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30 .\" @(#)mille.6 8.3 (Berkeley) 6/1/94
31 .\"
32 .TH MILLE 6 "June 1, 1994"
33 .UC 4
34 .SH NAME
35 mille \- play Mille Bornes
36 .SH SYNOPSIS
37 .B mille
38 [ file ]
39 .SH DESCRIPTION
40 .I Mille
41 plays a two-handed game reminiscent of
42 the Parker Brother's game of Mille Bornes with you.
43 The rules are described below.
44 If a file name is given on the command line,
45 the game saved in that file is started.
46 .PP
47 When a game is started up,
48 the bottom of the score window will contain a list of commands.
49 They are:
50 .IP P
51 Pick a card from the deck.
52 This card is placed in the `P' slot in your hand.
53 .IP D
54 Discard a card from your hand.
55 To indicate which card, type the number of the card in the hand
56 (or \*(lqP\*(rq for the just-picked card) followed
57 by a \*[Lt]RETURN\*[Gt] or \*[Lt]SPACE\*[Gt].
58 The \*[Lt]RETURN or \*[Lt]SPACE\*[Gt] is required to allow recovery from typos
59 which can be very expensive, like discarding safeties.
60 .IP U
61 Use a card.
62 The card is again indicated by its number,
63 followed by a \*[Lt]RETURN\*[Gt] or \*[Lt]SPACE\*[Gt].
64 .IP O
65 Toggle ordering the hand.
66 By default off, if turned on it will sort the cards in your hand appropriately.
67 This is not recommended for the impatient on slow terminals.
68 .IP Q
69 Quit the game.
70 This will ask for confirmation, just to be sure.
71 Hitting \*[Lt]DELETE\*[Gt] (or \*[Lt]RUBOUT\*[Gt]) is equivalent.
72 .IP S
73 Save the game in a file.
74 If the game was started from a file,
75 you will be given an opportunity to save it on the same file.
76 If you don't wish to, or you did not start from a file,
77 you will be asked for the file name.
78 If you type a \*[Lt]RETURN\*[Gt] without a name,
79 the save will be terminated and the game resumed.
80 .IP R
81 Redraw the screen from scratch.
82 The command ^L (control `L') will also work.
83 .IP W
84 Toggle window type.
85 This switches the score window between the startup window
86 (with all the command names) and the end-of-game window.
87 Using the end-of-game window
88 saves time by eliminating the switch at the end of the game
89 to show the final score.
90 Recommended for hackers and other miscreants.
91 .PP
92 If you make a mistake, an error message will be printed
93 on the last line of the score window, and a bell will beep.
94 .PP
95 At the end of each hand or game,
96 you will be asked if you wish to play another.
97 If not, it will ask you if you want to save the game.
98 If you do, and the save is unsuccessful,
99 play will be resumed as if you had said you wanted to play another hand/game.
100 This allows you to use the
101 .RB \*(lq S \*(rq
102 command to reattempt the save.
103 .SH AUTHORS
104 Ken Arnold
105 .br
106 (The game itself is a product of Parker Brothers, Inc.)
107 .SH "SEE ALSO"
108 curses(3X),
109 .I "Screen Updating and Cursor Movement Optimization:"
110 .IR "A Library Package" ,
111 Ken Arnold
112 .SH CARDS
113 .PP
114 Here is some useful information.
115 The number in parentheses after the card name
116 is the number of that card in the deck:
117 .sp
118 .nf
119 .ne 10
120 .ta \w'Speed Limit (3)'u+3n \w'Speed Limit (3)'u+\w'End of Limit (6)'u+6n
121 Hazard Repair Safety
122 .sp
123 Out of Gas (2) Gasoline (6) Extra Tank (1)
124 Flat Tire (2) Spare Tire (6) Puncture Proof (1)
125 Accident (2) Repairs (6) Driving Ace (1)
126 Stop (4) Go (14) Right of Way (1)
127 Speed Limit (3) End of Limit (6)
128 .sp
129 .ce
130 25 \- (10), 50 \- (10), 75 \- (10), 100 \- (12), 200 \- (4)
131 .sp
132 .fi
133 .DT
134 .SH RULES
135 .PP
136 .BR Object :
137 The point of this game is to get a total of 5000 points in several hands.
138 Each hand is a race to put down exactly 700 miles before your opponent does.
139 Beyond the points gained by putting down milestones,
140 there are several other ways of making points.
