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4MILLE(6) BSD Reference Manual MILLE(6)
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7N\bNA\bAM\bME\bE
8 mille - play Mille Bornes
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10S\bSY\bYN\bNO\bOP\bPS\bSI\bIS\bS
11 /\b/u\bus\bsr\br/\b/g\bga\bam\bme\bes\bs/\b/m\bmi\bil\bll\ble\be [ file ]
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13D\bDE\bES\bSC\bCR\bRI\bIP\bPT\bTI\bIO\bON\bN
14 _\bM_\bi_\bl_\bl_\be plays a two-handed game reminiscent of the Parker
15 Brother's game of Mille Bornes with you. The rules are
16 described below. If a file name is given on the command
17 line, the game saved in that file is started.
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19 When a game is started up, the bottom of the score window
20 will contain a list of commands. They are:
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22 P Pick a card from the deck. This card is placed in
23 the `P' slot in your hand.
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25 D Discard a card from your hand. To indicate which
26 card, type the number of the card in the hand (or
27 "P" for the just-picked card) followed by a
28 <RETURN> or <SPACE>. The <RETURN or <SPACE> is
29 required to allow recovery from typos which can be
30 very expensive, like discarding safeties.
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32 U Use a card. The card is again indicated by its
33 number, followed by a <RETURN> or <SPACE>.
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35 O Toggle ordering the hand. By default off, if
36 turned on it will sort the cards in your hand
37 appropriately. This is not recommended for the
38 impatient on slow terminals.
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40 Q Quit the game. This will ask for confirmation,
41 just to be sure. Hitting <DELETE> (or <RUBOUT>) is
42 equivalent.
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44 S Save the game in a file. If the game was started
45 from a file, you will be given an opportunity to
46 save it on the same file. If you don't wish to, or
47 you did not start from a file, you will be asked
48 for the file name. If you type a <RETURN> without
49 a name, the save will be terminated and the game
50 resumed.
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52 R Redraw the screen from scratch. The command ^L
53 (control `L') will also work.
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55 W Toggle window type. This switches the score window
56 between the startup window (with all the command
57 names) and the end-of-game window. Using the end-
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73 of-game window saves time by eliminating the switch
74 at the end of the game to show the final score.
75 Recommended for hackers and other miscreants.
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77 If you make a mistake, an error message will be printed on
78 the last line of the score window, and a bell will beep.
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80 At the end of each hand or game, you will be asked if you
81 wish to play another. If not, it will ask you if you want
82 to save the game. If you do, and the save is unsuccess-
83 ful, play will be resumed as if you had said you wanted to
84 play another hand/game. This allows you to use the "S\bS"
85 command to reattempt the save.
86
87A\bAU\bUT\bTH\bHO\bOR\bR
88 Ken Arnold
89 (The game itself is a product of Parker Brothers, Inc.)
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91S\bSE\bEE\bE A\bAL\bLS\bSO\bO
92 curses(3X), _\bS_\bc_\br_\be_\be_\bn _\bU_\bp_\bd_\ba_\bt_\bi_\bn_\bg _\ba_\bn_\bd _\bC_\bu_\br_\bs_\bo_\br _\bM_\bo_\bv_\be_\bm_\be_\bn_\bt _\bO_\bp_\bt_\bi_\bm_\bi_\bz_\ba_\b-
93 _\bt_\bi_\bo_\bn_\b: _\bA _\bL_\bi_\bb_\br_\ba_\br_\by _\bP_\ba_\bc_\bk_\ba_\bg_\be, Ken Arnold
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95C\bCA\bAR\bRD\bDS\bS
96 Here is some useful information. The number in parenthe-
97 ses after the card name is the number of that card in the
98 deck:
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100 Hazard Repair Safety
101
102 Out of Gas (2) Gasoline (6) Extra Tank (1)
103 Flat Tire (2) Spare Tire (6) Puncture Proof (1)
104 Accident (2) Repairs (6) Driving Ace (1)
105 Stop (4) Go (14) Right of Way (1)
106 Speed Limit (3) End of Limit (6)
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108 25 - (10), 50 - (10), 75 - (10), 100 - (12), 200 - (4)
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111R\bRU\bUL\bLE\bES\bS
112 O\bOb\bbj\bje\bec\bct\bt: The point of this game is to get a total of 5000
113 points in several hands. Each hand is a race to put down
114 exactly 700 miles before your opponent does. Beyond the
115 points gained by putting down milestones, there are sev-
116 eral other ways of making points.
