| 1 | .\" Copyright (c) 1983, 1993 |
| 2 | .\" The Regents of the University of California. All rights reserved. |
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| 28 | .\" @(#)mille.6 8.2 (Berkeley) 12/30/93 |
| 29 | .\" $FreeBSD: src/games/mille/mille.6,v 1.4.2.1 2001/07/22 11:01:22 dd Exp $ |
| 30 | .\" |
| 31 | .Dd December 30, 1993 |
| 32 | .Dt MILLE 6 |
| 33 | .Os |
| 34 | .Sh NAME |
| 35 | .Nm mille |
| 36 | .Nd play Mille Bornes |
| 37 | .Sh SYNOPSIS |
| 38 | .Nm |
| 39 | .Op Ar file |
| 40 | .Sh DESCRIPTION |
| 41 | .Nm Mille |
| 42 | plays a two-handed game reminiscent of |
| 43 | the Parker Brother's game of Mille Bornes with you. |
| 44 | The rules are described below. |
| 45 | If a file name is given on the command line, |
| 46 | the game saved in that file is started. |
| 47 | .Pp |
| 48 | When a game is started up, |
| 49 | the bottom of the score window will contain a list of commands. |
| 50 | They are: |
| 51 | .Bl -tag -width "xxxxxx" -offset indent |
| 52 | .It Ic P |
| 53 | Pick a card from the deck. |
| 54 | This card is placed in the `P' slot in your hand. |
| 55 | .It Ic D |
| 56 | Discard a card from your hand. |
| 57 | To indicate which card, type the number of the card in the hand (or |
| 58 | .Ic P |
| 59 | for the just-picked card) followed by a <RETURN> or <SPACE>. |
| 60 | The <RETURN> or <SPACE> is required to allow recovery from typos |
| 61 | which can be very expensive, like discarding safeties. |
| 62 | .It Ic U |
| 63 | Use a card. |
| 64 | The card is again indicated by its number, followed by a <RETURN> or <SPACE>. |
| 65 | .It Ic O |
| 66 | Toggle ordering the hand. |
| 67 | By default off, if turned on it will sort the cards in your hand appropriately. |
| 68 | This is not recommended for the impatient on slow terminals. |
| 69 | .It Ic Q |
| 70 | Quit the game. |
| 71 | This will ask for confirmation, just to be sure. |
| 72 | Hitting <DELETE> (or <RUBOUT>) is equivalent. |
| 73 | .It Ic S |
| 74 | Save the game in a file. |
| 75 | If the game was started from a file, |
| 76 | you will be given an opportunity to save it on the same file. |
| 77 | If you don't wish to, or you did not start from a file, |
| 78 | you will be asked for the file name. |
| 79 | If you type a <RETURN> without a name, |
| 80 | the save will be terminated and the game resumed. |
| 81 | .It Ic R |
| 82 | Redraw the screen from scratch. |
| 83 | The command ^L (control `L') will also work. |
| 84 | .It Ic W |
| 85 | Toggle window type. |
| 86 | This switches the score window between the startup window |
| 87 | (with all the command names) and the end-of-game window. |
| 88 | Using the end-of-game window |
| 89 | saves time by eliminating the switch at the end of the game |
| 90 | to show the final score. |
| 91 | Recommended for hackers and other miscreants. |
| 92 | .El |
| 93 | .Pp |
| 94 | If you make a mistake, an error message will be printed |
| 95 | on the last line of the score window, and a bell will beep. |
| 96 | .Pp |
| 97 | At the end of each hand or game, |
| 98 | you will be asked if you wish to play another. |
| 99 | If not, it will ask you if you want to save the game. |
| 100 | If you do, and the save is unsuccessful, |
| 101 | play will be resumed as if you had said you wanted to play another hand/game. |
| 102 | This allows you to use the |
| 103 | .Ic S |
| 104 | command to reattempt the save. |
| 105 | .Sh CARDS |
