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4 | MILLE(6) BSD Reference Manual MILLE(6) | |
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7 | N\bNA\bAM\bME\bE | |
8 | mille - play Mille Bornes | |
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10 | S\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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13 | D\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. | |
18 | ||
19 | When a game is started up, the bottom of the score window | |
20 | will contain a list of commands. They are: | |
21 | ||
22 | P Pick a card from the deck. This card is placed in | |
23 | the `P' slot in your hand. | |
24 | ||
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. | |
31 | ||
32 | U Use a card. The card is again indicated by its | |
33 | number, followed by a <RETURN> or <SPACE>. | |
34 | ||
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. | |
39 | ||
40 | Q Quit the game. This will ask for confirmation, | |
41 | just to be sure. Hitting <DELETE> (or <RUBOUT>) is | |
42 | equivalent. | |
43 | ||
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. | |
51 | ||
52 | R Redraw the screen from scratch. The command ^L | |
53 | (control `L') will also work. | |
54 | ||
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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61 | 4th Berkeley Distribution June 1, 1994 1 | |
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70 | MILLE(6) BSD Reference Manual MILLE(6) | |
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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. | |
76 | ||
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. | |
79 | ||
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 | ||
87 | A\bAU\bUT\bTH\bHO\bOR\bR | |
88 | Ken Arnold | |
89 | (The game itself is a product of Parker Brothers, Inc.) | |
90 | ||
91 | S\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 | |
94 | ||
95 | C\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: | |
99 | ||
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) | |
107 | ||
108 | 25 - (10), 50 - (10), 75 - (10), 100 - (12), 200 - (4) | |
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111 | R\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. | |
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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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136 | MILLE(6) BSD Reference Manual MILLE(6) | |
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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. | |
148 | ||
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. | |
161 | ||
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. | |
169 | ||
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. | |
174 | ||
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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202 | MILLE(6) BSD Reference Manual MILLE(6) | |
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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. | |
232 | ||
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. | |
282 | ||
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. | |
295 | ||
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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