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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 "" |
82d5bba7 KM |
8 | .UC 4 |
9 | .SH NAME | |
10 | mille \- play Mille Bournes | |
11 | .SH SYNOPSIS | |
12 | .B /usr/games/mille | |
13 | [ file ] | |
14 | .SH DESCRIPTION | |
15 | .I Mille | |
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16 | plays a two-handed game reminiscent of |
17 | the Parker Brother's game of Mille Bournes with you. | |
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18 | The rules are described below. |
19 | If a file name is given on the command line, | |
20 | the game saved in that file is started. | |
21 | .PP | |
22 | When a game is started up, | |
23 | the bottom of the score window will contain a list of commands. | |
24 | They are: | |
25 | .IP P | |
26 | Pick a card from the deck. | |
27 | This card is placed in the `P' slot in your hand. | |
28 | .IP D | |
29 | Discard a card from your hand. | |
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30 | To 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 | 32 | The <RETURN or <SPACE> is required to allow recovery from typos |
14d20f4a | 33 | which can be very expensive, like discarding safeties. |
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34 | .IP U |
35 | Use a card. | |
14d20f4a | 36 | The card is again indicated by its number, followed by a <RETURN> or <SPACE>. |
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37 | .IP O |
38 | Toggle ordering the hand. | |
14d20f4a | 39 | By default off, if turned on it will sort the cards in your hand appropriately. |
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40 | This is not recommended for the impatient on slow terminals. |
41 | .IP Q | |
42 | Quit the game. | |
43 | This will ask for confirmation, just to be sure. | |
14d20f4a | 44 | Hitting <DELETE> (or <RUBOUT>) is equivalent. |
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45 | .IP S |
46 | Save the game in a file. | |
47 | If the game was started from a file, | |
48 | you will be given an opportunity to save it on the same file. | |
49 | If you don't wish to, or you did not start from a file, | |
50 | you will be asked for the file name. | |
51 | If you type a <RETURN> without a name, | |
52 | the save will be terminated and the game resumed. | |
53 | .IP R | |
54 | Redraw the screen from scratch. | |
14d20f4a | 55 | The command ^L (control `L') will also work. |
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56 | .IP W |
57 | Toggle window type. | |
58 | This 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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60 | Using the end-of-game window |
61 | saves time by eliminating the switch at the end of the game | |
62 | to show the final score. | |
63 | Recommended for hackers and other miscreants. | |
64 | .PP | |
65 | If you make a mistake, an error message will be printed | |
14d20f4a | 66 | on the last line of the score window, and a bell will beep. |
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67 | .PP |
68 | At the end of each hand or game, | |
69 | you will be asked if you wish to play another. | |
70 | If not, it will ask you if you want to save the game. | |
71 | If you do, and the save is unsuccessful, | |
72 | play will be resumed as if you had said you wanted to play another hand/game. | |
73 | This allows you to use the | |
74 | .RB \*(lq S \*(rq | |
75 | command to reattempt the save. | |
76 | .SH AUTHOR | |
77 | Ken Arnold | |
78 | .br | |
79 | (The game itself is a product of Parker Brothers, Inc.) | |
80 | .SH "SEE ALSO" | |
14d20f4a | 81 | curses(3X), |
82d5bba7 KM |
82 | .I "Screen Updating and Cursor Movement Optimization:" |
83 | .IR "A Library Package" , | |
84 | Ken Arnold | |
85 | .SH CARDS | |
86 | .PP | |
87 | Here is some useful information. | |
88 | The number in parentheses after the card name | |
89 | is 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 | |
94 | Hazard Repair Safety | |
95 | .sp | |
96 | Out of Gas (2) Gasoline (6) Extra Tank (1) | |
97 | Flat Tire (2) Spare Tire (6) Puncture Proof (1) | |
98 | Accident (2) Repairs (6) Driving Ace (1) | |
99 | Stop (4) Go (14) Right of Way (1) | |
100 | Speed Limit (3) End of Limit (6) | |
101 | .sp | |
102 | .ce | |
103 | 25 \- (10), 50 \- (10), 75 \- (10), 100 \- (12), 200 \- (4) | |
104 | .sp | |
105 | .fi | |
106 | .DT | |
107 | .SH RULES | |
108 | .PP | |
109 | .BR Object : | |
6bc80c78 | 110 | The point of this game is to get a total of 5000 points in several hands. |
14d20f4a | 111 | Each hand is a race to put down exactly 700 miles before your opponent does. |
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112 | Beyond the points gained by putting down milestones, |
113 | there are several other ways of making points. | |
114 | .PP | |
115 | .BR Overview : | |
116 | The game is played with a deck of 101 cards. | |
117 | .I Distance | |
118 | cards represent a number of miles traveled. | |
119 | They come in denominations of 25, 50, 75, 100, and 200. | |
