xref: /netbsd/games/mille/mille.6 (revision 6550d01e)
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30.\"	@(#)mille.6	8.3 (Berkeley) 6/1/94
31.\"
32.Dd June 1, 1994
33.Dt MILLE 6
34.Os
35.Sh NAME
36.Nm mille
37.Nd play Mille Bornes
38.Sh SYNOPSIS
39.Nm mille
40.Op Ar file
41.Sh DESCRIPTION
42.Nm Mille
43plays a two-handed game reminiscent of
44the Parker Brother's game of Mille Bornes with you.
45The rules are described below.
46If a file name is given on the command line,
47the game saved in that file is started.
48.Pp
49When a game is started up,
50the bottom of the score window will contain a list of commands.
51They are:
52.Bl -tag -width ".Ic P"
53.It Ic P
54Pick a card from the deck.
55This card is placed in the
56.Sq P
57slot in your hand.
58.It Ic D
59Discard a card from your hand.
60To indicate which card, type the number of the card in the hand
61(or
62.Sq P
63for the just-picked card) followed
64by a
65.Aq RETURN
66or
67.Aq SPACE .
68The
69.Aq RETURN
70or
71.Aq SPACE
72is required to allow recovery from typos
73which can be very expensive, like discarding safeties.
74.It Ic U
75Use a card.
76The card is again indicated by its number,
77followed by a
78.Aq RETURN
79or
80.Aq SPACE .
81.It Ic O
82Toggle ordering the hand.
83By default off, if turned on it will sort the cards in your hand appropriately.
84This is not recommended for the impatient on slow terminals.
85.It Ic Q
86Quit the game.
87This will ask for confirmation, just to be sure.
88Hitting
89.Aq DELETE
90(or
91.Aq RUBOUT )
92is equivalent.
93.It Ic S
94Save the game in a file.
95If the game was started from a file,
96you will be given an opportunity to save it on the same file.
97If you don't wish to, or you did not start from a file,
98you will be asked for the file name.
99If you type a
100.Aq RETURN
101without a name, the save will be terminated and the game resumed.
102.It Ic R
103Redraw the screen from scratch.
104The command ^L (control
105.Sq L )
106will also work.
107.It Ic W
108Toggle window type.
109This switches the score window between the startup window
110(with all the command names) and the end-of-game window.
111Using the end-of-game window
112saves time by eliminating the switch at the end of the game
113to show the final score.
114Recommended for hackers and other miscreants.
115.El
116.Pp
117If you make a mistake, an error message will be printed
118on the last line of the score window, and a bell will beep.
119.Pp
120At the end of each hand or game,
121you will be asked if you wish to play another.
122If not, it will ask you if you want to save the game.
123If you do, and the save is unsuccessful,
124play will be resumed as if you had said you wanted to play another hand/game.
125This allows you to use the
126.Dq Ic S
127command to reattempt the save.
128.Sh SEE ALSO
129.Xr curses 3 ,
130.Rs
131.%T Screen Updating and Cursor Movement Optimization: A Library Package
132.%A Ken Arnold
133.Re
134.Sh AUTHORS
135.An Ken Arnold
136.Pp
137(The game itself is a product of Parker Brothers, Inc.)
138.Sh CARDS
139Here is some useful information.
140The number in parentheses after the card name
141is the number of that card in the deck:
142.Bl -column "Speed Limit (3)" "End of Limit (6)" "Puncture Proof (1)"
143.It Sy Hazard	Repair	Safety
144.It Out of Gas (2)	Gasoline (6)	Extra Tank (1)
145.It Flat Tire (2)	Spare Tire (6)	Puncture Proof (1)
146.It Accident (2)	Repairs (6)	Driving Ace (1)
147.It Stop (4)	Go (14)	Right of Way (1)
148.It Speed Limit (3)	End of Limit (6)
149.El
150.Bd -centered
15125 \- (10), 50 \- (10), 75 \- (10), 100 \- (12), 200 \- (4)
152.Ed
153.Sh RULES
154.Ss Object :
155The point of this game is to get a total of 5000 points in several hands.
