileage, | |
221 | unless you have played the | |
222 | .I "Right of Way" | |
223 | card (see below). | |
224 | .br | |
225 | .RB "\ \ \ \ " Stop | |
226 | is played on your opponent's | |
227 | .I Go | |
228 | card | |
229 | to prevent them from playing mileage until they play a | |
230 | .I Go | |
231 | card. | |
232 | .br | |
233 | .RB "\ \ \ \ " "Speed Limit" | |
234 | is played on your opponent's Speed pile. | |
235 | Until they play an | |
236 | .I "End of Limit" | |
237 | they can only play 25 or 50 mile cards, | |
238 | presuming their | |
239 | .I Go | |
240 | card allows them to do even that. | |
241 | .br | |
242 | .RB "\ \ \ \ " "End of Limit" | |
243 | is played on your Speed pile | |
244 | to nullify a | |
245 | .I "Speed Limit" | |
246 | played by your opponent. | |
247 | .br | |
248 | .RB "\ \ \ \ " "Out of Gas" | |
249 | is played on your opponent's | |
250 | .I Go | |
251 | card. | |
252 | They must then play a | |
253 | .I Gasoline | |
254 | card, | |
255 | and then a | |
256 | .I Go | |
257 | card | |
258 | before they can play any more mileage. | |
259 | .br | |
260 | .RB "\ \ \ \ " "Flat Tire" | |
261 | is played on your opponent's | |
262 | .I Go | |
263 | card. | |
264 | They must then play a | |
265 | .I "Spare Tire" | |
266 | card, | |
267 | and then a | |
268 | .I Go | |
269 | card | |
270 | before they can play any more mileage. | |
271 | .br | |
272 | .RB "\ \ \ \ " "Accident" | |
273 | is played on your opponent's | |
274 | .I Go | |
275 | card. | |
276 | They must then play a | |
277 | .I Repairs | |
278 | card, | |
279 | and then a | |
280 | .I Go | |
281 | card | |
282 | before they can play any more mileage. | |
283 | .br | |
284 | .PP | |
285 | .BR "Safety Cards" : | |
286 | Safety cards prevent your opponent | |
287 | from playing the corresponding Hazard cards on you | |
288 | for the rest of the hand. | |
289 | It cancels an attack in progress, | |
290 | and | |
291 | .IR "always entitles the player to an extra turn" . | |
292 | .br | |
293 | .RB "\ \ \ \ " "Right of Way" | |
294 | prevents your opponent from playing both | |
295 | .I Stop | |
296 | and | |
297 | .I "Speed Limit" | |
298 | cards on you. | |
299 | It also acts as a permanent | |
300 | .I Go | |
301 | card for the rest of the hand, | |
302 | so you can play mileage | |
303 | as long as there is not a Hazard card | |
304 | on top of your Battle pile. | |
305 | In this case only, | |
306 | your opponent can play Hazard cards directly on a Remedy card | |
307 | besides a Go card. | |
308 | .br | |
309 | .RB "\ \ \ \ " "Extra Tank" | |
310 | When played, | |
311 | your opponent cannot play an | |
312 | .I "Out of Gas" | |
313 | on your Battle Pile. | |
314 | .br | |
315 | .RB "\ \ \ \ " "Puncture Proof" | |
316 | When played, | |
317 | your opponent cannot play a | |
318 | .I "Flat Tire" | |
319 | on your Battle Pile. | |
320 | .br | |
321 | .RB "\ \ \ \ " "Driving Ace" | |
322 | When played, | |
323 | your opponent cannot play an | |
324 | .I Accident | |
325 | on your Battle Pile. | |
326 | .PP | |
327 | .BR "Distance Cards" : | |
328 | Distance cards are played when you have a | |
329 | .I Go | |
330 | card on your Battle pile, | |
331 | or a Right of Way in your Safety area and are not stopped by a Hazard Card. | |
332 | They can be played in any combination that totals exactly 700 miles, | |
333 | except that | |
334 | .IR "you cannot play more than two 200 mile cards in one hand" . | |
335 | A hand ends whenever one player gets exactly 700 miles or the deck runs out. | |
336 | In that case, play continues until neither someone reaches 700, | |
337 | or neither player can use any cards in their hand. | |
338 | If the trip is completed after the deck runs out, | |
339 | this is called | |
340 | .IR "Delayed Action" . | |
341 | .PP | |
342 | .BR "Coup Fourr\o'\(aae'" : | |
343 | This is a French fencing term for a counter-thrust move as part of a parry | |
344 | to an opponents attack. | |
345 | In Mille Bournes, | |
346 | it is used as follows: | |
347 | If an opponent plays a Hazard card, | |
348 | and you have the corresponding Safety in your hand, | |
349 | you play it immediately, | |
350 | even | |
351 | .I before | |
352 | you draw. | |
353 | This immediately removes the Hazard card from your Battle pile, | |
354 | and protects you from that card for the rest of the game. This | |
355 | gives you more points (see \*(lqScoring\*(rq below). | |
356 | .PP | |
357 | .BR Scoring : | |
358 | Scores are totaled at the end of each hand, | |
359 | whether or not anyone completed the trip. | |
360 | The terms used in the Score window have the following meanings: | |
361 | .br | |
362 | .RB "\ \ \ \ " "Milestones Played" : | |
363 | Each player scores as many miles as they played before the trip ended. | |
364 | .br | |
365 | .RB "\ \ \ \ " "Each Safety" : | |
366 | 100 points for each safety in the Safety area. | |
367 | .br | |
368 | .RB "\ \ \ \ " "All 4 Safeties" : | |
369 | 300 points if all four safeties are played. | |
370 | .br | |
371 | .RB "\ \ \ \ " "Each Coup Four\o'\(aae'" : | |
372 | 300 points for each Coup Four\o'\(aae' accomplished. | |
373 | .PP | |
374 | The following bonus scores can apply only to the winning player. | |
375 | .br | |
376 | .RB "\ \ \ \ " "Trip Completed" : | |
377 | 400 points bonus for completing the trip to 700 or 1000. | |
378 | .br | |
379 | .RB "\ \ \ \ " "Safe Trip" : | |
380 | 300 points bonus for completing the trip without using any 200 mile cards. | |
381 | .br | |
382 | .RB "\ \ \ \ " "Delayed Action" : | |
383 | 300 points bonus for finishing after the deck was exhausted. | |
384 | .br | |
385 | .RB "\ \ \ \ " "Extension" : | |
386 | 200 points bonus for completing a 1000 mile trip. | |
387 | .br | |
388 | .RB "\ \ \ \ " "Shut-Out" : | |
389 | 500 points bonus for completing the trip | |
390 | before your opponent played any mileage cards. | |
391 | .PP | |
392 | Running totals are also kept for the current score for each player | |
393 | for the hand | |
394 | .RB ( "Hand Total" ), | |
395 | the game | |
396 | .RB ( "Overall Total" ), | |
397 | and number of games won | |
398 | .RB ( Games ). |