| 106 | Here is some useful information. |
| 107 | The number in parentheses after the card name |
| 108 | is the number of that card in the deck: |
| 109 | .Bl -column "Speed Limit (3)" "End of Limit (6)" "Puncture Proof (1)" |
| 110 | .It Sy Hazard Ta Sy Repair Ta Sy Safety |
| 111 | .It "Out of Gas (2)" Ta "Gasoline (6)" Ta "Extra Tank (1)" |
| 112 | .It "Flat Tire (2)" Ta "Spare Tire (6)" Ta "Puncture Proof (1)" |
| 113 | .It "Accident (2)" Ta "Repairs (6)" Ta "Driving Ace (1)" |
| 114 | .It "Stop (4)" Ta "Go (14)" Ta "Right of Way (1)" |
| 115 | .It "Speed Limit (3)" Ta "End of Limit (6)" Ta "" |
| 116 | .El |
| 117 | .Pp |
| 118 | .Sy Mileage |
| 119 | .br |
| 120 | 25 \- (10), 50 \- (10), 75 \- (10), 100 \- (12), 200 \- (4) |
| 121 | .Sh RULES |
| 122 | .Ss 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 | .Ss Overview |
| 128 | The game is played with a deck of 101 cards. |
| 129 | .Em Distance |
| 130 | cards represent a number of miles traveled. |
| 131 | They come in denominations of 25, 50, 75, 100, and 200. |
| 132 | When one is played, |
| 133 | it adds that many miles to the player's trip so far this hand. |
| 134 | .Em Hazard |
| 135 | cards are used to prevent your opponent from putting down Distance cards. |
| 136 | They can only be played if your opponent has a |
| 137 | .Em Go |
| 138 | card on top of the Battle pile. |
| 139 | The cards are |
| 140 | .Sq Out of Gas , |
| 141 | .Sq Accident , |
| 142 | .Sq Flat Tire , |
| 143 | .Sq Speed Limit , |
| 144 | and |
| 145 | .Sq Stop . |
| 146 | .Em Remedy |
| 147 | cards fix problems caused by Hazard cards played on you by your opponent. |
| 148 | The cards are |
| 149 | .Sq Gasoline , |
| 150 | .Sq Repairs , |
| 151 | .Sq Spare Tire , |
| 152 | .Sq End of Limit , |
| 153 | and |
| 154 | .Sq Go . |
| 155 | .Em Safety |
| 156 | cards prevent your opponent from putting specific Hazard cards on you |
| 157 | in the first place. |
| 158 | They are |
| 159 | .Sq Extra Tank , |
| 160 | .Sq Driving Ace , |
| 161 | .Sq Puncture Proof , |
| 162 | and |
| 163 | .Sq Right of Way , |
| 164 | and there are only one of each in the deck. |
| 165 | .Ss Board Layout |
| 166 | The board is split into several areas. |
| 167 | From top to bottom, they are: |
| 168 | .Sy SAFETY AREA |
| 169 | (unlabeled): This is where the safeties will be placed as they are played. |
| 170 | .Sy HAND : |
| 171 | These are the cards in your hand. |
| 172 | .Sy BATTLE : |
| 173 | This is the Battle pile. |
| 174 | All the Hazard and Remedy Cards are played here, except the |
| 175 | .Sq Speed Limit |
| 176 | and |
| 177 | .Sq End of Limit |
| 178 | cards. Only the top card is displayed, as it is the only effective one. |
| 179 | .Sy SPEED : |
| 180 | The Speed pile. The |
| 181 | .Sq Speed Limit |
| 182 | and |
| 183 | .Sq End of Limit |
| 184 | cards are played here |
| 185 | to control the speed at which the player is allowed to put down miles. |
| 186 | .Sy MILEAGE : |
| 187 | Miles are placed here. |
| 188 | The total of the numbers shown here is the distance traveled so far. |
| 189 | .Ss Play |
| 190 | The first pick alternates between the two players. |
| 191 | Each turn usually starts with a pick from the deck. |
| 192 | The player then plays a card, or if this is not possible or desirable, |
| 193 | discards one. |
| 194 | Normally, a play or discard of a single card constitutes a turn. |
