xref: /openbsd/games/mille/mille.6 (revision 73471bf0)
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30.\"	@(#)mille.6	8.3 (Berkeley) 6/1/94
31.\"
32.Dd $Mdocdate: September 8 2014 $
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
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 indent
53.It P
54Pick a card from the deck.
55This card is placed in the
56.Sq P
57slot in your hand.
58.It D
59Discard a card from your hand.
60To indicate which card, type the number of the card in the hand
61.Po
62or
63.Dq P
64for the just-picked card
65.Pc
66followed by a
67.Aq RETURN
68or
69.Aq SPACE .
70The
71.Aq RETURN
72or
73.Aq SPACE
74is required to allow recovery from typos, which can be very expensive.
75.It U
76Use a card.
77The card is again indicated by its number, followed by a
78.Aq RETURN
79or
80.Aq SPACE .
81.It 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 Q
86Quit the game.
87This will ask for confirmation.
88.It S
89Save the game in a file.
90If the game was started from a file,
91you will be given an opportunity to save it to the same file.
92If you don't wish to, or you did not start from a file,
93you will be asked for the file name.
94If you type a
95.Aq RETURN
96without a name, the save will be terminated and the game resumed.
97.It R
98Redraw the screen from scratch.
99The command ^L
100.Pq control-L
101will also work.
102.It W
103Toggle window type.
104This switches the score window between the startup window
105.Pq with all the command names
106and the end-of-game window.
107Using the end-of-game window
108saves time by eliminating the switch at the end of the game
109to show the final score.
110Recommended for hackers and other miscreants.
111.El
112.Pp
113If you make a mistake, an error message will be printed
114on the last line of the score window, and a bell will beep.
115.Pp
116At the end of each hand or game,
117you will be asked if you wish to play another.
118If not, it will ask you if you want to save the game.
119If you do, and the save is unsuccessful,
120play will be resumed as if you had said you wanted to play another hand/game.
121This allows you to use the
122.Dq S
123command to reattempt the save.
124.Sh CARDS
125Here is some useful information.
126The number in parentheses after the card name
127is the number of that card in the deck:
128.Bl -column "Speed Limit (3)" "End of Limit (6)" "Puncture Proof (1)"
129.It Sy Hazard Ta Sy Repair Ta Sy Safety
130.It "Out of Gas (2)" Ta "Gasoline (6)" Ta "Extra Tank (1)"
131.It "Flat Tire (2)" Ta "Spare Tire (6)" Ta "Puncture Proof (1)"
132.It "Accident (2)" Ta "Repairs (6)" Ta "Driving Ace (1)"
133.It "Stop (4)" Ta "Go (14)" Ta "Right of Way (1)"
134.It "Speed Limit (3)" Ta "End of Limit (6)" Ta ""
135.El
136.Pp
137.Sy Mileage
138.br
13925 \- (10), 50 \- (10), 75 \- (10), 100 \- (12), 200 \- (4)
140.Sh RULES
141.Ss Object
142The point of this game is to get a total of 5000 points in several hands.
143Each hand is a race to put down exactly 700 miles before your opponent does.
144Beyond the points gained by putting down milestones,
145there are several other ways of making points.
146.Ss Overview
147The game is played with a deck of 101 cards.
148.Em Distance
149cards represent a number of miles traveled.
150They come in denominations of 25, 50, 75, 100, and 200.
151When one is played,
152it adds that many miles to the player's trip so far this hand.
153.Em Hazard
154cards are used to prevent your opponent from putting down Distance cards.
155They can only be played if your opponent has a
156.Em Go
157card on top of the Battle pile.
158The cards are
159.Em Out of Gas ,
160.Em Accident ,
161.Em Flat Tire ,
162.Em Speed Limit ,
163and
164.Em Stop .
165.Em Remedy
166cards fix problems caused by Hazard cards played on you by your opponent.
167The cards are
168.Em Gasoline ,
169.Em Repairs ,
170.Em Spare Tire ,
171.Em End of Limit ,
172and
173.Em Go .
174.Em Safety
175cards prevent your opponent from putting specific Hazard cards on you
176in the first place.
177They are
178.Em Extra Tank ,
179.Em Driving Ace ,
180.Em Puncture Proof ,
181and
182.Em Right of Way ,
183and there is only one of each in the deck.
184.Ss Board Layout
185The board is split into several areas.
186From top to bottom, they are:
187.Pp
188.Bl -hang -offset indent -compact -width "SAFETY AREA "
189.It Sy SAFETY AREA
190(unlabeled): This is where the safeties will be placed as they are played.
191.It Sy HAND
192These are the cards in your hand.
193.It Sy BATTLE
194This is the Battle pile.
195All the Hazard and Remedy Cards are played here, except the
196.Em Speed Limit
197and
198.Em End of Limit
199cards.
200Only the top card is displayed, as it is the only effective one.
201.It Sy SPEED
202The Speed pile.
203The
204.Em Speed Limit
205and
206.Em End of Limit
207cards are played here
208to control the speed at which the player is allowed to put down miles.
209.It Sy MILEAGE
210Miles are placed here.
211The total of the numbers shown here is the distance traveled so far.
212.El
213.Ss Play
214The first pick alternates between the two players.
215Each turn usually starts with a pick from the deck.
216The player then plays a card, or if this is not possible or desirable,
217discards one.
218Normally, a play or discard of a single card constitutes a turn.
219If the card played is a safety, however,
220the same player takes another turn immediately.
