add manual page, Berkeley specific copyright
[unix-history] / usr / src / games / mille / mille.6
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1.\" Copyright (c) 1980 Regents of the University of California.
2.\" All rights reserved. The Berkeley software License Agreement
3.\" specifies the terms and conditions for redistribution.
4.\"
6bc80c78 5.\" @(#)mille.6 6.2 (Berkeley) %G%
82d5bba7 6.\"
9a5e26e0 7.TH MILLE 6 ""
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8.UC 4
9.SH NAME
10mille \- play Mille Bournes
11.SH SYNOPSIS
12.B /usr/games/mille
13[ file ]
14.SH DESCRIPTION
15.I Mille
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16plays a two-handed game reminiscent of
17the Parker Brother's game of Mille Bournes with you.
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18The rules are described below.
19If a file name is given on the command line,
20the game saved in that file is started.
21.PP
22When a game is started up,
23the bottom of the score window will contain a list of commands.
24They are:
25.IP P
26Pick a card from the deck.
27This card is placed in the `P' slot in your hand.
28.IP D
29Discard a card from your hand.
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30To indicate which card, type the number of the card in the hand
31(or \*(lqP\*(rq for the just-picked card) followed by a <RETURN> or <SPACE>.
82d5bba7 32The <RETURN or <SPACE> is required to allow recovery from typos
14d20f4a 33which can be very expensive, like discarding safeties.
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34.IP U
35Use a card.
14d20f4a 36The card is again indicated by its number, followed by a <RETURN> or <SPACE>.
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37.IP O
38Toggle ordering the hand.
14d20f4a 39By default off, if turned on it will sort the cards in your hand appropriately.
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40This is not recommended for the impatient on slow terminals.
41.IP Q
42Quit the game.
43This will ask for confirmation, just to be sure.
14d20f4a 44Hitting <DELETE> (or <RUBOUT>) is equivalent.
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45.IP S
46Save the game in a file.
47If the game was started from a file,
48you will be given an opportunity to save it on the same file.
49If you don't wish to, or you did not start from a file,
50you will be asked for the file name.
51If you type a <RETURN> without a name,
52the save will be terminated and the game resumed.
53.IP R
54Redraw the screen from scratch.
14d20f4a 55The command ^L (control `L') will also work.
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56.IP W
57Toggle window type.
58This switches the score window between the startup window
14d20f4a 59(with all the command names) and the end-of-game window.
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60Using the end-of-game window
61saves time by eliminating the switch at the end of the game
62to show the final score.
63Recommended for hackers and other miscreants.
64.PP
65If you make a mistake, an error message will be printed
14d20f4a 66on the last line of the score window, and a bell will beep.
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67.PP
68At the end of each hand or game,
69you will be asked if you wish to play another.
70If not, it will ask you if you want to save the game.
71If you do, and the save is unsuccessful,
72play will be resumed as if you had said you wanted to play another hand/game.
73This allows you to use the
74.RB \*(lq S \*(rq
75command to reattempt the save.
76.SH AUTHOR
77Ken Arnold
78.br
79(The game itself is a product of Parker Brothers, Inc.)
80.SH "SEE ALSO"
14d20f4a 81curses(3X),
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82.I "Screen Updating and Cursor Movement Optimization:"
83.IR "A Library Package" ,
84Ken Arnold
85.SH CARDS
86.PP
87Here is some useful information.
88The number in parentheses after the card name
89is the number of that card in the deck:
90.sp
91.nf
92.ne 10
93.ta \w'Speed Limit (3)'u+3n \w'Speed Limit (3)'u+\w'End of Limit (6)'u+6n
94Hazard Repair Safety
95.sp
96Out of Gas (2) Gasoline (6) Extra Tank (1)
97Flat Tire (2) Spare Tire (6) Puncture Proof (1)
98Accident (2) Repairs (6) Driving Ace (1)
99Stop (4) Go (14) Right of Way (1)
100Speed Limit (3) End of Limit (6)
101.sp
102.ce
10325 \- (10), 50 \- (10), 75 \- (10), 100 \- (12), 200 \- (4)
104.sp
105.fi
106.DT
107.SH RULES
108.PP
109.BR Object :
6bc80c78 110The point of this game is to get a total of 5000 points in several hands.
14d20f4a 111Each hand is a race to put down exactly 700 miles before your opponent does.
