xref: /dragonfly/games/mille/mille.6 (revision 1465342b)
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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 $
34.\" $DragonFly: src/games/mille/mille.6,v 1.4 2007/12/21 09:51:11 swildner Exp $
35.\"
36.Dd December 30, 1993
37.Dt MILLE 6
38.Os
39.Sh NAME
40.Nm mille
41.Nd play Mille Bornes
42.Sh SYNOPSIS
43.Nm
44.Op Ar file
45.Sh DESCRIPTION
46.Nm Mille
47plays a two-handed game reminiscent of
48the Parker Brother's game of Mille Bornes with you.
49The rules are described below.
50If a file name is given on the command line,
51the game saved in that file is started.
52.Pp
53When a game is started up,
54the bottom of the score window will contain a list of commands.
55They are:
56.Pp
57.Bl -tag -width "xxxxxx" -offset indent
58.It Ic P
59Pick a card from the deck.
60This card is placed in the `P' slot in your hand.
61.It Ic D
62Discard a card from your hand.
63To indicate which card, type the number of the card in the hand (or
64.Ic P
65for the just-picked card) followed by a <RETURN> or <SPACE>.
66The <RETURN or <SPACE> is required to allow recovery from typos
67which can be very expensive, like discarding safeties.
68.It Ic U
69Use a card.
70The card is again indicated by its number, followed by a <RETURN> or <SPACE>.
71.It Ic O
72Toggle ordering the hand.
73By default off, if turned on it will sort the cards in your hand appropriately.
74This is not recommended for the impatient on slow terminals.
75.It Ic Q
76Quit the game.
77This will ask for confirmation, just to be sure.
78Hitting <DELETE> (or <RUBOUT>) is equivalent.
79.It Ic S
80Save the game in a file.
81If the game was started from a file,
82you will be given an opportunity to save it on the same file.
83If you don't wish to, or you did not start from a file,
84you will be asked for the file name.
85If you type a <RETURN> without a name,
86the save will be terminated and the game resumed.
87.It Ic R
88Redraw the screen from scratch.
89The command ^L (control `L') will also work.
90.It Ic W
91Toggle window type.
92This switches the score window between the startup window
93(with all the command names) and the end-of-game window.
94Using the end-of-game window
95saves time by eliminating the switch at the end of the game
96to show the final score.
97Recommended for hackers and other miscreants.
98.El
99.Pp
100If you make a mistake, an error message will be printed
101on the last line of the score window, and a bell will beep.
102.Pp
103At the end of each hand or game,
104you will be asked if you wish to play another.
105If not, it will ask you if you want to save the game.
106If you do, and the save is unsuccessful,
107play will be resumed as if you had said you wanted to play another hand/game.
108This allows you to use the
109.Ic S
110command to reattempt the save.
111.Sh CARDS
112Here is some useful information.
113The number in parentheses after the card name
114is the number of that card in the deck:
115.Bl -column "Speed Limit (3)" "Speed Limit (3)" "End of Limit (6)"
116.It Sy Hazard Ta Sy Repair Ta Sy Safety
117.It Out of Gas (2) Ta Gasoline (6) Ta Extra Tank (1)
118.It Flat Tire (2) Ta Spare Tire (6) Ta Puncture Proof (1)
119.It Accident (2) Ta Repairs (6) Ta Driving Ace (1)
120.It Stop (4) Ta Go (14) Ta Right of Way (1)
121.It Speed Limit (3) Ta End of Limit (6)
122.El
123.Bd -centered
12425 \- (10), 50 \- (10), 75 \- (10), 100 \- (12), 200 \- (4)
125.Ed
126.Sh RULES
127.Ss Object
128The point of this game is to get a total of 5000 points in several hands.
129Each hand is a race to put down exactly 700 miles before your opponent does.
130Beyond the points gained by putting down milestones,
131there are several other ways of making points.
132.Ss Overview
133The game is played with a deck of 101 cards.