120 | When one is played, | |
121 | it adds that many miles to the player's trip so far this hand. | |
122 | .I Hazard | |
123 | cards are used to prevent your opponent from putting down Distance cards. | |
124 | They can only be played if your opponent has a | |
125 | .I Go | |
126 | card on top of the Battle pile. | |
127 | The cards are | |
128 | .IR "Out of Gas" , | |
129 | .IR "Accident" , | |
130 | .IR "Flat Tire" , | |
131 | .IR "Speed Limit" , | |
132 | and | |
133 | .IR "Stop" . | |
134 | .I Remedy | |
14d20f4a | 135 | cards fix problems caused by Hazard cards played on you by your opponent. |
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136 | The cards are |
137 | .IR "Gasoline" , | |
138 | .IR "Repairs" , | |
139 | .IR "Spare Tire" , | |
140 | .IR "End of Limit" , | |
141 | and | |
142 | .IR "Go" . | |
143 | .I Safety | |
144 | cards prevent your opponent from putting specific Hazard cards on you | |
145 | in the first place. | |
146 | They are | |
147 | .IR "Extra Tank" , | |
148 | .IR "Driving Ace" , | |
149 | .IR "Puncture Proof" , | |
150 | and | |
151 | .IR "Right of Way" , | |
152 | and there are only one of each in the deck. | |
153 | .PP | |
154 | .BR "Board Layout" : | |
155 | The board is split into several areas. | |
156 | From 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 : |
160 | These are the cards in your hand. | |
161 | .BR BATTLE : | |
162 | This is the Battle pile. | |
14d20f4a | 163 | All the Hazard and Remedy Cards are played here, except the |
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164 | .I "Speed Limit" |
165 | and | |
166 | .I "End of Limit" | |
14d20f4a | 167 | cards. Only the top card is displayed, as it is the only effective one. |
82d5bba7 | 168 | .BR SPEED : |
14d20f4a | 169 | The Speed pile. The |
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170 | .I "Speed Limit" |
171 | and | |
172 | .I "End of Limit" | |
173 | cards are played here | |
174 | to control the speed at which the player is allowed to put down miles. | |
175 | .BR MILEAGE : | |
176 | Miles are placed here. | |
177 | The total of the numbers shown here is the distance traveled so far. | |
178 | .PP | |
179 | .BR Play : | |
180 | The first pick alternates between the two players. | |
181 | Each turn usually starts with a pick from the deck. | |
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182 | The player then plays a card, or if this is not possible or desirable, |
183 | discards one. Normally, a play or discard of a single card | |
184 | constitutes a turn. If the card played is a safety, however, | |
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185 | the same player takes another turn immediately. |
186 | .PP | |
14d20f4a | 187 | This repeats until one of the players reaches 700 points or the deck runs out. |
6bc80c78 | 188 | If someone reaches 700, they have the option of going for an |
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189 | .IR Extension , |
190 | which means that the play continues until someone reaches 1000 miles. | |
191 | .PP | |
192 | .BR "Hazard and Remedy Cards" : | |
193 | Hazard Cards are played on your opponent's Battle and Speed piles. | |
6bc80c78 | 194 | Remedy 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 | 198 | must be the top card on your Battle pile for you to play any mileage, |
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199 | unless you have played the |
200 | .I "Right of Way" | |
201 | card (see below). | |
202 | .br | |
203 | .RB "\ \ \ \ " Stop | |
204 | is played on your opponent's | |
205 | .I Go | |
14d20f4a | 206 | card to prevent them from playing mileage until they play a |
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207 | .I Go |
208 | card. | |
209 | .br | |
210 | .RB "\ \ \ \ " "Speed Limit" | |
211 | is played on your opponent's Speed pile. | |
212 | Until they play an | |
213 | .I "End of Limit" | |
14d20f4a | 214 | they can only play 25 or 50 mile cards, presuming their |
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215 | .I Go |
216 | card allows them to do even that. | |
217 | .br | |
218 | .RB "\ \ \ \ " "End of Limit" | |
14d20f4a | 219 | is played on your Speed pile to nullify a |
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220 | .I "Speed Limit" |
221 | played by your opponent. | |
222 | .br | |
223 | .RB "\ \ \ \ " "Out of Gas" | |
224 | is played on your opponent's | |
225 | .I Go | |
14d20f4a | 226 | card. They must then play a |
82d5bba7 | 227 | .I Gasoline |
14d20f4a | 228 | card, and then a |
82d5bba7 | 229 | .I Go |
14d20f4a | 230 | card before they can play any more mileage. |
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231 | .br |
232 | .RB "\ \ \ \ " "Flat Tire" | |
233 | is played on your opponent's | |
234 | .I Go | |
14d20f4a | 235 | card. They must then play a |
82d5bba7 | 236 | .I "Spare Tire" |
14d20f4a | 237 | card, and then a |
82d5bba7 | 238 | .I Go |
14d20f4a | 239 | card before they can play any more mileage. |
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240 | .br |
