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1.1 ! root 1: .TH MILLE 6 ! 2: .SH NAME ! 3: mille \- card game ! 4: .SH SYNOPSIS ! 5: .B /usr/games/mille ! 6: [ ! 7: .I file ! 8: ] ! 9: .SH DESCRIPTION ! 10: .I Mille ! 11: plays a two-handed game ! 12: reminiscent of ! 13: the Parker Brother's game of Mille Bournes. ! 14: If a file name is given on the command line, ! 15: the game saved in that file is started. ! 16: .PP ! 17: When a game is started up, ! 18: the bottom of the score window will contain a list of commands. ! 19: They are: ! 20: .TP ! 21: .B P ! 22: Pick a card from the deck. ! 23: This card is placed in the ! 24: .L P ! 25: slot in your hand. ! 26: .PD0 ! 27: .TP ! 28: .B D ! 29: Discard a card from your hand. ! 30: To indicate which card, ! 31: type the number of the card in the hand ! 32: (or ! 33: .L P ! 34: for the just-picked card) ! 35: followed by a newline or space. ! 36: .TP ! 37: .B U ! 38: Use a card. ! 39: The card is again indicated by its number. ! 40: .TP ! 41: .B O ! 42: Sort the cards in your hand. ! 43: This command toggles on and off. ! 44: .TP ! 45: .B Q ! 46: Quit the game. ! 47: .TP ! 48: .B S ! 49: Save the game in a file. ! 50: You will be asked for a file name. ! 51: A newline without a name terminates the command, but not the game. ! 52: .TP ! 53: .B R ! 54: Redraw the screen from scratch. ! 55: .TP ! 56: .B W ! 57: Toggle window type. ! 58: This switches the score window between the startup window ! 59: (with all the command names) ! 60: and the end-of-game window. ! 61: The end-of-game window ! 62: saves time by eliminating the switch at the end of the game ! 63: to show the final score. ! 64: .SS Cards ! 65: The number of such cards appears after the card name: ! 66: .PP ! 67: .nf ! 68: .ne 10 ! 69: .ta \w'Speed Limit (3)'u+3n \w'Speed Limit (3)'u+\w'End of Limit (6)'u+6n ! 70: Hazard Repair Safety ! 71: .sp ! 72: Out of Gas (2) Gasoline (6) Extra Tank (1) ! 73: Flat Tire (2) Spare Tire (6) Puncture Proof (1) ! 74: Accident (2) Repairs (6) Driving Ace (1) ! 75: Stop (4) Go (14) Right of Way (1) ! 76: Speed Limit (3) End of Limit (6) ! 77: .PP ! 78: .ce ! 79: 25 \- (10), 50 \- (10), 75 \- (10), 100 \- (12), 200 \- (4) ! 80: .SS Rules ! 81: The object of the game is to get a total of 5000 points ! 82: in several hands. ! 83: Each hand is a race to put down exactly 700 miles ! 84: before your opponent does, making points on the way. ! 85: .PP ! 86: The game is played with a deck of 101 cards. ! 87: .I Distance ! 88: cards represent a number of miles traveled: ! 89: 25, 50, 75, 100, and 200. ! 90: When one is played, ! 91: it adds that many miles to the player's trip so far this hand. ! 92: .I Hazard ! 93: cards prevent your opponent from putting down Distance cards. ! 94: They can only be played if your opponent has a ! 95: .I Go ! 96: card on top of the Battle pile. ! 97: The hazards are ! 98: `Out of Gas,' `Accident', `Flat Tire', ! 99: `Speed Limit and `Stop'. ! 100: .I Remedy ! 101: cards fix hazards: ! 102: `Gasoline', `Repairs', `Spare Tire', `End of Limit', ! 103: and `Go'. ! 104: .I Safety ! 105: cards prevent your opponent playing Hazard cards: ! 106: `Extra Tank', `Driving Ace', `Puncture Proof', ! 107: `Right of Way'. ! 108: .PP ! 109: The board is split into several areas. ! 110: From top to bottom, they are: ! 111: SAFETY AREA: ! 112: (unlabeled) where the safeties will be placed. ! 113: HAND: ! 114: The cards in your hand. ! 115: BATTLE: ! 116: This is the Battle pile. ! 117: where the Hazard and Remedy Cards are played, ! 118: excep Speed Limit and End of Limit. ! 119: Only the top card is displayed, ! 120: as it is the only effective one. ! 121: SPEED: ! 122: The Speed pile. ! 123: Speed Limit and End of Limit ! 