134.Em Distance
135cards represent a number of miles traveled.
136They come in denominations of 25, 50, 75, 100, and 200.
137When one is played,
138it adds that many miles to the player's trip so far this hand.
139.Em Hazard
140cards are used to prevent your opponent from putting down Distance cards.
141They can only be played if your opponent has a
142.Em Go
143card on top of the Battle pile.
144The cards are
145.Sq Out of Gas ,
146.Sq Accident ,
147.Sq Flat Tire ,
148.Sq Speed Limit ,
149and
150.Sq Stop .
151.Em Remedy
152cards fix problems caused by Hazard cards played on you by your opponent.
153The cards are
154.Sq Gasoline ,
155.Sq Repairs ,
156.Sq Spare Tire ,
157.Sq End of Limit ,
158and
159.Sq Go .
160.Em Safety
161cards prevent your opponent from putting specific Hazard cards on you
162in the first place.
163They are
164.Sq Extra Tank ,
165.Sq Driving Ace ,
166.Sq Puncture Proof ,
167and
168.Sq Right of Way ,
169and there are only one of each in the deck.
170.Ss Board Layout
171The board is split into several areas.
172From top to bottom, they are:
173.Sy SAFETY AREA
174(unlabeled): This is where the safeties will be placed as they are played.
175.Sy HAND :
176These are the cards in your hand.
177.Sy BATTLE :
178This is the Battle pile.
179All the Hazard and Remedy Cards are played here, except the
180.Sq Speed Limit
181and
182.Sq End of Limit
183cards.  Only the top card is displayed, as it is the only effective one.
184.Sy SPEED :
185The Speed pile.  The
186.Sq Speed Limit
187and
188.Sq End of Limit
189cards are played here
190to control the speed at which the player is allowed to put down miles.
191.Sy MILEAGE :
192Miles are placed here.
193The total of the numbers shown here is the distance traveled so far.
194.Ss Play
195The first pick alternates between the two players.
196Each turn usually starts with a pick from the deck.
197The player then plays a card, or if this is not possible or desirable,
198discards one.
199Normally, a play or discard of a single card constitutes a turn.
200If the card played is a safety, however,
201the same player takes another turn immediately.
202.Pp
203This repeats until one of the players reaches 700 points or the deck runs out.
204If someone reaches 700, they have the option of going for an
205.Dq Extension ,
206which means that the play continues until someone reaches 1000 miles.
207.Ss Hazard and Remedy Cards
208Hazard Cards are played on your opponent's Battle and Speed piles.
209Remedy Cards are used for undoing the effects of your opponent's nastiness.
210.Bl -tag -width ".Sq Go (Green Light)" -offset indent
211.It Sq Go (Green Light)
212must be the top card on your Battle pile for you to play any mileage,
213unless you have played the
214.Sq Right of Way
215card (see below).
216.It Sq Stop
217is played on your opponent's
218.Sq Go
219card to prevent them from playing mileage until they play a
220.Sq Go
221card.
222.It Sq Speed Limit
223is played on your opponent's Speed pile.
224Until they play an
225.Sq End of Limit
226they can only play 25 or 50 mile cards, presuming their
227.Sq Go
228card allows them to do even that.
229.It Sq End of Limit
230is played on your Speed pile to nullify a
231.Sq Speed Limit
232played by your opponent.
233.It Sq Out of Gas
234is played on your opponent's
235.Sq Go
236card.
237They must then play a
238.Sq Gasoline
239card, and then a
240.Sq Go
241card before they can play any more mileage.
242.It Sq Flat Tire
243is played on your opponent's
244.Sq Go
245card.
246They must then play a
247.Sq Spare Tire
248card, and then a
249.Sq Go
250card before they can play any more mileage.
251.It Sq Accident
252is played on your opponent's
253.Sq Go
254card.
255They must then play a
256.Sq Repairs
257card, and then a
258.Sq Go
259card before they can play any more mileage.