241 | .RB "\ \ \ \ " "Accident" | |
242 | is played on your opponent's | |
243 | .I Go | |
14d20f4a | 244 | card. They must then play a |
82d5bba7 | 245 | .I Repairs |
14d20f4a | 246 | card, and then a |
82d5bba7 | 247 | .I Go |
14d20f4a | 248 | card before they can play any more mileage. |
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249 | .br |
250 | .PP | |
251 | .BR "Safety Cards" : | |
252 | Safety cards prevent your opponent | |
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253 | from playing the corresponding Hazard cards on you for the rest of the hand. |
254 | It 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" | |
258 | prevents your opponent from playing both | |
259 | .I Stop | |
260 | and | |
261 | .I "Speed Limit" | |
14d20f4a | 262 | cards on you. It also acts as a permanent |
82d5bba7 | 263 | .I Go |
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264 | card for the rest of the hand, so you can play mileage |
265 | as long as there is not a Hazard card on top of your Battle pile. | |
266 | In this case only, your opponent can play Hazard cards directly on a Remedy card | |
6bc80c78 | 267 | other than a Go card. |
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268 | .br |
269 | .RB "\ \ \ \ " "Extra Tank" | |
14d20f4a | 270 | When played, your opponent cannot play an |
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271 | .I "Out of Gas" |
272 | on your Battle Pile. | |
273 | .br | |
274 | .RB "\ \ \ \ " "Puncture Proof" | |
14d20f4a | 275 | When played, your opponent cannot play a |
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276 | .I "Flat Tire" |
277 | on your Battle Pile. | |
278 | .br | |
279 | .RB "\ \ \ \ " "Driving Ace" | |
14d20f4a | 280 | When played, your opponent cannot play an |
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281 | .I Accident |
282 | on your Battle Pile. | |
283 | .PP | |
284 | .BR "Distance Cards" : | |
285 | Distance cards are played when you have a | |
286 | .I Go | |
287 | card on your Battle pile, | |
288 | or a Right of Way in your Safety area and are not stopped by a Hazard Card. | |
289 | They can be played in any combination that totals exactly 700 miles, | |
290 | except that | |
291 | .IR "you cannot play more than two 200 mile cards in one hand" . | |
292 | A hand ends whenever one player gets exactly 700 miles or the deck runs out. | |
293 | In that case, play continues until neither someone reaches 700, | |
294 | or neither player can use any cards in their hand. | |
14d20f4a | 295 | If 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'" : | |
299 | This is a French fencing term for a counter-thrust move as part of a parry | |
300 | to an opponents attack. | |
14d20f4a | 301 | In Mille Bournes, it is used as follows: |
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302 | If an opponent plays a Hazard card, |
303 | and you have the corresponding Safety in your hand, | |
14d20f4a | 304 | you play it immediately, even |
82d5bba7 | 305 | .I before |
14d20f4a | 306 | you draw. This immediately removes the Hazard card from your Battle pile, |
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307 | and protects you from that card for the rest of the game. This |
308 | gives you more points (see \*(lqScoring\*(rq below). | |
309 | .PP | |
310 | .BR Scoring : | |
311 | Scores are totaled at the end of each hand, | |
312 | whether or not anyone completed the trip. | |
313 | The terms used in the Score window have the following meanings: | |
314 | .br | |
315 | .RB "\ \ \ \ " "Milestones Played" : | |
316 | Each player scores as many miles as they played before the trip ended. | |
317 | .br | |
318 | .RB "\ \ \ \ " "Each Safety" : | |
319 | 100 points for each safety in the Safety area. | |
320 | .br | |
321 | .RB "\ \ \ \ " "All 4 Safeties" : | |
322 | 300 points if all four safeties are played. | |
323 | .br | |
324 | .RB "\ \ \ \ " "Each Coup Four\o'\(aae'" : | |
325 | 300 points for each Coup Four\o'\(aae' accomplished. | |
326 | .PP | |
327 | The following bonus scores can apply only to the winning player. | |
328 | .br | |
329 | .RB "\ \ \ \ " "Trip Completed" : | |
330 | 400 points bonus for completing the trip to 700 or 1000. | |
331 | .br | |
332 | .RB "\ \ \ \ " "Safe Trip" : | |
333 | 300 points bonus for completing the trip without using any 200 mile cards. | |
334 | .br | |
335 | .RB "\ \ \ \ " "Delayed Action" : | |
336 | 300 points bonus for finishing after the deck was exhausted. | |
337 | .br | |
338 | .RB "\ \ \ \ " "Extension" : | |
339 | 200 points bonus for completing a 1000 mile trip. | |
340 | .br | |
341 | .RB "\ \ \ \ " "Shut-Out" : | |
342 | 500 points bonus for completing the trip | |
343 | before your opponent played any mileage cards. | |
344 | .PP | |
345 | Running totals are also kept for the current score for each player | |
346 | for the hand | |
347 | .RB ( "Hand Total" ), | |
348 | the game | |
349 | .RB ( "Overall Total" ), | |
350 | and number of games won | |
351 | .RB ( Games ). |