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1.1 root 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: .\"
5: .\" @(#)mille.6 6.2 (Berkeley) 5/6/86
6: .\"
7: .TH MILLE 6 "May 6, 1986"
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
16: plays a two-handed game reminiscent of
17: the Parker Brother's game of Mille Bournes with you.
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.
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>.
32: The <RETURN or <SPACE> is required to allow recovery from typos
33: which can be very expensive, like discarding safeties.
34: .IP U
35: Use a card.
36: The card is again indicated by its number, followed by a <RETURN> or <SPACE>.
37: .IP O
38: Toggle ordering the hand.
39: By default off, if turned on it will sort the cards in your hand appropriately.
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.
44: Hitting <DELETE> (or <RUBOUT>) is equivalent.
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.
55: The command ^L (control `L') will also work.
56: .IP W
57: Toggle window type.
58: This switches the score window between the startup window
59: (with all the command names) and the end-of-game window.
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
66: on the last line of the score window, and a bell will beep.
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"
81: curses(3X),
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 :
110: The point of this game is to get a total of 5000 points in several hands.
111: Each hand is a race to put down exactly 700 miles before your opponent does.
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
135: cards fix problems caused by Hazard cards played on you by your opponent.
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"
158: (unlabeled): This is where the safeties will be placed as they are played.
159: .BR HAND :
160: These are the cards in your hand.
161: .BR BATTLE :
162: This is the Battle pile.
163: All the Hazard and Remedy Cards are played here, except the
164: .I "Speed Limit"
165: and
166: .I "End of Limit"
167: cards. Only the top card is displayed, as it is the only effective one.
168: .BR SPEED :
169: The Speed pile. The
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.
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,
185: the same player takes another turn immediately.
186: .PP
187: This repeats until one of the players reaches 700 points or the deck runs out.
188: If someone reaches 700, they have the option of going for an
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.
194: Remedy Cards are used for undoing the effects of your opponent's nastiness.
195: .PP
196: .RB "\ \ \ \ " Go
197: (Green Light)
198: must be the top card on your Battle pile for you to play any mileage,
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
206: card to prevent them from playing mileage until they play a
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"
214: they can only play 25 or 50 mile cards, presuming their
215: .I Go
216: card allows them to do even that.
217: .br
218: .RB "\ \ \ \ " "End of Limit"
219: is played on your Speed pile to nullify a
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
226: card. They must then play a
227: .I Gasoline
228: card, and then a
229: .I Go
230: card before they can play any more mileage.
231: .br
232: .RB "\ \ \ \ " "Flat Tire"
233: is played on your opponent's
234: .I Go
235: card. They must then play a
236: .I "Spare Tire"
237: card, and then a
238: .I Go
239: card before they can play any more mileage.
240: .br
241: .RB "\ \ \ \ " "Accident"
242: is played on your opponent's
243: .I Go
244: card. They must then play a
245: .I Repairs
246: card, and then a
247: .I Go
248: card before they can play any more mileage.
249: .br
250: .PP
251: .BR "Safety Cards" :
252: Safety cards prevent your opponent
253: from playing the corresponding Hazard cards on you for the rest of the hand.
254: It cancels an attack in progress, and
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"
262: cards on you. It also acts as a permanent
263: .I Go
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
267: other than a Go card.
268: .br
269: .RB "\ \ \ \ " "Extra Tank"
270: When played, your opponent cannot play an
271: .I "Out of Gas"
272: on your Battle Pile.
273: .br
274: .RB "\ \ \ \ " "Puncture Proof"
275: When played, your opponent cannot play a
276: .I "Flat Tire"
277: on your Battle Pile.
278: .br
279: .RB "\ \ \ \ " "Driving Ace"
280: When played, your opponent cannot play an
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.
295: If the trip is completed after the deck runs out, this is called
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.
301: In Mille Bournes, it is used as follows:
302: If an opponent plays a Hazard card,
303: and you have the corresponding Safety in your hand,
304: you play it immediately, even
305: .I before
306: you draw. This immediately removes the Hazard card from your Battle pile,
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 ).
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