117
118 O\bOv\bve\ber\brv\bvi\bie\bew\bw: The game is played with a deck of 101 cards.
119 _\bD_\bi_\bs_\bt_\ba_\bn_\bc_\be cards represent a number of miles traveled. They
120 come in denominations of 25, 50, 75, 100, and 200. When
121 one is played, it adds that many miles to the player's
122 trip so far this hand. _\bH_\ba_\bz_\ba_\br_\bd cards are used to prevent
123 your opponent from putting down Distance cards. They can
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139 only be played if your opponent has a _\bG_\bo card on top of
140 the Battle pile. The cards are _\bO_\bu_\bt _\bo_\bf _\bG_\ba_\bs, _\bA_\bc_\bc_\bi_\bd_\be_\bn_\bt, _\bF_\bl_\ba_\bt
141 _\bT_\bi_\br_\be, _\bS_\bp_\be_\be_\bd _\bL_\bi_\bm_\bi_\bt, and _\bS_\bt_\bo_\bp. _\bR_\be_\bm_\be_\bd_\by cards fix problems
142 caused by Hazard cards played on you by your opponent.
143 The cards are _\bG_\ba_\bs_\bo_\bl_\bi_\bn_\be, _\bR_\be_\bp_\ba_\bi_\br_\bs, _\bS_\bp_\ba_\br_\be _\bT_\bi_\br_\be, _\bE_\bn_\bd _\bo_\bf _\bL_\bi_\bm_\bi_\bt,
144 and _\bG_\bo. _\bS_\ba_\bf_\be_\bt_\by cards prevent your opponent from putting
145 specific Hazard cards on you in the first place. They are
146 _\bE_\bx_\bt_\br_\ba _\bT_\ba_\bn_\bk, _\bD_\br_\bi_\bv_\bi_\bn_\bg _\bA_\bc_\be, _\bP_\bu_\bn_\bc_\bt_\bu_\br_\be _\bP_\br_\bo_\bo_\bf, and _\bR_\bi_\bg_\bh_\bt _\bo_\bf _\bW_\ba_\by,
147 and there are only one of each in the deck.
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149 B\bBo\boa\bar\brd\bd L\bLa\bay\byo\bou\but\bt: The board is split into several areas. From
150 top to bottom, they are: S\bSA\bAF\bFE\bET\bTY\bY A\bAR\bRE\bEA\bA (unlabeled): This is
151 where the safeties will be placed as they are played.
152 H\bHA\bAN\bND\bD: These are the cards in your hand. B\bBA\bAT\bTT\bTL\bLE\bE: This is
153 the Battle pile. All the Hazard and Remedy Cards are
154 played here, except the _\bS_\bp_\be_\be_\bd _\bL_\bi_\bm_\bi_\bt and _\bE_\bn_\bd _\bo_\bf _\bL_\bi_\bm_\bi_\bt
155 cards. Only the top card is displayed, as it is the only
156 effective one. S\bSP\bPE\bEE\bED\bD: The Speed pile. The _\bS_\bp_\be_\be_\bd _\bL_\bi_\bm_\bi_\bt
157 and _\bE_\bn_\bd _\bo_\bf _\bL_\bi_\bm_\bi_\bt cards are played here to control the
158 speed at which the player is allowed to put down miles.
159 M\bMI\bIL\bLE\bEA\bAG\bGE\bE: Miles are placed here. The total of the numbers
160 shown here is the distance traveled so far.
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162 P\bPl\bla\bay\by: The first pick alternates between the two players.
163 Each turn usually starts with a pick from the deck. The
164 player then plays a card, or if this is not possible or
165 desirable, discards one. Normally, a play or discard of a
166 single card constitutes a turn. If the card played is a
167 safety, however, the same player takes another turn imme-
168 diately.
