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1 .\" Copyright (c) 1983, 1993
2 .\" The Regents of the University of California. All rights reserved.
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14 .\" This product includes software developed by the University of
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20 .\" THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
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32 .\" from: @(#)mille.6 8.2 (Berkeley) 12/30/93
33 .\" $Id: mille.6,v 1.3 1994/05/12 17:39:32 jtc Exp $
34 .\"
35 .TH MILLE 6 "December 30, 1993"
36 .UC 4
37 .SH NAME
38 mille \- play Mille Bornes
39 .SH SYNOPSIS
40 .B /usr/games/mille
41 [ file ]
42 .SH DESCRIPTION
43 .I Mille
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.
49 .PP
50 When a game is started up,
51 the bottom of the score window will contain a list of commands.
52 They are:
53 .IP P
54 Pick a card from the deck.
55 This card is placed in the `P' slot in your hand.
56 .IP D
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.
62 .IP U
63 Use a card.
64 The card is again indicated by its number, followed by a <RETURN> or <SPACE>.
65 .IP O
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.
69 .IP Q
70 Quit the game.
71 This will ask for confirmation, just to be sure.
72 Hitting <DELETE> (or <RUBOUT>) is equivalent.
73 .IP S
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.
81 .IP R
82 Redraw the screen from scratch.
83 The command ^L (control `L') will also work.
84 .IP W
85 Toggle window type.
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.
92 .PP
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.
95 .PP
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
102 .RB \*(lq S \*(rq
103 command to reattempt the save.
104 .SH AUTHOR
105 Ken Arnold
106 .br
107 (The game itself is a product of Parker Brothers, Inc.)
108 .SH "SEE ALSO"
109 curses(3X),
110 .I "Screen Updating and Cursor Movement Optimization:"
111 .IR "A Library Package" ,
112 Ken Arnold
113 .SH CARDS
114 .PP
115 Here is some useful information.
116 The number in parentheses after the card name
117 is the number of that card in the deck:
118 .sp
119 .nf
120 .ne 10
121 .ta \w'Speed Limit (3)'u+3n \w'Speed Limit (3)'u+\w'End of Limit (6)'u+6n
122 Hazard Repair Safety
123 .sp
124 Out of Gas (2) Gasoline (6) Extra Tank (1)
125 Flat Tire (2) Spare Tire (6) Puncture Proof (1)
126 Accident (2) Repairs (6) Driving Ace (1)
127 Stop (4) Go (14) Right of Way (1)
128 Speed Limit (3) End of Limit (6)
129 .sp
130 .ce
131 25 \- (10), 50 \- (10), 75 \- (10), 100 \- (12), 200 \- (4)
132 .sp
133 .fi
134 .DT
135 .SH RULES
136 .PP
137 .BR Object :
138 The point of this game is to get a total of 5000 points in several hands.
139 Each hand is a race to put down exactly 700 miles before your opponent does.
140 Beyond the points gained by putting down milestones,
141 there are several other ways of making points.
142 .PP
143 .BR Overview :
144 The game is played with a deck of 101 cards.
145 .I Distance
146 cards represent a number of miles traveled.
147 They come in denominations of 25, 50, 75, 100, and 200.
148 When one is played,
149 it adds that many miles to the player's trip so far this hand.
150 .I Hazard
151 cards are used to prevent your opponent from putting down Distance cards.
152 They can only be played if your opponent has a
153 .I Go
154 card on top of the Battle pile.
155 The cards are
156 .IR "Out of Gas" ,
157 .IR "Accident" ,
158 .IR "Flat Tire" ,
159 .IR "Speed Limit" ,
160 and
161 .IR "Stop" .
162 .I Remedy
163 cards fix problems caused by Hazard cards played on you by your opponent.
164 The cards are
165 .IR "Gasoline" ,
166 .IR "Repairs" ,
167 .IR "Spare Tire" ,
168 .IR "End of Limit" ,
169 and
170 .IR "Go" .
171 .I Safety
172 cards prevent your opponent from putting specific Hazard cards on you
173 in the first place.
174 They are
175 .IR "Extra Tank" ,
176 .IR "Driving Ace" ,
177 .IR "Puncture Proof" ,
178 and
179 .IR "Right of Way" ,
180 and there are only one of each in the deck.
181 .PP
182 .BR "Board Layout" :
183 The board is split into several areas.
184 From top to bottom, they are:
185 .B "SAFETY AREA"
186 (unlabeled): This is where the safeties will be placed as they are played.
187 .BR HAND :
188 These are the cards in your hand.
189 .BR BATTLE :
190 This is the Battle pile.
191 All the Hazard and Remedy Cards are played here, except the
192 .I "Speed Limit"
193 and
194 .I "End of Limit"
195 cards. Only the top card is displayed, as it is the only effective one.
196 .BR SPEED :
197 The Speed pile. The
198 .I "Speed Limit"
199 and
200 .I "End of Limit"
201 cards are played here
202 to control the speed at which the player is allowed to put down miles.
203 .BR MILEAGE :
204 Miles are placed here.
205 The total of the numbers shown here is the distance traveled so far.
206 .PP
207 .BR Play :
208 The first pick alternates between the two players.
209 Each turn usually starts with a pick from the deck.
210 The player then plays a card, or if this is not possible or desirable,
211 discards one. Normally, a play or discard of a single card
212 constitutes a turn. If the card played is a safety, however,
213 the same player takes another turn immediately.
214 .PP
215 This repeats until one of the players reaches 700 points or the deck runs out.
216 If someone reaches 700, they have the option of going for an
217 .IR Extension ,
218 which means that the play continues until someone reaches 1000 miles.
