xref: /dragonfly/games/mille/mille.6 (revision 956939d5)
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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 1.5 2008/05/02 02:05:03 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.Bl -tag -width "xxxxxx" -offset indent
57.It Ic P
58Pick a card from the deck.
59This card is placed in the `P' slot in your hand.
60.It Ic D
61Discard a card from your hand.
62To indicate which card, type the number of the card in the hand (or
63.Ic P
64for the just-picked card) followed by a <RETURN> or <SPACE>.
65The <RETURN or <SPACE> is required to allow recovery from typos
66which can be very expensive, like discarding safeties.
67.It Ic U
68Use a card.
69The card is again indicated by its number, followed by a <RETURN> or <SPACE>.
70.It Ic O
71Toggle ordering the hand.
72By default off, if turned on it will sort the cards in your hand appropriately.
73This is not recommended for the impatient on slow terminals.
74.It Ic Q
75Quit the game.
76This will ask for confirmation, just to be sure.
77Hitting <DELETE> (or <RUBOUT>) is equivalent.
78.It Ic S
79Save the game in a file.
80If the game was started from a file,
81you will be given an opportunity to save it on the same file.
82If you don't wish to, or you did not start from a file,
83you will be asked for the file name.
84If you type a <RETURN> without a name,
85the save will be terminated and the game resumed.
86.It Ic R
87Redraw the screen from scratch.
88The command ^L (control `L') will also work.
89.It Ic W
90Toggle window type.
91This switches the score window between the startup window
92(with all the command names) and the end-of-game window.
93Using the end-of-game window
94saves time by eliminating the switch at the end of the game
95to show the final score.
96Recommended for hackers and other miscreants.
97.El
98.Pp
99If you make a mistake, an error message will be printed
100on the last line of the score window, and a bell will beep.
101.Pp
102At the end of each hand or game,
103you will be asked if you wish to play another.
104If not, it will ask you if you want to save the game.
105If you do, and the save is unsuccessful,
106play will be resumed as if you had said you wanted to play another hand/game.
107This allows you to use the
108.Ic S
109command to reattempt the save.
110.Sh CARDS
111Here is some useful information.
112The number in parentheses after the card name
113is the number of that card in the deck:
114.Bl -column "Speed Limit (3)" "Speed Limit (3)" "End of Limit (6)"
115.It Sy Hazard Ta Sy Repair Ta Sy Safety
116.It Out of Gas (2) Ta Gasoline (6) Ta Extra Tank (1)
117.It Flat Tire (2) Ta Spare Tire (6) Ta Puncture Proof (1)
118.It Accident (2) Ta Repairs (6) Ta Driving Ace (1)
119.It Stop (4) Ta Go (14) Ta Right of Way (1)
120.It Speed Limit (3) Ta End of Limit (6)
121.El
122.Bd -centered
12325 \- (10), 50 \- (10), 75 \- (10), 100 \- (12), 200 \- (4)
124.Ed
125.Sh RULES
126.Ss Object
127The point of this game is to get a total of 5000 points in several hands.
128Each hand is a race to put down exactly 700 miles before your opponent does.
129Beyond the points gained by putting down milestones,
130there are several other ways of making points.
131.Ss Overview
132The game is played with a deck of 101 cards.
133.Em Distance
134cards represent a number of miles traveled.
135They come in denominations of 25, 50, 75, 100, and 200.
136When one is played,
137it adds that many miles to the player's trip so far this hand.
138.Em Hazard
139cards are used to prevent your opponent from putting down Distance cards.
140They can only be played if your opponent has a
141.Em Go
142card on top of the Battle pile.
143The cards are
144.Sq Out of Gas ,
145.Sq Accident ,
146.Sq Flat Tire ,
147.Sq Speed Limit ,
148and
149.Sq Stop .
150.Em Remedy
151cards fix problems caused by Hazard cards played on you by your opponent.
152The cards are
153.Sq Gasoline ,
154.Sq Repairs ,
155.Sq Spare Tire ,
156.Sq End of Limit ,
157and
158.Sq Go .
159.Em Safety
160cards prevent your opponent from putting specific Hazard cards on you
161in the first place.
162They are
163.Sq Extra Tank ,
164.Sq Driving Ace ,
165.Sq Puncture Proof ,
166and
167.Sq Right of Way ,
168and there are only one of each in the deck.
169.Ss Board Layout
170The board is split into several areas.
171From top to bottom, they are:
172.Sy SAFETY AREA
173(unlabeled): This is where the safeties will be placed as they are played.
174.Sy HAND :
175These are the cards in your hand.
176.Sy BATTLE :
177This is the Battle pile.
178All the Hazard and Remedy Cards are played here, except the
179.Sq Speed Limit
180and
181.Sq End of Limit
182cards.  Only the top card is displayed, as it is the only effective one.
183.Sy SPEED :
184The Speed pile.  The
185.Sq Speed Limit
186and
187.Sq End of Limit
188cards are played here
189to control the speed at which the player is allowed to put down miles.
190.Sy MILEAGE :
191Miles are placed here.
192The total of the numbers shown here is the distance traveled so far.
193.Ss Play
194The first pick alternates between the two players.
195Each turn usually starts with a pick from the deck.
196The player then plays a card, or if this is not possible or desirable,
197discards one.
198Normally, a play or discard of a single card constitutes a turn.
199If the card played is a safety, however,
200the same player takes another turn immediately.
201.Pp
202This repeats until one of the players reaches 700 points or the deck runs out.
