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MILLE(6) BSD Reference Manual MILLE(6)
N\bNA\bAM\bME\bE
mille - play Mille Bornes
S\bSY\bYN\bNO\bOP\bPS\bSI\bIS\bS
/\b/u\bus\bsr\br/\b/g\bga\bam\bme\bes\bs/\b/m\bmi\bil\bll\ble\be [ file ]
D\bDE\bES\bSC\bCR\bRI\bIP\bPT\bTI\bIO\bON\bN
_\bM_\bi_\bl_\bl_\be plays a two-handed game reminiscent of the Parker
Brother's game of Mille Bornes with you. The rules are
described below. If a file name is given on the command
line, the game saved in that file is started.
When a game is started up, the bottom of the score window
will contain a list of commands. They are:
P Pick a card from the deck. This card is placed in
the `P' slot in your hand.
D Discard a card from your hand. To indicate which
card, type the number of the card in the hand (or
"P" for the just-picked card) followed by a
<RETURN> or <SPACE>. The <RETURN or <SPACE> is
required to allow recovery from typos which can be
very expensive, like discarding safeties.
U Use a card. The card is again indicated by its
number, followed by a <RETURN> or <SPACE>.
O Toggle ordering the hand. By default off, if
turned on it will sort the cards in your hand
appropriately. This is not recommended for the
impatient on slow terminals.
Q Quit the game. This will ask for confirmation,
just to be sure. Hitting <DELETE> (or <RUBOUT>) is
equivalent.
S Save the game in a file. If the game was started
from a file, you will be given an opportunity to
save it on the same file. If you don't wish to, or
you did not start from a file, you will be asked
for the file name. If you type a <RETURN> without
a name, the save will be terminated and the game
resumed.
R Redraw the screen from scratch. The command ^L
(control `L') will also work.
W Toggle window type. This switches the score window
between the startup window (with all the command
names) and the end-of-game window. Using the end-
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of-game window saves time by eliminating the switch
at the end of the game to show the final score.
Recommended for hackers and other miscreants.
If you make a mistake, an error message will be printed on
the last line of the score window, and a bell will beep.
At the end of each hand or game, you will be asked if you
wish to play another. If not, it will ask you if you want
to save the game. If you do, and the save is unsuccess-
ful, play will be resumed as if you had said you wanted to
play another hand/game. This allows you to use the "S\bS"
command to reattempt the save.
A\bAU\bUT\bTH\bHO\bOR\bR
Ken Arnold
(The game itself is a product of Parker Brothers, Inc.)
S\bSE\bEE\bE A\bAL\bLS\bSO\bO
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-
_\bt_\bi_\bo_\bn_\b: _\bA _\bL_\bi_\bb_\br_\ba_\br_\by _\bP_\ba_\bc_\bk_\ba_\bg_\be, Ken Arnold
C\bCA\bAR\bRD\bDS\bS
Here is some useful information. The number in parenthe-
ses after the card name is the number of that card in the
deck:
Hazard Repair Safety
Out of Gas (2) Gasoline (6) Extra Tank (1)
Flat Tire (2) Spare Tire (6) Puncture Proof (1)
Accident (2) Repairs (6) Driving Ace (1)
Stop (4) Go (14) Right of Way (1)
Speed Limit (3) End of Limit (6)
25 - (10), 50 - (10), 75 - (10), 100 - (12), 200 - (4)
R\bRU\bUL\bLE\bES\bS
O\bOb\bbj\bje\bec\bct\bt: The point of this game is to get a total of 5000
points in several hands. Each hand is a race to put down
exactly 700 miles before your opponent does. Beyond the
points gained by putting down milestones, there are sev-
eral other ways of making points.
O\bOv\bve\ber\brv\bvi\bie\bew\bw: The game is played with a deck of 101 cards.
_\bD_\bi_\bs_\bt_\ba_\bn_\bc_\be cards represent a number of miles traveled. They
come in denominations of 25, 50, 75, 100, and 200. When
one is played, it adds that many miles to the player's
trip so far this hand. _\bH_\ba_\bz_\ba_\br_\bd cards are used to prevent
your opponent from putting down Distance cards. They can
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only be played if your opponent has a _\bG_\bo card on top of
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
_\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
caused by Hazard cards played on you by your opponent.