219 .PP
220 .BR "Hazard and Remedy Cards" :
221 Hazard Cards are played on your opponent's Battle and Speed piles.
222 Remedy Cards are used for undoing the effects of your opponent's nastiness.
223 .PP
224 .RB "\ \ \ \ " Go
225 (Green Light)
226 must be the top card on your Battle pile for you to play any mileage,
227 unless you have played the
228 .I "Right of Way"
229 card (see below).
230 .br
231 .RB "\ \ \ \ " Stop
232 is played on your opponent's
233 .I Go
234 card to prevent them from playing mileage until they play a
235 .I Go
236 card.
237 .br
238 .RB "\ \ \ \ " "Speed Limit"
239 is played on your opponent's Speed pile.
240 Until they play an
241 .I "End of Limit"
242 they can only play 25 or 50 mile cards, presuming their
243 .I Go
244 card allows them to do even that.
245 .br
246 .RB "\ \ \ \ " "End of Limit"
247 is played on your Speed pile to nullify a
248 .I "Speed Limit"
249 played by your opponent.
250 .br
251 .RB "\ \ \ \ " "Out of Gas"
252 is played on your opponent's
253 .I Go
254 card. They must then play a
255 .I Gasoline
256 card, and then a
257 .I Go
258 card before they can play any more mileage.
259 .br
260 .RB "\ \ \ \ " "Flat Tire"
261 is played on your opponent's
262 .I Go
263 card. They must then play a
264 .I "Spare Tire"
265 card, and then a
266 .I Go
267 card before they can play any more mileage.
268 .br
269 .RB "\ \ \ \ " "Accident"
270 is played on your opponent's
271 .I Go
272 card. They must then play a
273 .I Repairs
274 card, and then a
275 .I Go
276 card before they can play any more mileage.
277 .br
278 .PP
279 .BR "Safety Cards" :
280 Safety cards prevent your opponent
281 from playing the corresponding Hazard cards on you for the rest of the hand.
282 It cancels an attack in progress, and
283 .IR "always entitles the player to an extra turn" .
284 .br
285 .RB "\ \ \ \ " "Right of Way"
286 prevents your opponent from playing both
287 .I Stop
288 and
289 .I "Speed Limit"
290 cards on you. It also acts as a permanent
291 .I Go
292 card for the rest of the hand, so you can play mileage
293 as long as there is not a Hazard card on top of your Battle pile.
294 In this case only, your opponent can play Hazard cards directly on a Remedy card
295 other than a Go card.
296 .br
297 .RB "\ \ \ \ " "Extra Tank"
298 When played, your opponent cannot play an
299 .I "Out of Gas"
300 on your Battle Pile.
301 .br
302 .RB "\ \ \ \ " "Puncture Proof"
303 When played, your opponent cannot play a
304 .I "Flat Tire"
305 on your Battle Pile.
306 .br
307 .RB "\ \ \ \ " "Driving Ace"
308 When played, your opponent cannot play an
309 .I Accident
310 on your Battle Pile.
311 .PP
312 .BR "Distance Cards" :
313 Distance cards are played when you have a
314 .I Go
315 card on your Battle pile,
316 or a Right of Way in your Safety area and are not stopped by a Hazard Card.
317 They can be played in any combination that totals exactly 700 miles,
318 except that
319 .IR "you cannot play more than two 200 mile cards in one hand" .
320 A hand ends whenever one player gets exactly 700 miles or the deck runs out.
321 In that case, play continues until neither someone reaches 700,
322 or neither player can use any cards in their hand.
323 If the trip is completed after the deck runs out, this is called
324 .IR "Delayed Action" .
325 .PP
326 .BR "Coup Fourr\o'\(aae'" :
327 This is a French fencing term for a counter-thrust move as part of a parry
328 to an opponent's attack.
329 In current French colloquial language it means a sneaky, underhanded blow.
330 In Mille Bornes, it is used as follows:
331 If an opponent plays a Hazard card,
332 and you have the corresponding Safety in your hand,
333 you play it immediately, even
334 .I before
335 you draw. This immediately removes the Hazard card from your Battle pile,
336 and protects you from that card for the rest of the game. This
337 gives you more points (see \*(lqScoring\*(rq below).
338 .PP
339 .BR Scoring :
340 Scores are totaled at the end of each hand,
341 whether or not anyone completed the trip.
342 The terms used in the Score window have the following meanings:
343 .br
344 .RB "\ \ \ \ " "Milestones Played" :
345 Each player scores as many miles as they played before the trip ended.
346 .br
347 .RB "\ \ \ \ " "Each Safety" :
348 100 points for each safety in the Safety area.
349 .br
350 .RB "\ \ \ \ " "All 4 Safeties" :
351 300 points if all four safeties are played.
352 .br
353 .RB "\ \ \ \ " "Each Coup Fourr\o'\(aae'" :
354 300 points for each Coup Fourr\o'\(aae' accomplished.
355 .PP
356 The following bonus scores can apply only to the winning player.
357 .br
358 .RB "\ \ \ \ " "Trip Completed" :
359 400 points bonus for completing the trip to 700 or 1000.
360 .br
361 .RB "\ \ \ \ " "Safe Trip" :
362 300 points bonus for completing the trip without using any 200 mile cards.
363 .br
364 .RB "\ \ \ \ " "Delayed Action" :
365 300 points bonus for finishing after the deck was exhausted.
366 .br
367 .RB "\ \ \ \ " "Extension" :
368 200 points bonus for completing a 1000 mile trip.
369 .br
370 .RB "\ \ \ \ " "Shut-Out" :
371 500 points bonus for completing the trip
372 before your opponent played any mileage cards.
373 .PP
374 Running totals are also kept for the current score for each player
375 for the hand
376 .RB ( "Hand Total" ),
377 the game
378 .RB ( "Overall Total" ),
379 and number of games won
380 .RB ( Games ).