221.Pp
222This repeats until one of the players reaches 700 miles or the deck runs out.
223If someone reaches 700, they have the option of going for an
224.Sy Extension ,
225which means that the play continues until someone reaches 1000 miles.
226.Ss Hazard and Remedy Cards
227Hazard Cards are played on your opponent's Battle and Speed piles.
228Remedy Cards are used for undoing the effects of your opponent's nastiness.
229.Pp
230.Bl -hang -offset indent -compact -width "End of Limit "
231.It Sy Go
232(Green Light)
233must be the top card on your Battle pile for you to play any mileage,
234unless you have played the
235.Em Right of Way
236card
237.Pq see below .
238.It Sy Stop
239is played on your opponent's
240.Em Go
241card to prevent them from playing mileage until they play a
242.Em Go
243card.
244.It Sy Speed Limit
245is played on your opponent's Speed pile.
246Until they play an
247.Em End of Limit
248they can only play 25 or 50 mile cards, presuming their
249.Em Go
250card allows them to do even that.
251.It Sy End of Limit
252is played on your Speed pile to nullify a
253.Em Speed Limit
254played by your opponent.
255.It Sy Out of Gas
256is played on your opponent's
257.Em Go
258card.
259They must then play a
260.Em Gasoline
261card, and then a
262.Em Go
263card before they can play any more mileage.
264.It Sy Flat Tire
265is played on your opponent's
266.Em Go
267card.
268They must then play a
269.Em Spare Tire
270card, and then a
271.Em Go
272card before they can play any more mileage.
273.It Sy Accident
274is played on your opponent's
275.Em Go
276card.
277They must then play a
278.Em Repairs
279card, and then a
280.Em Go
281card before they can play any more mileage.
282.El
283.Ss Safety Cards
284Safety cards prevent your opponent
285from playing the corresponding Hazard cards on you for the rest of the hand.
286It cancels an attack in progress, and
287.Em always entitles the player to an extra turn .
288.Pp
289.Bl -hang -offset indent -compact -width "Puncture Proof "
290.It Sy Right of Way
291Prevents your opponent from playing both
292.Em Stop
293and
294.Em Speed Limit
295cards on you.
296It also acts as a permanent
297.Em Go
298card for the rest of the hand, so you can play mileage
299as long as there is not a Hazard card on top of your Battle pile.
300In this case only, your opponent can play Hazard cards directly on a Remedy card
301other than a Go card.
302.It Sy Extra Tank
303When played, your opponent cannot play an
304.Em Out of Gas
305on your Battle Pile.
306.It Sy Puncture Proof
307When played, your opponent cannot play a
308.Em Flat Tire
309on your Battle Pile.
310.It Sy Driving Ace
311When played, your opponent cannot play an
312.Em Accident
313on your Battle Pile.
314.El
315.Ss Distance Cards
316Distance cards are played when you have a
317.Em Go
318card on your Battle pile,
319or a
320.Em Right of Way
321in your Safety area and are not stopped by a Hazard Card.
322They can be played in any combination that totals exactly 700 miles,
323except that
324.Em "you cannot play more than two 200 mile cards in one hand" .
325A hand ends whenever one player gets exactly 700 miles or the deck runs out.
326In that case, play continues until either someone reaches 700,
327or neither player can use any cards in his hand.
328If the trip is completed after the deck runs out, this is called
329.Em Delayed Action .
330.Ss Coup Fourre
331This is a French fencing term for a counter-thrust move as part of a parry
332to an opponent's attack.
333In current French colloquial language it means a sneaky, underhand blow.
334In Mille Bornes, it is used as follows:
335If an opponent plays a Hazard card,
336and you have the corresponding Safety in your hand,
337you play it immediately, even
338.Em before
339you draw.
340This immediately removes the Hazard card from your Battle pile,
341and protects you from that card for the rest of the game.
342This gives you more points
343.Pq see Scoring below .
344.Ss Scoring
345Scores are totalled at the end of each hand,
346whether or not anyone completed the trip.
347The terms used in the Score window have the following meanings:
348.Bl -hang -offset indent -compact -width "Milestones Played :"
349.It Sy Milestones Played :
350Each player scores as many miles as they played before the trip ended.
351.It Sy Each Safety :
352100 points for each safety in the Safety area.
353.It Sy All 4 Safeties :
354300 points if all four safeties are played.
355.It Sy Each Coup Fourre :
356300 points for each Coup Fourre accomplished.
357.El
358.Pp
359The following bonus scores can apply only to the winning player:
360.Bl -hang -offset indent -compact -width "Trip Completed :"
361.It Sy Trip Completed :
362400 points bonus for completing the trip to 700 or 1000.
363.It Sy Safe Trip :
364300 points bonus for completing the trip without using any 200 mile cards.
365.It Sy Delayed Action :
366300 points bonus for finishing after the deck was exhausted.
367.It Sy Extension :
368200 points bonus for completing a 1000 mile trip.
369.It Sy Shut-Out :
370500 points bonus for completing the trip
371before your opponent played any mileage cards.
372.El
373.Pp
374Running totals are also kept for the current score for each player
375for the hand
376.Sy ( Hand Total ) ,
377the game
378.Sy ( Overall Total ) ,
379and number of games won
380.Sy ( Games ) .
381.Sh AUTHORS
382.An Ken Arnold
383.Pp
384.Po
385The game itself is a product of Parker Brothers, Inc.
386.Pc
387