124: cards are played here ! 125: to control the speed at which the player is allowed to put down miles. ! 126: MILEAGE : ! 127: Miles are placed. ! 128: The total of the numbers shown here is the distance traveled so far. ! 129: Not more than two 200-mile cards may be played in one turn. ! 130: .PP ! 131: The first pick alternates between the two players. ! 132: Each turn usually starts with a pick from the deck. ! 133: The player then plays a card, ! 134: or if this is not possible or desirable, ! 135: discards one. ! 136: Normally, a play or discard of a single card ! 137: constitutes a turn. ! 138: If the card played is a safety, ! 139: however, ! 140: the same player takes another turn immediately. ! 141: .PP ! 142: This repeats until one of the players reaches exactly 700 points ! 143: or the deck runs out. ! 144: If someone reaches 700, ! 145: they have the option of going for an `Extension', ! 146: which means that the play continues until 1000 miles. ! 147: .SS Hazards and Remedies ! 148: .IP Go ! 149: (Green Light) ! 150: must be the top card on your Battle pile ! 151: for you to play any mileage, ! 152: unless you have played Right of Way. ! 153: .IP Stop ! 154: is played on your opponent's ! 155: Go card. ! 156: .IP "Speed Limit" ! 157: is played on your opponent's Speed pile. ! 158: Until they play an End of Limit ! 159: they can only play 25 or 50 mile cards. ! 160: .IP "End of Limit" ! 161: is played on your Speed pile ! 162: to nullify a Speed Limit. ! 163: .IP "Out of Gas" ! 164: is played on your opponent's Go. ! 165: They must play Gasoline ! 166: and then Go before they can play any more mileage. ! 167: .IP "Flat Tire" ! 168: and Accident are played similarly. ! 169: .PP ! 170: .IP "Safety Cards" ! 171: prevent your opponent ! 172: from playing the corresponding Hazards ! 173: for the rest of the hand. ! 174: It cancels the hazard, ! 175: and entitles the player to an extra turn. ! 176: .IP "Right of Way" ! 177: prevents both Stop and Speed Limit cards and acts ! 178: as a permanent Go. ! 179: .PP ! 180: A hand ends whenever one player gets exactly 700 miles or the deck runs out. ! 181: In that case, play continues until someone reaches 700, ! 182: or neither player can use any cards in their hand. ! 183: If the trip is completed after the deck runs out, ! 184: this is called ! 185: .IR "Delayed Action" . ! 186: .PP ! 187: Coup Fourre: ! 188: This is a French fencing term for a counter-thrust move as part of a parry ! 189: to an opponents attack. ! 190: In Mille Bournes, ! 191: it is used as follows: ! 192: If an opponent plays a Hazard card, ! 193: and you have the corresponding Safety in your hand, ! 194: you play it immediately, ! 195: eve before ! 196: you draw. ! 197: This immediately removes the Hazard card from your Battle pile, ! 198: and protects you from that card for the rest of the game. ! 199: This ! 200: gives you more points. ! 201: .PP ! 202: .BR Scoring : ! 203: Scores are totaled at the end of each hand, ! 204: whether or not anyone completed the trip. ! 205: The terms used in the Score window are: ! 206: .PP ! 207: .nf ! 208: Milestones Played: sum of miles ! 209: Each Safety: 100 points ! 210: All 4 Safeties: 300 points ! 211: Each Coup Foure: ! 212: 300 points for each Coup Fourre accomplished. ! 213: Trip Completed: 400 points ! 214: Safe Trip: 300 points bonus for completing trip without 200 mile ! 215: Delayed Action: ! 216: 300 points for finishing after the deck was exhausted. ! 217: Extension: 200 points bonus for a 1000 mile trip. ! 218: Shut-Out: 500 points for completing while opponent has 0 miles ! 219: .PP ! 220: .SH AUTHOR ! 221: Ken Arnold ! 222: .SH "SEE ALSO" ! 223: .IR curses (3)
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