| 195 | If the card played is a safety, however, |
| 196 | the same player takes another turn immediately. |
| 197 | .Pp |
| 198 | This repeats until one of the players reaches 700 points or the deck runs out. |
| 199 | If someone reaches 700, they have the option of going for an |
| 200 | .Dq Extension , |
| 201 | which means that the play continues until someone reaches 1000 miles. |
| 202 | .Ss Hazard and Remedy Cards |
| 203 | Hazard Cards are played on your opponent's Battle and Speed piles. |
| 204 | Remedy Cards are used for undoing the effects of your opponent's nastiness. |
| 205 | .Bl -tag -width ".Sq Go (Green Light)" -offset indent |
| 206 | .It Sq Go (Green Light) |
| 207 | must be the top card on your Battle pile for you to play any mileage, |
| 208 | unless you have played the |
| 209 | .Sq Right of Way |
| 210 | card (see below). |
| 211 | .It Sq Stop |
| 212 | is played on your opponent's |
| 213 | .Sq Go |
| 214 | card to prevent them from playing mileage until they play a |
| 215 | .Sq Go |
| 216 | card. |
| 217 | .It Sq Speed Limit |
| 218 | is played on your opponent's Speed pile. |
| 219 | Until they play an |
| 220 | .Sq End of Limit |
| 221 | they can only play 25 or 50 mile cards, presuming their |
| 222 | .Sq Go |
| 223 | card allows them to do even that. |
| 224 | .It Sq End of Limit |
| 225 | is played on your Speed pile to nullify a |
| 226 | .Sq Speed Limit |
| 227 | played by your opponent. |
| 228 | .It Sq Out of Gas |
| 229 | is played on your opponent's |
| 230 | .Sq Go |
| 231 | card. |
| 232 | They must then play a |
| 233 | .Sq Gasoline |
| 234 | card, and then a |
| 235 | .Sq Go |
| 236 | card before they can play any more mileage. |
| 237 | .It Sq Flat Tire |
| 238 | is played on your opponent's |
| 239 | .Sq Go |
| 240 | card. |
| 241 | They must then play a |
| 242 | .Sq Spare Tire |
| 243 | card, and then a |
| 244 | .Sq Go |
| 245 | card before they can play any more mileage. |
| 246 | .It Sq Accident |
| 247 | is played on your opponent's |
| 248 | .Sq Go |
| 249 | card. |
| 250 | They must then play a |
| 251 | .Sq Repairs |
| 252 | card, and then a |
| 253 | .Sq Go |
| 254 | card before they can play any more mileage. |
| 255 | .El |
| 256 | .Ss Safety Cards |
| 257 | Safety cards prevent your opponent |
| 258 | from playing the corresponding Hazard cards on you for the rest of the hand. |
| 259 | It cancels an attack in progress, and |
| 260 | .Em always entitles the player to an extra turn . |
| 261 | .Bl -tag -width ".Sq Puncture Proof" -offset indent |
| 262 | .It Sq Right of Way |
| 263 | prevents your opponent from playing both |
| 264 | .Sq Stop |
| 265 | and |
| 266 | .Sq Speed Limit |
| 267 | cards on you. |
| 268 | It also acts as a permanent |
| 269 | .Sq Go |
| 270 | card for the rest of the hand, so you can play mileage |
| 271 | as long as there is not a Hazard card on top of your Battle pile. |
| 272 | In this case only, your opponent can play Hazard cards directly on a |
| 273 | Remedy card other than a Go card. |
| 274 | .It Sq Extra Tank |
| 275 | When played, your opponent cannot play an |
| 276 | .Sq Out of Gas |
| 277 | on your Battle Pile. |
| 278 | .It Sq Puncture Proof |
| 279 | When played, your opponent cannot play a |
| 280 | .Sq Flat Tire |
| 281 | on your Battle Pile. |
| 282 | .It Sq Driving Ace |
| 283 | When played, your opponent cannot play an |
| 284 | .Sq Accident |
| 285 | on your Battle Pile. |