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112Beyond the points gained by putting down milestones,
113there are several other ways of making points.
114.PP
115.BR Overview :
116The game is played with a deck of 101 cards.
117.I Distance
118cards represent a number of miles traveled.
119They come in denominations of 25, 50, 75, 100, and 200.
120When one is played,
121it adds that many miles to the player's trip so far this hand.
122.I Hazard
123cards are used to prevent your opponent from putting down Distance cards.
124They can only be played if your opponent has a
125.I Go
126card on top of the Battle pile.
127The cards are
128.IR "Out of Gas" ,
129.IR "Accident" ,
130.IR "Flat Tire" ,
131.IR "Speed Limit" ,
132and
133.IR "Stop" .
134.I Remedy
14d20f4a 135cards fix problems caused by Hazard cards played on you by your opponent.
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136The cards are
137.IR "Gasoline" ,
138.IR "Repairs" ,
139.IR "Spare Tire" ,
140.IR "End of Limit" ,
141and
142.IR "Go" .
143.I Safety
144cards prevent your opponent from putting specific Hazard cards on you
145in the first place.
146They are
147.IR "Extra Tank" ,
148.IR "Driving Ace" ,
149.IR "Puncture Proof" ,
150and
151.IR "Right of Way" ,
152and there are only one of each in the deck.
153.PP
154.BR "Board Layout" :
155The board is split into several areas.
156From top to bottom, they are:
157.B "SAFETY AREA"
14d20f4a 158(unlabeled): This is where the safeties will be placed as they are played.
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159.BR HAND :
160These are the cards in your hand.
161.BR BATTLE :
162This is the Battle pile.
14d20f4a 163All the Hazard and Remedy Cards are played here, except the
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164.I "Speed Limit"
165and
166.I "End of Limit"
14d20f4a 167cards. Only the top card is displayed, as it is the only effective one.
82d5bba7 168.BR SPEED :
14d20f4a 169The Speed pile. The
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170.I "Speed Limit"
171and
172.I "End of Limit"
173cards are played here
174to control the speed at which the player is allowed to put down miles.
175.BR MILEAGE :
176Miles are placed here.
177The total of the numbers shown here is the distance traveled so far.
178.PP
179.BR Play :
180The first pick alternates between the two players.
181Each turn usually starts with a pick from the deck.
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182The player then plays a card, or if this is not possible or desirable,
183discards one. Normally, a play or discard of a single card
184constitutes a turn. If the card played is a safety, however,
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185the same player takes another turn immediately.
186.PP
14d20f4a 187This repeats until one of the players reaches 700 points or the deck runs out.
6bc80c78 188If someone reaches 700, they have the option of going for an
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189.IR Extension ,
190which means that the play continues until someone reaches 1000 miles.
191.PP
192.BR "Hazard and Remedy Cards" :
193Hazard Cards are played on your opponent's Battle and Speed piles.
6bc80c78 194Remedy Cards are used for undoing the effects of your opponent's nastiness.
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195.PP
196.RB "\ \ \ \ " Go
197(Green Light)
14d20f4a 198must be the top card on your Battle pile for you to play any mileage,
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199unless you have played the
200.I "Right of Way"
201card (see below).
202.br
203.RB "\ \ \ \ " Stop
204is played on your opponent's
205.I Go
14d20f4a 206card to prevent them from playing mileage until they play a
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207.I Go
208card.
209.br
210.RB "\ \ \ \ " "Speed Limit"
211is played on your opponent's Speed pile.
212Until they play an
213.I "End of Limit"
14d20f4a 214they can only play 25 or 50 mile cards, presuming their
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215.I Go
216card allows them to do even that.
217.br
218.RB "\ \ \ \ " "End of Limit"
14d20f4a 219is played on your Speed pile to nullify a
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220.I "Speed Limit"
221played by your opponent.
222.br
223.RB "\ \ \ \ " "Out of Gas"
224is played on your opponent's
225.I Go
14d20f4a 226card. They must then play a
82d5bba7 227.I Gasoline
14d20f4a 228card, and then a
82d5bba7 229.I Go
14d20f4a 230card before they can play any more mileage.
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231.br
232.RB "\ \ \ \ " "Flat Tire"
233is played on your opponent's
234.I Go
14d20f4a 235card. They must then play a
82d5bba7 236.I "Spare Tire"
14d20f4a 237card, and then a
82d5bba7 238.I Go
14d20f4a 239card before they can play any more mileage.
