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1.1 root 1: .\" Copyright (c) 1983 The Regents of the University of California.
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17: .\"
18: .\" @(#)mille.6 6.4 (Berkeley) 6/23/90
19: .\"
20: .TH MILLE 6 "June 23, 1990"
21: .UC 4
22: .SH NAME
23: mille \- play Mille Bournes
24: .SH SYNOPSIS
25: .B /usr/games/mille
26: [ file ]
27: .SH DESCRIPTION
28: .I Mille
29: plays a two-handed game reminiscent of
30: the Parker Brother's game of Mille Bournes with you.
31: The rules are described below.
32: If a file name is given on the command line,
33: the game saved in that file is started.
34: .PP
35: When a game is started up,
36: the bottom of the score window will contain a list of commands.
37: They are:
38: .IP P
39: Pick a card from the deck.
40: This card is placed in the `P' slot in your hand.
41: .IP D
42: Discard a card from your hand.
43: To indicate which card, type the number of the card in the hand
44: (or \*(lqP\*(rq for the just-picked card) followed by a <RETURN> or <SPACE>.
45: The <RETURN or <SPACE> is required to allow recovery from typos
46: which can be very expensive, like discarding safeties.
47: .IP U
48: Use a card.
49: The card is again indicated by its number, followed by a <RETURN> or <SPACE>.
50: .IP O
51: Toggle ordering the hand.
52: By default off, if turned on it will sort the cards in your hand appropriately.
53: This is not recommended for the impatient on slow terminals.
54: .IP Q
55: Quit the game.
56: This will ask for confirmation, just to be sure.
57: Hitting <DELETE> (or <RUBOUT>) is equivalent.
58: .IP S
59: Save the game in a file.
60: If the game was started from a file,
61: you will be given an opportunity to save it on the same file.
62: If you don't wish to, or you did not start from a file,
63: you will be asked for the file name.
64: If you type a <RETURN> without a name,
65: the save will be terminated and the game resumed.
66: .IP R
67: Redraw the screen from scratch.
68: The command ^L (control `L') will also work.
69: .IP W
70: Toggle window type.
71: This switches the score window between the startup window
72: (with all the command names) and the end-of-game window.
73: Using the end-of-game window
74: saves time by eliminating the switch at the end of the game
75: to show the final score.
76: Recommended for hackers and other miscreants.
77: .PP
78: If you make a mistake, an error message will be printed
79: on the last line of the score window, and a bell will beep.
80: .PP
81: At the end of each hand or game,
82: you will be asked if you wish to play another.
83: If not, it will ask you if you want to save the game.
84: If you do, and the save is unsuccessful,
85: play will be resumed as if you had said you wanted to play another hand/game.
86: This allows you to use the
87: .RB \*(lq S \*(rq
88: command to reattempt the save.
89: .SH AUTHOR
90: Ken Arnold
91: .br
92: (The game itself is a product of Parker Brothers, Inc.)
93: .SH "SEE ALSO"
94: curses(3X),
95: .I "Screen Updating and Cursor Movement Optimization:"
96: .IR "A Library Package" ,
97: Ken Arnold
98: .SH CARDS
99: .PP
100: Here is some useful information.
101: The number in parentheses after the card name
102: is the number of that card in the deck:
103: .sp
104: .nf
105: .ne 10
106: .ta \w'Speed Limit (3)'u+3n \w'Speed Limit (3)'u+\w'End of Limit (6)'u+6n
107: Hazard Repair Safety
108: .sp
109: Out of Gas (2) Gasoline (6) Extra Tank (1)
110: Flat Tire (2) Spare Tire (6) Puncture Proof (1)
111: Accident (2) Repairs (6) Driving Ace (1)
112: Stop (4) Go (14) Right of Way (1)
113: Speed Limit (3) End of Limit (6)
114: .sp
115: .ce
116: 25 \- (10), 50 \- (10), 75 \- (10), 100 \- (12), 200 \- (4)
117: .sp
118: .fi
119: .DT
120: .SH RULES
121: .PP
122: .BR Object :
123: The point of this game is to get a total of 5000 points in several hands.
124: Each hand is a race to put down exactly 700 miles before your opponent does.
125: Beyond the points gained by putting down milestones,
126: there are several other ways of making points.