260.El
261.Ss Safety Cards
262Safety cards prevent your opponent
263from playing the corresponding Hazard cards on you for the rest of the hand.
264It cancels an attack in progress, and
265.Em always entitles the player to an extra turn .
266.Bl -tag -width ".Sq Puncture Proof" -offset indent
267.It Sq Right of Way
268prevents your opponent from playing both
269.Sq Stop
270and
271.Sq Speed Limit
272cards on you.
273It also acts as a permanent
274.Sq Go
275card for the rest of the hand, so you can play mileage
276as long as there is not a Hazard card on top of your Battle pile.
277In this case only, your opponent can play Hazard cards directly on a
278Remedy card other than a Go card.
279.It Sq Extra Tank
280When played, your opponent cannot play an
281.Sq Out of Gas
282on your Battle Pile.
283.It Sq Puncture Proof
284When played, your opponent cannot play a
285.Sq Flat Tire
286on your Battle Pile.
287.It Sq Driving Ace
288When played, your opponent cannot play an
289.Sq Accident
290on your Battle Pile.
291.El
292.Ss Distance Cards
293Distance cards are played when you have a
294.Sq Go
295card on your Battle pile,
296or a Right of Way in your Safety area and are not stopped by a Hazard Card.
297They can be played in any combination that totals exactly 700 miles,
298except that
299.Em you cannot play more than two 200 mile cards in one hand .
300A hand ends whenever one player gets exactly 700 miles or the deck runs out.
301In that case, play continues until neither someone reaches 700,
302or neither player can use any cards in their hand.
303If the trip is completed after the deck runs out, this is called
304.Dq Delayed Action .
305.Ss Coup Fourr\['e]
306This is a French fencing term for a counter-thrust move as part of a parry
307to an opponent's attack.
308In current French colloquial language it means a sneaky, underhanded blow.
309In Mille Bornes, it is used as follows:
310If an opponent plays a Hazard card,
311and you have the corresponding Safety in your hand,
312you play it immediately, even
313.Em before
314you draw.
315This immediately removes the Hazard card from your Battle pile,
316and protects you from that card for the rest of the game.  This
317gives you more points (see
318.Sx Scoring
319below).
320.Ss Scoring :
321Scores are totaled at the end of each hand,
322whether or not anyone completed the trip.
323The terms used in the Score window have the following meanings:
324.Bl -tag -width ".Sy Milestones Played" -offset indent
325.It Sy Milestones Played
326Each player scores as many miles as they played before the trip ended.
327.It Sy Each Safety
328100 points for each safety in the Safety area.
329.It Sy All 4 Safeties
330300 points if all four safeties are played.
331.It Sy Each Coup Fourr\['e]
332300 points for each Coup Fourr\['e] accomplished.
333.El
334.Pp
335The following bonus scores can apply only to the winning player.
336.Bl -tag -width ".Sy Trip Completed" -offset indent
337.It Sy Trip Completed
338400 points bonus for completing the trip to 700 or 1000.
339.It Sy Safe Trip
340300 points bonus for completing the trip without using any 200 mile cards.
341.It Sy Delayed Action
342300 points bonus for finishing after the deck was exhausted.
343.It Sy Extension
344200 points bonus for completing a 1000 mile trip.
345.It Sy Shut-Out
346500 points bonus for completing the trip
347before your opponent played any mileage cards.
348.El
349.Pp
350Running totals are also kept for the current score for each player
351for the hand
352.Sy ( Hand Total ) ,
353the game
354.Sy ( Overall Total ) ,
355and number of games won
356.Sy ( Games ) .
357.Sh SEE ALSO
358.Xr curses 3
359.Pp
360.Rs
361.%T "Screen Updating and Cursor Movement Optimization: A Library Package"
362.%A Ken Arnold
363.Re
364.Sh AUTHORS
365Ken Arnold
366.Pp
367The game itself is a product of Parker Brothers, Inc.
368