156Each hand is a race to put down exactly 700 miles before your opponent does.
157Beyond the points gained by putting down milestones,
158there are several other ways of making points.
159.Ss Overview :
160The game is played with a deck of 101 cards.
161.Em Distance
162cards represent a number of miles traveled.
163They come in denominations of 25, 50, 75, 100, and 200.
164When one is played,
165it adds that many miles to the player's trip so far this hand.
166.Em Hazard
167cards are used to prevent your opponent from putting down Distance cards.
168They can only be played if your opponent has a
169.Em Go
170card on top of the Battle pile.
171The cards are
172.Sy "Out of Gas" ,
173.Sy "Accident" ,
174.Sy "Flat Tire" ,
175.Sy "Speed Limit" ,
176and
177.Sy "Stop" .
178.Em Remedy
179cards fix problems caused by Hazard cards played on you by your opponent.
180The cards are
181.Sy "Gasoline" ,
182.Sy "Repairs" ,
183.Sy "Spare Tire" ,
184.Sy "End of Limit" ,
185and
186.Sy "Go" .
187.Em Safety
188cards prevent your opponent from putting specific Hazard cards on you
189in the first place.
190They are
191.Sy "Extra Tank" ,
192.Sy "Driving Ace" ,
193.Sy "Puncture Proof" ,
194and
195.Sy "Right of Way" ,
196and there are only one of each in the deck.
197.Ss Board Layout :
198The board is split into several areas.
199From top to bottom, they are:
200.Bl -ohang
201.It Li SAFETY AREA
202(unlabeled): This is where the safeties will be placed as they are played.
203.It Li HAND :
204These are the cards in your hand.
205.It Li BATTLE :
206This is the Battle pile.
207All the Hazard and Remedy Cards are played here, except the
208.Sy "Speed Limit"
209and
210.Sy "End of Limit"
211cards.
212Only the top card is displayed, as it is the only effective one.
213.It Li SPEED :
214The Speed pile.
215The
216.Sy "Speed Limit"
217and
218.Sy "End of Limit"
219cards are played here
220to control the speed at which the player is allowed to put down miles.
221.It Li MILEAGE :
222Miles are placed here.
223The total of the numbers shown here is the distance traveled so far.
224.El
225.Ss Play :
226The first pick alternates between the two players.
227Each turn usually starts with a pick from the deck.
228The player then plays a card, or if this is not possible or desirable,
229discards one.
230Normally, a play or discard of a single card constitutes a turn.
231If the card played is a safety, however,
232the same player takes another turn immediately.
233.Pp
234This repeats until one of the players reaches 700 points or the deck runs out.
235If someone reaches 700, they have the option of going for an
236.Em Extension ,
237which means that the play continues until someone reaches 1000 miles.
238.Ss Hazard and Remedy Cards :
239Hazard Cards are played on your opponent's Battle and Speed piles.
240Remedy Cards are used for undoing the effects of your opponent's nastiness.
241.Bl -ohang
242.It Sy Go No ( Green Light )
243must be the top card on your Battle pile for you to play any mileage,
244unless you have played the
245.Sy "Right of Way"
246card (see below).
247.It Sy Stop
248is played on your opponent's
249.Sy Go
250card to prevent them from playing mileage until they play a
251.Sy Go
252card.
253.It Sy "Speed Limit"
254is played on your opponent's Speed pile.
255Until they play an
256.Sy "End of Limit"
257they can only play 25 or 50 mile cards, presuming their
258.Sy Go
259card allows them to do even that.
260.It Sy "End of Limit"
261is played on your Speed pile to nullify a
262.Sy "Speed Limit"
263played by your opponent.
264.It Sy "Out of Gas"
265is played on your opponent's
266.Sy Go
267card.
268They must then play a
269.Sy Gasoline
270card, and then a
271.Sy Go
272card before they can play any more mileage.