| 286 | .El |
| 287 | .Ss Distance Cards |
| 288 | Distance cards are played when you have a |
| 289 | .Sq Go |
| 290 | card on your Battle pile, |
| 291 | or a Right of Way in your Safety area and are not stopped by a Hazard Card. |
| 292 | They can be played in any combination that totals exactly 700 miles, |
| 293 | except that |
| 294 | .Em you cannot play more than two 200 mile cards in one hand . |
| 295 | A hand ends whenever one player gets exactly 700 miles or the deck runs out. |
| 296 | In that case, play continues until neither someone reaches 700, |
| 297 | or neither player can use any cards in their hand. |
| 298 | If the trip is completed after the deck runs out, this is called |
| 299 | .Dq Delayed Action . |
| 300 | .Ss Coup Fourr\['e] |
| 301 | This is a French fencing term for a counter-thrust move as part of a parry |
| 302 | to an opponent's attack. |
| 303 | In current French colloquial language it means a sneaky, underhanded blow. |
| 304 | In Mille Bornes, it is used as follows: |
| 305 | If an opponent plays a Hazard card, |
| 306 | and you have the corresponding Safety in your hand, |
| 307 | you play it immediately, even |
| 308 | .Em before |
| 309 | you draw. |
| 310 | This immediately removes the Hazard card from your Battle pile, |
| 311 | and protects you from that card for the rest of the game. This |
| 312 | gives you more points (see |
| 313 | .Sx Scoring |
| 314 | below). |
| 315 | .Ss Scoring : |
| 316 | Scores are totaled at the end of each hand, |
| 317 | whether or not anyone completed the trip. |
| 318 | The terms used in the Score window have the following meanings: |
| 319 | .Bl -tag -width ".Sy Milestones Played" -offset indent |
| 320 | .It Sy Milestones Played |
| 321 | Each player scores as many miles as they played before the trip ended. |
| 322 | .It Sy Each Safety |
| 323 | 100 points for each safety in the Safety area. |
| 324 | .It Sy All 4 Safeties |
| 325 | 300 points if all four safeties are played. |
| 326 | .It Sy Each Coup Fourr\['e] |
| 327 | 300 points for each Coup Fourr\['e] accomplished. |
| 328 | .El |
| 329 | .Pp |
| 330 | The following bonus scores can apply only to the winning player. |
| 331 | .Bl -tag -width ".Sy Trip Completed" -offset indent |
| 332 | .It Sy Trip Completed |
| 333 | 400 points bonus for completing the trip to 700 or 1000. |
| 334 | .It Sy Safe Trip |
| 335 | 300 points bonus for completing the trip without using any 200 mile cards. |
| 336 | .It Sy Delayed Action |
| 337 | 300 points bonus for finishing after the deck was exhausted. |
| 338 | .It Sy Extension |
| 339 | 200 points bonus for completing a 1000 mile trip. |
| 340 | .It Sy Shut-Out |
| 341 | 500 points bonus for completing the trip |
| 342 | before your opponent played any mileage cards. |
| 343 | .El |
| 344 | .Pp |
| 345 | Running totals are also kept for the current score for each player |
| 346 | for the hand |
| 347 | .Sy ( Hand Total ) , |
| 348 | the game |
| 349 | .Sy ( Overall Total ) , |
| 350 | and number of games won |
| 351 | .Sy ( Games ) . |
| 352 | .Sh SEE ALSO |
| 353 | .Xr curses 3 |
| 354 | .Rs |
| 355 | .%T "Screen Updating and Cursor Movement Optimization: A Library Package" |
| 356 | .%A Ken Arnold |
| 357 | .Re |
| 358 | .Sh AUTHORS |
| 359 | .An -nosplit |
| 360 | .An Ken Arnold |
| 361 | .Pp |
| 362 | The game itself is a product of |
| 363 | .An Parker Brothers, Inc. |