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32 .\" @(#)mille.6 8.2 (Berkeley) 12/30/93
33 .\" $FreeBSD: src/games/mille/mille.6,v 1.4.2.1 2001/07/22 11:01:22 dd Exp $
35 .TH MILLE 6 "December 30, 1993"
38 mille \- play Mille Bornes
44 plays a two-handed game reminiscent of
45 the Parker Brother's game of Mille Bornes with you.
46 The rules are described below.
47 If a file name is given on the command line,
48 the game saved in that file is started.
50 When a game is started up,
51 the bottom of the score window will contain a list of commands.
54 Pick a card from the deck.
55 This card is placed in the `P' slot in your hand.
57 Discard a card from your hand.
58 To indicate which card, type the number of the card in the hand
59 (or \*(lqP\*(rq 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.
64 The card is again indicated by its number, followed by a <RETURN> or <SPACE>.
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.
71 This will ask for confirmation, just to be sure.
72 Hitting <DELETE> (or <RUBOUT>) is equivalent.
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.
82 Redraw the screen from scratch.
83 The command ^L (control `L') will also work.
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.
93 If you make a mistake, an error message will be printed
94 on the last line of the score window, and a bell will beep.
96 At the end of each hand or game,
97 you will be asked if you wish to play another.
98 If not, it will ask you if you want to save the game.
99 If you do, and the save is unsuccessful,
100 play will be resumed as if you had said you wanted to play another hand/game.
101 This allows you to use the
103 command to reattempt the save.
107 (The game itself is a product of Parker Brothers, Inc.)
110 .I "Screen Updating and Cursor Movement Optimization:"
111 .IR "A Library Package" ,
114 Here is some useful information.
115 The number in parentheses after the card name
116 is the number of that card in the deck:
120 .ta \w'Speed Limit (3)'u+3n \w'Speed Limit (3)'u+\w'End of Limit (6)'u+6n
123 Out of Gas (2) Gasoline (6) Extra Tank (1)
124 Flat Tire (2) Spare Tire (6) Puncture Proof (1)
125 Accident (2) Repairs (6) Driving Ace (1)
126 Stop (4) Go (14) Right of Way (1)
127 Speed Limit (3) End of Limit (6)
130 25 \- (10), 50 \- (10), 75 \- (10), 100 \- (12), 200 \- (4)
136 The point of this game is to get a total of 5000 points in several hands.
137 Each hand is a race to put down exactly 700 miles before your opponent does.
138 Beyond the points gained by putting down milestones,
139 there are several other ways of making points.
142 The game is played with a deck of 101 cards.
144 cards represent a number of miles traveled.
145 They come in denominations of 25, 50, 75, 100, and 200.
147 it adds that many miles to the player's trip so far this hand.
149 cards are used to prevent your opponent from putting down Distance cards.
150 They can only be played if your opponent has a
152 card on top of the Battle pile.
161 cards fix problems caused by Hazard cards played on you by your opponent.
170 cards prevent your opponent from putting specific Hazard cards on you
175 .IR "Puncture Proof" ,
178 and there are only one of each in the deck.
181 The board is split into several areas.
182 From top to bottom, they are:
184 (unlabeled): This is where the safeties will be placed as they are played.
186 These are the cards in your hand.
188 This is the Battle pile.
189 All the Hazard and Remedy Cards are played here, except the
193 cards. Only the top card is displayed, as it is the only effective one.
199 cards are played here
200 to control the speed at which the player is allowed to put down miles.
202 Miles are placed here.
203 The total of the numbers shown here is the distance traveled so far.
206 The first pick alternates between the two players.
207 Each turn usually starts with a pick from the deck.
208 The player then plays a card, or if this is not possible or desirable,
209 discards one. Normally, a play or discard of a single card
210 constitutes a turn. If the card played is a safety, however,
211 the same player takes another turn immediately.
213 This repeats until one of the players reaches 700 points or the deck runs out.
214 If someone reaches 700, they have the option of going for an
216 which means that the play continues until someone reaches 1000 miles.
218 .BR "Hazard and Remedy Cards" :
219 Hazard Cards are played on your opponent's Battle and Speed piles.
220 Remedy Cards are used for undoing the effects of your opponent's nastiness.
224 must be the top card on your Battle pile for you to play any mileage,
225 unless you have played the
230 is played on your opponent's
232 card to prevent them from playing mileage until they play a
236 .RB "\ \ \ \ " "Speed Limit"
237 is played on your opponent's Speed pile.