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,
and _\bG_\bo. _\bS_\ba_\bf_\be_\bt_\by cards prevent your opponent from putting
specific Hazard cards on you in the first place. They are
_\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,
and there are only one of each in the deck.
B\bBo\boa\bar\brd\bd L\bLa\bay\byo\bou\but\bt: The board is split into several areas. From
top to bottom, they are: S\bSA\bAF\bFE\bET\bTY\bY A\bAR\bRE\bEA\bA (unlabeled): This is
where the safeties will be placed as they are played.
H\bHA\bAN\bND\bD: These are the cards in your hand. B\bBA\bAT\bTT\bTL\bLE\bE: This is
the Battle pile. All the Hazard and Remedy Cards are
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
cards. Only the top card is displayed, as it is the only
effective one. S\bSP\bPE\bEE\bED\bD: The Speed pile. The _\bS_\bp_\be_\be_\bd _\bL_\bi_\bm_\bi_\bt
and _\bE_\bn_\bd _\bo_\bf _\bL_\bi_\bm_\bi_\bt cards are played here to control the
speed at which the player is allowed to put down miles.
M\bMI\bIL\bLE\bEA\bAG\bGE\bE: Miles are placed here. The total of the numbers
shown here is the distance traveled so far.
P\bPl\bla\bay\by: The first pick alternates between the two players.
Each turn usually starts with a pick from the deck. The
player then plays a card, or if this is not possible or
desirable, discards one. Normally, a play or discard of a
single card constitutes a turn. If the card played is a
safety, however, the same player takes another turn imme-
diately.
This repeats until one of the players reaches 700 points
or the deck runs out. If someone reaches 700, they have
the option of going for an _\bE_\bx_\bt_\be_\bn_\bs_\bi_\bo_\bn, which means that the
play continues until someone reaches 1000 miles.
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
opponent's Battle and Speed piles. Remedy Cards are used
for undoing the effects of your opponent's nastiness.
G\bGo\bo (Green Light) must be the top card on your Battle
pile for you to play any mileage, unless you have played
the _\bR_\bi_\bg_\bh_\bt _\bo_\bf _\bW_\ba_\by card (see below).
S\bSt\bto\bop\bp is played on your opponent's _\bG_\bo card to prevent
them from playing mileage until they play a _\bG_\bo card.
S\bSp\bpe\bee\bed\bd L\bLi\bim\bmi\bit\bt is played on your opponent's Speed pile.
Until they play an _\bE_\bn_\bd _\bo_\bf _\bL_\bi_\bm_\bi_\bt they can only play 25 or
50 mile cards, presuming their _\bG_\bo card allows them to do
even that.
E\bEn\bnd\bd o\bof\bf L\bLi\bim\bmi\bit\bt is played on your Speed pile to nullify a
_\bS_\bp_\be_\be_\bd _\bL_\bi_\bm_\bi_\bt played by your opponent.
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O\bOu\but\bt o\bof\bf G\bGa\bas\bs is played on your opponent's _\bG_\bo card. They
must then play a _\bG_\ba_\bs_\bo_\bl_\bi_\bn_\be card, and then a _\bG_\bo card before
they can play any more mileage.
F\bFl\bla\bat\bt T\bTi\bir\bre\be is played on your opponent's _\bG_\bo card. They
must then play a _\bS_\bp_\ba_\br_\be _\bT_\bi_\br_\be card, and then a _\bG_\bo card
before they can play any more mileage.
A\bAc\bcc\bci\bid\bde\ben\bnt\bt is played on your opponent's _\bG_\bo card. They
must then play a _\bR_\be_\bp_\ba_\bi_\br_\bs card, and then a _\bG_\bo card before
they can play any more mileage.
S\bSa\baf\bfe\bet\bty\by C\bCa\bar\brd\bds\bs: Safety cards prevent your opponent from
playing the corresponding Hazard cards on you for the rest
of the hand. It cancels an attack in progress, and _\ba_\bl_\bw_\ba_\by_\bs
_\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.