127: .PP
128: .BR Overview :
129: The game is played with a deck of 101 cards.
130: .I Distance
131: cards represent a number of miles traveled.
132: They come in denominations of 25, 50, 75, 100, and 200.
133: When one is played,
134: it adds that many miles to the player's trip so far this hand.
135: .I Hazard
136: cards are used to prevent your opponent from putting down Distance cards.
137: They can only be played if your opponent has a
138: .I Go
139: card on top of the Battle pile.
140: The cards are
141: .IR "Out of Gas" ,
142: .IR "Accident" ,
143: .IR "Flat Tire" ,
144: .IR "Speed Limit" ,
145: and
146: .IR "Stop" .
147: .I Remedy
148: cards fix problems caused by Hazard cards played on you by your opponent.
149: The cards are
150: .IR "Gasoline" ,
151: .IR "Repairs" ,
152: .IR "Spare Tire" ,
153: .IR "End of Limit" ,
154: and
155: .IR "Go" .
156: .I Safety
157: cards prevent your opponent from putting specific Hazard cards on you
158: in the first place.
159: They are
160: .IR "Extra Tank" ,
161: .IR "Driving Ace" ,
162: .IR "Puncture Proof" ,
163: and
164: .IR "Right of Way" ,
165: and there are only one of each in the deck.
166: .PP
167: .BR "Board Layout" :
168: The board is split into several areas.
169: From top to bottom, they are:
170: .B "SAFETY AREA"
171: (unlabeled): This is where the safeties will be placed as they are played.
172: .BR HAND :
173: These are the cards in your hand.
174: .BR BATTLE :
175: This is the Battle pile.
176: All the Hazard and Remedy Cards are played here, except the
177: .I "Speed Limit"
178: and
179: .I "End of Limit"
180: cards. Only the top card is displayed, as it is the only effective one.
181: .BR SPEED :
182: The Speed pile. The
183: .I "Speed Limit"
184: and
185: .I "End of Limit"
186: cards are played here
187: to control the speed at which the player is allowed to put down miles.
188: .BR MILEAGE :
189: Miles are placed here.
190: The total of the numbers shown here is the distance traveled so far.
191: .PP
192: .BR Play :
193: The first pick alternates between the two players.
194: Each turn usually starts with a pick from the deck.
195: The player then plays a card, or if this is not possible or desirable,
196: discards one. Normally, a play or discard of a single card
197: constitutes a turn. If the card played is a safety, however,
198: the same player takes another turn immediately.
199: .PP
200: This repeats until one of the players reaches 700 points or the deck runs out.
201: If someone reaches 700, they have the option of going for an
202: .IR Extension ,
203: which means that the play continues until someone reaches 1000 miles.
204: .PP
205: .BR "Hazard and Remedy Cards" :
206: Hazard Cards are played on your opponent's Battle and Speed piles.
207: Remedy Cards are used for undoing the effects of your opponent's nastiness.
208: .PP
209: .RB "\ \ \ \ " Go
210: (Green Light)
211: must be the top card on your Battle pile for you to play any mileage,
212: unless you have played the
213: .I "Right of Way"
214: card (see below).
215: .br
216: .RB "\ \ \ \ " Stop
217: is played on your opponent's
218: .I Go
219: card to prevent them from playing mileage until they play a
220: .I Go
221: card.
222: .br
223: .RB "\ \ \ \ " "Speed Limit"
224: is played on your opponent's Speed pile.
225: Until they play an
226: .I "End of Limit"
227: they can only play 25 or 50 mile cards, presuming their
228: .I Go
229: card allows them to do even that.
230: .br
231: .RB "\ \ \ \ " "End of Limit"
232: is played on your Speed pile to nullify a
233: .I "Speed Limit"
234: played by your opponent.
235: .br
236: .RB "\ \ \ \ " "Out of Gas"
237: is played on your opponent's
238: .I Go
239: card. They must then play a
240: .I Gasoline
241: card, and then a
242: .I Go
243: card before they can play any more mileage.
244: .br
245: .RB "\ \ \ \ " "Flat Tire"
246: is played on your opponent's
247: .I Go
248: card. They must then play a
249: .I "Spare Tire"
250: card, and then a
251: .I Go
252: card before they can play any more mileage.