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170 This repeats until one of the players reaches 700 points
171 or the deck runs out. If someone reaches 700, they have
172 the option of going for an _\bE_\bx_\bt_\be_\bn_\bs_\bi_\bo_\bn, which means that the
173 play continues until someone reaches 1000 miles.
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175 H\bHa\baz\bza\bar\brd\bd a\ban\bnd\bd R\bRe\bem\bme\bed\bdy\by C\bCa\bar\brd\bds\bs: Hazard Cards are played on your
176 opponent's Battle and Speed piles. Remedy Cards are used
177 for undoing the effects of your opponent's nastiness.
178
179 G\bGo\bo (Green Light) must be the top card on your Battle
180 pile for you to play any mileage, unless you have played
181 the _\bR_\bi_\bg_\bh_\bt _\bo_\bf _\bW_\ba_\by card (see below).
182 S\bSt\bto\bop\bp is played on your opponent's _\bG_\bo card to prevent
183 them from playing mileage until they play a _\bG_\bo card.
184 S\bSp\bpe\bee\bed\bd L\bLi\bim\bmi\bit\bt is played on your opponent's Speed pile.
185 Until they play an _\bE_\bn_\bd _\bo_\bf _\bL_\bi_\bm_\bi_\bt they can only play 25 or
186 50 mile cards, presuming their _\bG_\bo card allows them to do
187 even that.
188 E\bEn\bnd\bd o\bof\bf L\bLi\bim\bmi\bit\bt is played on your Speed pile to nullify a
189 _\bS_\bp_\be_\be_\bd _\bL_\bi_\bm_\bi_\bt played by your opponent.
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205 O\bOu\but\bt o\bof\bf G\bGa\bas\bs is played on your opponent's _\bG_\bo card. They
206 must then play a _\bG_\ba_\bs_\bo_\bl_\bi_\bn_\be card, and then a _\bG_\bo card before
207 they can play any more mileage.
208 F\bFl\bla\bat\bt T\bTi\bir\bre\be is played on your opponent's _\bG_\bo card. They
209 must then play a _\bS_\bp_\ba_\br_\be _\bT_\bi_\br_\be card, and then a _\bG_\bo card
210 before they can play any more mileage.
211 A\bAc\bcc\bci\bid\bde\ben\bnt\bt is played on your opponent's _\bG_\bo card. They
212 must then play a _\bR_\be_\bp_\ba_\bi_\br_\bs card, and then a _\bG_\bo card before
213 they can play any more mileage.
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215 S\bSa\baf\bfe\bet\bty\by C\bCa\bar\brd\bds\bs: Safety cards prevent your opponent from
216 playing the corresponding Hazard cards on you for the rest
217 of the hand. It cancels an attack in progress, and _\ba_\bl_\bw_\ba_\by_\bs
218 _\be_\bn_\bt_\bi_\bt_\bl_\be_\bs _\bt_\bh_\be _\bp_\bl_\ba_\by_\be_\br _\bt_\bo _\ba_\bn _\be_\bx_\bt_\br_\ba _\bt_\bu_\br_\bn.
219 R\bRi\big\bgh\bht\bt o\bof\bf W\bWa\bay\by prevents your opponent from playing both
220 _\bS_\bt_\bo_\bp and _\bS_\bp_\be_\be_\bd _\bL_\bi_\bm_\bi_\bt cards on you. It also acts as a per-
221 manent _\bG_\bo card for the rest of the hand, so you can play
222 mileage as long as there is not a Hazard card on top of
223 your Battle pile. In this case only, your opponent can
224 play Hazard cards directly on a Remedy card other than a
225 Go card.
226 E\bEx\bxt\btr\bra\ba T\bTa\ban\bnk\bk When played, your opponent cannot play an
227 _\bO_\bu_\bt _\bo_\bf _\bG_\ba_\bs on your Battle Pile.
228 P\bPu\bun\bnc\bct\btu\bur\bre\be P\bPr\bro\boo\bof\bf When played, your opponent cannot play
229 a _\bF_\bl_\ba_\bt _\bT_\bi_\br_\be on your Battle Pile.