273.It Sy "Flat Tire"
274is played on your opponent's
275.Sy Go
276card.
277They must then play a
278.Sy "Spare Tire"
279card, and then a
280.Sy Go
281card before they can play any more mileage.
282.It Sy "Accident"
283is played on your opponent's
284.Sy Go
285card.
286They must then play a
287.Sy Repairs
288card, and then a
289.Sy Go
290card before they can play any more mileage.
291.El
292.Ss Safety Cards :
293Safety cards prevent your opponent
294from playing the corresponding Hazard cards on you for the rest of the hand.
295It cancels an attack in progress, and
296.Em always entitles the player to an extra turn .
297.Bl -ohang
298.It Sy "Right of Way"
299prevents your opponent from playing both
300.Sy Stop
301and
302.Sy "Speed Limit"
303cards on you.
304It also acts as a permanent
305.Sy Go
306card for the rest of the hand, so you can play mileage
307as long as there is not a Hazard card on top of your Battle pile.
308In this case only, your opponent can play Hazard cards directly on a Remedy card
309other than a Go card.
310.It Sy "Extra Tank"
311When played, your opponent cannot play an
312.Sy "Out of Gas"
313on your Battle Pile.
314.It Puncture Proof
315When played, your opponent cannot play a
316.Sy "Flat Tire"
317on your Battle Pile.
318.It Sy "Driving Ace"
319When played, your opponent cannot play an
320.Sy Accident
321on your Battle Pile.
322.El
323.Ss Distance Cards :
324Distance cards are played when you have a
325.Sy Go
326card on your Battle pile,
327or a Right of Way in your Safety area and are not stopped by a Hazard Card.
328They can be played in any combination that totals exactly 700 miles,
329except that
330.Em you cannot play more than two 200 mile cards in one hand .
331A hand ends whenever one player gets exactly 700 miles or the deck runs out.
332In that case, play continues until neither someone reaches 700,
333or neither player can use any cards in their hand.
334If the trip is completed after the deck runs out, this is called
335.Em "Delayed Action" .
336.Ss Coup Fourr\('e :
337This is a French fencing term for a counter-thrust move as part of a parry
338to an opponent's attack.
339In current French colloquial language it means a sneaky, underhanded blow.
340In Mille Bornes, it is used as follows:
341If an opponent plays a Hazard card,
342and you have the corresponding Safety in your hand,
343you play it immediately, even
344.Em before
345you draw.
346This immediately removes the Hazard card from your Battle pile,
347and protects you from that card for the rest of the game.
348This gives you more points (see
349.Sx Scoring
350below).
351.Ss Scoring :
352Scores are totaled at the end of each hand,
353whether or not anyone completed the trip.
354The terms used in the Score window have the following meanings:
355.Bl -ohang
356.It Em Milestones Played :
357Each player scores as many miles as they played before the trip ended.
358.It Em Each Safety :
359100 points for each safety in the Safety area.
360.It Em All 4 Safeties :
361300 points if all four safeties are played.
362.It Em Each Coup Fourr\('e :
363300 points for each Coup Fourr\('e accomplished.
364.El
365.Pp
366The following bonus scores can apply only to the winning player.
367.Bl -ohang
368.It Em Trip Completed :
369400 points bonus for completing the trip to 700 or 1000.
370.It Em Safe Trip :
371300 points bonus for completing the trip without using any 200 mile cards.
372.It Em Delayed Action :
373300 points bonus for finishing after the deck was exhausted.
374.It Em Extension :
375200 points bonus for completing a 1000 mile trip.
376.It Em Shut-Out :
377500 points bonus for completing the trip
378before your opponent played any mileage cards.
379.El
380.Pp
381Running totals are also kept for the current score for each player
382for the hand
383.Em ( "Hand Total" ) ,
384the game
385.Em ( "Overall Total" ) ,
386and number of games won
387.Em ( Games ) .
388