253: .br
254: .RB "\ \ \ \ " "Accident"
255: is played on your opponent's
256: .I Go
257: card. They must then play a
258: .I Repairs
259: card, and then a
260: .I Go
261: card before they can play any more mileage.
262: .br
263: .PP
264: .BR "Safety Cards" :
265: Safety cards prevent your opponent
266: from playing the corresponding Hazard cards on you for the rest of the hand.
267: It cancels an attack in progress, and
268: .IR "always entitles the player to an extra turn" .
269: .br
270: .RB "\ \ \ \ " "Right of Way"
271: prevents your opponent from playing both
272: .I Stop
273: and
274: .I "Speed Limit"
275: cards on you. It also acts as a permanent
276: .I Go
277: card for the rest of the hand, so you can play mileage
278: as long as there is not a Hazard card on top of your Battle pile.
279: In this case only, your opponent can play Hazard cards directly on a Remedy card
280: other than a Go card.
281: .br
282: .RB "\ \ \ \ " "Extra Tank"
283: When played, your opponent cannot play an
284: .I "Out of Gas"
285: on your Battle Pile.
286: .br
287: .RB "\ \ \ \ " "Puncture Proof"
288: When played, your opponent cannot play a
289: .I "Flat Tire"
290: on your Battle Pile.
291: .br
292: .RB "\ \ \ \ " "Driving Ace"
293: When played, your opponent cannot play an
294: .I Accident
295: on your Battle Pile.
296: .PP
297: .BR "Distance Cards" :
298: Distance cards are played when you have a
299: .I Go
300: card on your Battle pile,
301: or a Right of Way in your Safety area and are not stopped by a Hazard Card.
302: They can be played in any combination that totals exactly 700 miles,
303: except that
304: .IR "you cannot play more than two 200 mile cards in one hand" .
305: A hand ends whenever one player gets exactly 700 miles or the deck runs out.
306: In that case, play continues until neither someone reaches 700,
307: or neither player can use any cards in their hand.
308: If the trip is completed after the deck runs out, this is called
309: .IR "Delayed Action" .
310: .PP
311: .BR "Coup Fourr\o'\(aae'" :
312: This is a French fencing term for a counter-thrust move as part of a parry
313: to an opponents attack.
314: In Mille Bournes, it is used as follows:
315: If an opponent plays a Hazard card,
316: and you have the corresponding Safety in your hand,
317: you play it immediately, even
318: .I before
319: you draw. This immediately removes the Hazard card from your Battle pile,
320: and protects you from that card for the rest of the game. This
321: gives you more points (see \*(lqScoring\*(rq below).
322: .PP
323: .BR Scoring :
324: Scores are totaled at the end of each hand,
325: whether or not anyone completed the trip.
326: The terms used in the Score window have the following meanings:
327: .br
328: .RB "\ \ \ \ " "Milestones Played" :
329: Each player scores as many miles as they played before the trip ended.
330: .br
331: .RB "\ \ \ \ " "Each Safety" :
332: 100 points for each safety in the Safety area.
333: .br
334: .RB "\ \ \ \ " "All 4 Safeties" :
335: 300 points if all four safeties are played.
336: .br
337: .RB "\ \ \ \ " "Each Coup Four\o'\(aae'" :
338: 300 points for each Coup Four\o'\(aae' accomplished.
339: .PP
340: The following bonus scores can apply only to the winning player.
341: .br
342: .RB "\ \ \ \ " "Trip Completed" :
343: 400 points bonus for completing the trip to 700 or 1000.
344: .br
345: .RB "\ \ \ \ " "Safe Trip" :
346: 300 points bonus for completing the trip without using any 200 mile cards.
347: .br
348: .RB "\ \ \ \ " "Delayed Action" :
349: 300 points bonus for finishing after the deck was exhausted.
350: .br
351: .RB "\ \ \ \ " "Extension" :
352: 200 points bonus for completing a 1000 mile trip.
353: .br
354: .RB "\ \ \ \ " "Shut-Out" :
355: 500 points bonus for completing the trip
356: before your opponent played any mileage cards.
357: .PP
358: Running totals are also kept for the current score for each player
359: for the hand
360: .RB ( "Hand Total" ),
361: the game
362: .RB ( "Overall Total" ),
363: and number of games won
364: .RB ( Games ).
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