R\bRi\big\bgh\bht\bt o\bof\bf W\bWa\bay\by prevents your opponent from playing both
_\bS_\bt_\bo_\bp and _\bS_\bp_\be_\be_\bd _\bL_\bi_\bm_\bi_\bt cards on you. It also acts as a per-
manent _\bG_\bo card for the rest of the hand, so you can play
mileage as long as there is not a Hazard card on top of
your Battle pile. In this case only, your opponent can
play Hazard cards directly on a Remedy card other than a
Go card.
E\bEx\bxt\btr\bra\ba T\bTa\ban\bnk\bk When played, your opponent cannot play an
_\bO_\bu_\bt _\bo_\bf _\bG_\ba_\bs on your Battle Pile.
P\bPu\bun\bnc\bct\btu\bur\bre\be P\bPr\bro\boo\bof\bf When played, your opponent cannot play
a _\bF_\bl_\ba_\bt _\bT_\bi_\br_\be on your Battle Pile.
D\bDr\bri\biv\bvi\bin\bng\bg A\bAc\bce\be When played, your opponent cannot play an
_\bA_\bc_\bc_\bi_\bd_\be_\bn_\bt on your Battle Pile.
D\bDi\bis\bst\bta\ban\bnc\bce\be C\bCa\bar\brd\bds\bs: Distance cards are played when you have a
_\bG_\bo card on your Battle pile, or a Right of Way in your
Safety area and are not stopped by a Hazard Card. They
can be played in any combination that totals exactly 700
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
_\bc_\ba_\br_\bd_\bs _\bi_\bn _\bo_\bn_\be _\bh_\ba_\bn_\bd. A hand ends whenever one player gets
exactly 700 miles or the deck runs out. In that case,
play continues until neither someone reaches 700, or nei-
ther player can use any cards in their hand. If the trip
is completed after the deck runs out, this is called
_\bD_\be_\bl_\ba_\by_\be_\bd _\bA_\bc_\bt_\bi_\bo_\bn.
C\bCo\bou\bup\bp F\bFo\bou\bur\brr\br'\b'\be\be: This is a French fencing term for a counter-
thrust move as part of a parry to an opponent's attack.
In current French colloquial language it means a sneaky,
underhanded blow. In Mille Bornes, it is used as follows:
If an opponent plays a Hazard card, and you have the cor-
responding Safety in your hand, you play it immediately,
even _\bb_\be_\bf_\bo_\br_\be you draw. This immediately removes the Hazard
card from your Battle pile, and protects you from that
card for the rest of the game. This gives you more points
(see "Scoring" below).
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S\bSc\bco\bor\bri\bin\bng\bg: Scores are totaled at the end of each hand,
whether or not anyone completed the trip. The terms used
in the Score window have the following meanings:
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
they played before the trip ended.
E\bEa\bac\bch\bh S\bSa\baf\bfe\bet\bty\by: 100 points for each safety in the Safety
area.
A\bAl\bll\bl 4\b4 S\bSa\baf\bfe\bet\bti\bie\bes\bs: 300 points if all four safeties are
played.
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
accomplished.
The following bonus scores can apply only to the winning
player.
T\bTr\bri\bip\bp C\bCo\bom\bmp\bpl\ble\bet\bte\bed\bd: 400 points bonus for completing the
trip to 700 or 1000.
S\bSa\baf\bfe\be T\bTr\bri\bip\bp: 300 points bonus for completing the trip
without using any 200 mile cards.
D\bDe\bel\bla\bay\bye\bed\bd A\bAc\bct\bti\bio\bon\bn: 300 points bonus for finishing after
the deck was exhausted.
E\bEx\bxt\bte\ben\bns\bsi\bio\bon\bn: 200 points bonus for completing a 1000 mile
trip.
S\bSh\bhu\but\bt-\b-O\bOu\but\bt: 500 points bonus for completing the trip
before your opponent played any mileage cards.
Running totals are also kept for the current score for
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
T\bTo\bot\bta\bal\bl), and number of games won (G\bGa\bam\bme\bes\bs).
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