203If someone reaches 700, they have the option of going for an
204.Dq Extension ,
205which means that the play continues until someone reaches 1000 miles.
206.Ss Hazard and Remedy Cards
207Hazard Cards are played on your opponent's Battle and Speed piles.
208Remedy Cards are used for undoing the effects of your opponent's nastiness.
209.Bl -tag -width ".Sq Go (Green Light)" -offset indent
210.It Sq Go (Green Light)
211must be the top card on your Battle pile for you to play any mileage,
212unless you have played the
213.Sq Right of Way
214card (see below).
215.It Sq Stop
216is played on your opponent's
217.Sq Go
218card to prevent them from playing mileage until they play a
219.Sq Go
220card.
221.It Sq Speed Limit
222is played on your opponent's Speed pile.
223Until they play an
224.Sq End of Limit
225they can only play 25 or 50 mile cards, presuming their
226.Sq Go
227card allows them to do even that.
228.It Sq End of Limit
229is played on your Speed pile to nullify a
230.Sq Speed Limit
231played by your opponent.
232.It Sq Out of Gas
233is played on your opponent's
234.Sq Go
235card.
236They must then play a
237.Sq Gasoline
238card, and then a
239.Sq Go
240card before they can play any more mileage.
241.It Sq Flat Tire
242is played on your opponent's
243.Sq Go
244card.
245They must then play a
246.Sq Spare Tire
247card, and then a
248.Sq Go
249card before they can play any more mileage.
250.It Sq Accident
251is played on your opponent's
252.Sq Go
253card.
254They must then play a
255.Sq Repairs
256card, and then a
257.Sq Go
258card before they can play any more mileage.
259.El
260.Ss Safety Cards
261Safety cards prevent your opponent
262from playing the corresponding Hazard cards on you for the rest of the hand.
263It cancels an attack in progress, and
264.Em always entitles the player to an extra turn .
265.Bl -tag -width ".Sq Puncture Proof" -offset indent
266.It Sq Right of Way
267prevents your opponent from playing both
268.Sq Stop
269and
270.Sq Speed Limit
271cards on you.
272It also acts as a permanent
273.Sq Go
274card for the rest of the hand, so you can play mileage
275as long as there is not a Hazard card on top of your Battle pile.
276In this case only, your opponent can play Hazard cards directly on a
277Remedy card other than a Go card.
278.It Sq Extra Tank
279When played, your opponent cannot play an
280.Sq Out of Gas
281on your Battle Pile.
282.It Sq Puncture Proof
283When played, your opponent cannot play a
284.Sq Flat Tire
285on your Battle Pile.
286.It Sq Driving Ace
287When played, your opponent cannot play an
288.Sq Accident
289on your Battle Pile.
290.El
291.Ss Distance Cards
292Distance cards are played when you have a
293.Sq Go
294card on your Battle pile,
295or a Right of Way in your Safety area and are not stopped by a Hazard Card.
296They can be played in any combination that totals exactly 700 miles,
297except that
298.Em you cannot play more than two 200 mile cards in one hand .
299A hand ends whenever one player gets exactly 700 miles or the deck runs out.
300In that case, play continues until neither someone reaches 700,
301or neither player can use any cards in their hand.
302If the trip is completed after the deck runs out, this is called
303.Dq Delayed Action .
304.Ss Coup Fourr\['e]
305This is a French fencing term for a counter-thrust move as part of a parry
306to an opponent's attack.
307In current French colloquial language it means a sneaky, underhanded blow.
308In Mille Bornes, it is used as follows:
309If an opponent plays a Hazard card,
310and you have the corresponding Safety in your hand,
311you play it immediately, even
312.Em before
313you draw.
314This immediately removes the Hazard card from your Battle pile,
315and protects you from that card for the rest of the game.  This
316gives you more points (see
317.Sx Scoring
318below).
319.Ss Scoring :
320Scores are totaled at the end of each hand,
321whether or not anyone completed the trip.
322The terms used in the Score window have the following meanings:
323.Bl -tag -width ".Sy Milestones Played" -offset indent
324.It Sy Milestones Played
325Each player scores as many miles as they played before the trip ended.
326.It Sy Each Safety
327100 points for each safety in the Safety area.
328.It Sy All 4 Safeties
329300 points if all four safeties are played.
330.It Sy Each Coup Fourr\['e]
331300 points for each Coup Fourr\['e] accomplished.
332.El
333.Pp
334The following bonus scores can apply only to the winning player.
335.Bl -tag -width ".Sy Trip Completed" -offset indent
336.It Sy Trip Completed
337400 points bonus for completing the trip to 700 or 1000.
338.It Sy Safe Trip
339300 points bonus for completing the trip without using any 200 mile cards.
340.It Sy Delayed Action
341300 points bonus for finishing after the deck was exhausted.
342.It Sy Extension
343200 points bonus for completing a 1000 mile trip.
344.It Sy Shut-Out
345500 points bonus for completing the trip
346before your opponent played any mileage cards.
347.El
348.Pp
349Running totals are also kept for the current score for each player
350for the hand
351.Sy ( Hand Total ) ,
352the game
353.Sy ( Overall Total ) ,
354and number of games won
355.Sy ( Games ) .
356.Sh SEE ALSO
357.Xr curses 3
358.Rs
359.%T "Screen Updating and Cursor Movement Optimization: A Library Package"
360.%A Ken Arnold
361.Re
362.Sh AUTHORS
363Ken Arnold
364.Pp
365The game itself is a product of Parker Brothers, Inc.
366