230 D\bDr\bri\biv\bvi\bin\bng\bg A\bAc\bce\be When played, your opponent cannot play an
231 _\bA_\bc_\bc_\bi_\bd_\be_\bn_\bt on your Battle Pile.
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233 D\bDi\bis\bst\bta\ban\bnc\bce\be C\bCa\bar\brd\bds\bs: Distance cards are played when you have a
234 _\bG_\bo card on your Battle pile, or a Right of Way in your
235 Safety area and are not stopped by a Hazard Card. They
236 can be played in any combination that totals exactly 700
237 miles, except that _\by_\bo_\bu _\bc_\ba_\bn_\bn_\bo_\bt _\bp_\bl_\ba_\by _\bm_\bo_\br_\be _\bt_\bh_\ba_\bn _\bt_\bw_\bo _\b2_\b0_\b0 _\bm_\bi_\bl_\be
238 _\bc_\ba_\br_\bd_\bs _\bi_\bn _\bo_\bn_\be _\bh_\ba_\bn_\bd. A hand ends whenever one player gets
239 exactly 700 miles or the deck runs out. In that case,
240 play continues until neither someone reaches 700, or nei-
241 ther player can use any cards in their hand. If the trip
242 is completed after the deck runs out, this is called
243 _\bD_\be_\bl_\ba_\by_\be_\bd _\bA_\bc_\bt_\bi_\bo_\bn.
244
245 C\bCo\bou\bup\bp F\bFo\bou\bur\brr\br'\b'\be\be: This is a French fencing term for a counter-
246 thrust move as part of a parry to an opponent's attack.
247 In current French colloquial language it means a sneaky,
248 underhanded blow. In Mille Bornes, it is used as follows:
249 If an opponent plays a Hazard card, and you have the cor-
250 responding Safety in your hand, you play it immediately,
251 even _\bb_\be_\bf_\bo_\br_\be you draw. This immediately removes the Hazard
252 card from your Battle pile, and protects you from that
253 card for the rest of the game. This gives you more points
254 (see "Scoring" below).
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271 S\bSc\bco\bor\bri\bin\bng\bg: Scores are totaled at the end of each hand,
272 whether or not anyone completed the trip. The terms used
273 in the Score window have the following meanings:
274 M\bMi\bil\ble\bes\bst\bto\bon\bne\bes\bs P\bPl\bla\bay\bye\bed\bd: Each player scores as many miles as
275 they played before the trip ended.
276 E\bEa\bac\bch\bh S\bSa\baf\bfe\bet\bty\by: 100 points for each safety in the Safety
277 area.
278 A\bAl\bll\bl 4\b4 S\bSa\baf\bfe\bet\bti\bie\bes\bs: 300 points if all four safeties are
279 played.
280 E\bEa\bac\bch\bh C\bCo\bou\bup\bp F\bFo\bou\bur\brr\br'\b'\be\be: 300 points for each Coup Fourr'\be
281 accomplished.
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283 The following bonus scores can apply only to the winning
284 player.
285 T\bTr\bri\bip\bp C\bCo\bom\bmp\bpl\ble\bet\bte\bed\bd: 400 points bonus for completing the
286 trip to 700 or 1000.
287 S\bSa\baf\bfe\be T\bTr\bri\bip\bp: 300 points bonus for completing the trip
288 without using any 200 mile cards.
289 D\bDe\bel\bla\bay\bye\bed\bd A\bAc\bct\bti\bio\bon\bn: 300 points bonus for finishing after
290 the deck was exhausted.
291 E\bEx\bxt\bte\ben\bns\bsi\bio\bon\bn: 200 points bonus for completing a 1000 mile
292 trip.
293 S\bSh\bhu\but\bt-\b-O\bOu\but\bt: 500 points bonus for completing the trip
294 before your opponent played any mileage cards.
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296 Running totals are also kept for the current score for
297 each player for the hand (H\bHa\ban\bnd\bd T\bTo\bot\bta\bal\bl), the game (O\bOv\bve\ber\bra\bal\bll\bl
298 T\bTo\bot\bta\bal\bl), and number of games won (G\bGa\bam\bme\bes\bs).
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