240 they can only play 25 or 50 mile cards, presuming their
242 card allows them to do even that.
244 .RB "\ \ \ \ " "End of Limit"
245 is played on your Speed pile to nullify a
247 played by your opponent.
249 .RB "\ \ \ \ " "Out of Gas"
250 is played on your opponent's
252 card. They must then play a
256 card before they can play any more mileage.
258 .RB "\ \ \ \ " "Flat Tire"
259 is played on your opponent's
261 card. They must then play a
265 card before they can play any more mileage.
267 .RB "\ \ \ \ " "Accident"
268 is played on your opponent's
270 card. They must then play a
274 card before they can play any more mileage.
278 Safety cards prevent your opponent
279 from playing the corresponding Hazard cards on you for the rest of the hand.
280 It cancels an attack in progress, and
281 .IR "always entitles the player to an extra turn" .
283 .RB "\ \ \ \ " "Right of Way"
284 prevents your opponent from playing both
288 cards on you. It also acts as a permanent
290 card for the rest of the hand, so you can play mileage
291 as long as there is not a Hazard card on top of your Battle pile.
292 In this case only, your opponent can play Hazard cards directly on a Remedy card
293 other than a Go card.
295 .RB "\ \ \ \ " "Extra Tank"
296 When played, your opponent cannot play an
300 .RB "\ \ \ \ " "Puncture Proof"
301 When played, your opponent cannot play a
305 .RB "\ \ \ \ " "Driving Ace"
306 When played, your opponent cannot play an
310 .BR "Distance Cards" :
311 Distance cards are played when you have a
313 card on your Battle pile,
314 or a Right of Way in your Safety area and are not stopped by a Hazard Card.
315 They can be played in any combination that totals exactly 700 miles,
317 .IR "you cannot play more than two 200 mile cards in one hand" .
318 A hand ends whenever one player gets exactly 700 miles or the deck runs out.
319 In that case, play continues until neither someone reaches 700,
320 or neither player can use any cards in their hand.
321 If the trip is completed after the deck runs out, this is called
322 .IR "Delayed Action" .
324 .BR "Coup Fourr\o'\(aae'" :
325 This is a French fencing term for a counter-thrust move as part of a parry
326 to an opponent's attack.
327 In current French colloquial language it means a sneaky, underhanded blow.
328 In Mille Bornes, it is used as follows:
329 If an opponent plays a Hazard card,
330 and you have the corresponding Safety in your hand,
331 you play it immediately, even
333 you draw. This immediately removes the Hazard card from your Battle pile,
334 and protects you from that card for the rest of the game. This
335 gives you more points (see \*(lqScoring\*(rq below).
338 Scores are totaled at the end of each hand,
339 whether or not anyone completed the trip.
340 The terms used in the Score window have the following meanings:
342 .RB "\ \ \ \ " "Milestones Played" :
343 Each player scores as many miles as they played before the trip ended.
345 .RB "\ \ \ \ " "Each Safety" :
346 100 points for each safety in the Safety area.
348 .RB "\ \ \ \ " "All 4 Safeties" :
349 300 points if all four safeties are played.
351 .RB "\ \ \ \ " "Each Coup Fourr\o'\(aae'" :
352 300 points for each Coup Fourr\o'\(aae' accomplished.
354 The following bonus scores can apply only to the winning player.
356 .RB "\ \ \ \ " "Trip Completed" :
357 400 points bonus for completing the trip to 700 or 1000.
359 .RB "\ \ \ \ " "Safe Trip" :
360 300 points bonus for completing the trip without using any 200 mile cards.
362 .RB "\ \ \ \ " "Delayed Action" :
363 300 points bonus for finishing after the deck was exhausted.
365 .RB "\ \ \ \ " "Extension" :
366 200 points bonus for completing a 1000 mile trip.
368 .RB "\ \ \ \ " "Shut-Out" :
369 500 points bonus for completing the trip
370 before your opponent played any mileage cards.
372 Running totals are also kept for the current score for each player
374 .RB ( "Hand Total" ),
376 .RB ( "Overall Total" ),
377 and number of games won