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240.br
241.RB "\ \ \ \ " "Accident"
242is played on your opponent's
243.I Go
14d20f4a 244card. They must then play a
82d5bba7 245.I Repairs
14d20f4a 246card, and then a
82d5bba7 247.I Go
14d20f4a 248card before they can play any more mileage.
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249.br
250.PP
251.BR "Safety Cards" :
252Safety cards prevent your opponent
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253from playing the corresponding Hazard cards on you for the rest of the hand.
254It cancels an attack in progress, and
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255.IR "always entitles the player to an extra turn" .
256.br
257.RB "\ \ \ \ " "Right of Way"
258prevents your opponent from playing both
259.I Stop
260and
261.I "Speed Limit"
14d20f4a 262cards on you. It also acts as a permanent
82d5bba7 263.I Go
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264card for the rest of the hand, so you can play mileage
265as long as there is not a Hazard card on top of your Battle pile.
266In this case only, your opponent can play Hazard cards directly on a Remedy card
6bc80c78 267other than a Go card.
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268.br
269.RB "\ \ \ \ " "Extra Tank"
14d20f4a 270When played, your opponent cannot play an
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271.I "Out of Gas"
272on your Battle Pile.
273.br
274.RB "\ \ \ \ " "Puncture Proof"
14d20f4a 275When played, your opponent cannot play a
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276.I "Flat Tire"
277on your Battle Pile.
278.br
279.RB "\ \ \ \ " "Driving Ace"
14d20f4a 280When played, your opponent cannot play an
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281.I Accident
282on your Battle Pile.
283.PP
284.BR "Distance Cards" :
285Distance cards are played when you have a
286.I Go
287card on your Battle pile,
288or a Right of Way in your Safety area and are not stopped by a Hazard Card.
289They can be played in any combination that totals exactly 700 miles,
290except that
291.IR "you cannot play more than two 200 mile cards in one hand" .
292A hand ends whenever one player gets exactly 700 miles or the deck runs out.
293In that case, play continues until neither someone reaches 700,
294or neither player can use any cards in their hand.
14d20f4a 295If the trip is completed after the deck runs out, this is called
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296.IR "Delayed Action" .
297.PP
298.BR "Coup Fourr\o'\(aae'" :
299This is a French fencing term for a counter-thrust move as part of a parry
300to an opponents attack.
14d20f4a 301In Mille Bournes, it is used as follows:
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302If an opponent plays a Hazard card,
303and you have the corresponding Safety in your hand,
14d20f4a 304you play it immediately, even
82d5bba7 305.I before
14d20f4a 306you draw. This immediately removes the Hazard card from your Battle pile,
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307and protects you from that card for the rest of the game. This
308gives you more points (see \*(lqScoring\*(rq below).
309.PP
310.BR Scoring :
311Scores are totaled at the end of each hand,
312whether or not anyone completed the trip.
313The terms used in the Score window have the following meanings:
314.br
315.RB "\ \ \ \ " "Milestones Played" :
316Each player scores as many miles as they played before the trip ended.
317.br
318.RB "\ \ \ \ " "Each Safety" :
319100 points for each safety in the Safety area.
320.br
321.RB "\ \ \ \ " "All 4 Safeties" :
322300 points if all four safeties are played.
323.br
324.RB "\ \ \ \ " "Each Coup Four\o'\(aae'" :
325300 points for each Coup Four\o'\(aae' accomplished.
326.PP
327The following bonus scores can apply only to the winning player.
328.br
329.RB "\ \ \ \ " "Trip Completed" :
330400 points bonus for completing the trip to 700 or 1000.
331.br
332.RB "\ \ \ \ " "Safe Trip" :
333300 points bonus for completing the trip without using any 200 mile cards.
334.br
335.RB "\ \ \ \ " "Delayed Action" :
336300 points bonus for finishing after the deck was exhausted.
337.br
338.RB "\ \ \ \ " "Extension" :
339200 points bonus for completing a 1000 mile trip.
340.br
341.RB "\ \ \ \ " "Shut-Out" :
342500 points bonus for completing the trip
343before your opponent played any mileage cards.
344.PP
345Running totals are also kept for the current score for each player
346for the hand
347.RB ( "Hand Total" ),
348the game
349.RB ( "Overall Total" ),
350and number of games won
351.RB ( Games ).