141 .PP
142 .BR Overview :
143 The game is played with a deck of 101 cards.
144 .I Distance
145 cards represent a number of miles traveled.
146 They come in denominations of 25, 50, 75, 100, and 200.
147 When one is played,
148 it adds that many miles to the player's trip so far this hand.
149 .I Hazard
150 cards are used to prevent your opponent from putting down Distance cards.
151 They can only be played if your opponent has a
152 .I Go
153 card on top of the Battle pile.
154 The cards are
155 .IR "Out of Gas" ,
156 .IR "Accident" ,
157 .IR "Flat Tire" ,
158 .IR "Speed Limit" ,
159 and
160 .IR "Stop" .
161 .I Remedy
162 cards fix problems caused by Hazard cards played on you by your opponent.
163 The cards are
164 .IR "Gasoline" ,
165 .IR "Repairs" ,
166 .IR "Spare Tire" ,
167 .IR "End of Limit" ,
168 and
169 .IR "Go" .
170 .I Safety
171 cards prevent your opponent from putting specific Hazard cards on you
172 in the first place.
173 They are
174 .IR "Extra Tank" ,
175 .IR "Driving Ace" ,
176 .IR "Puncture Proof" ,
177 and
178 .IR "Right of Way" ,
179 and there are only one of each in the deck.
180 .PP
181 .BR "Board Layout" :
182 The board is split into several areas.
183 From top to bottom, they are:
184 .B "SAFETY AREA"
185 (unlabeled): This is where the safeties will be placed as they are played.
186 .BR HAND :
187 These are the cards in your hand.
188 .BR BATTLE :
189 This is the Battle pile.
190 All the Hazard and Remedy Cards are played here, except the
191 .I "Speed Limit"
192 and
193 .I "End of Limit"
194 cards.
195 Only the top card is displayed, as it is the only effective one.
196 .BR SPEED :
197 The Speed pile.
198 The
199 .I "Speed Limit"
200 and
201 .I "End of Limit"
202 cards are played here
203 to control the speed at which the player is allowed to put down miles.
204 .BR MILEAGE :
205 Miles are placed here.
206 The total of the numbers shown here is the distance traveled so far.
207 .PP
208 .BR Play :
209 The first pick alternates between the two players.
210 Each turn usually starts with a pick from the deck.
211 The player then plays a card, or if this is not possible or desirable,
212 discards one.
213 Normally, a play or discard of a single card constitutes a turn.
214 If the card played is a safety, however,
215 the same player takes another turn immediately.
216 .PP
217 This repeats until one of the players reaches 700 points or the deck runs out.
218 If someone reaches 700, they have the option of going for an
219 .IR Extension ,
220 which means that the play continues until someone reaches 1000 miles.
221 .PP
222 .BR "Hazard and Remedy Cards" :
223 Hazard Cards are played on your opponent's Battle and Speed piles.
224 Remedy Cards are used for undoing the effects of your opponent's nastiness.
225 .PP
226 .RB "\ \ \ \ " Go
227 (Green Light)
228 must be the top card on your Battle pile for you to play any mileage,
229 unless you have played the
230 .I "Right of Way"
231 card (see below).
232 .br
233 .RB "\ \ \ \ " Stop
234 is played on your opponent's
235 .I Go
236 card to prevent them from playing mileage until they play a
237 .I Go
238 card.
239 .br
240 .RB "\ \ \ \ " "Speed Limit"
241 is played on your opponent's Speed pile.
242 Until they play an
243 .I "End of Limit"
244 they can only play 25 or 50 mile cards, presuming their
245 .I Go
246 card allows them to do even that.
247 .br
248 .RB "\ \ \ \ " "End of Limit"
249 is played on your Speed pile to nullify a
250 .I "Speed Limit"
251 played by your opponent.
252 .br
253 .RB "\ \ \ \ " "Out of Gas"
254 is played on your opponent's
255 .I Go
256 card.
257 They must then play a
258 .I Gasoline
259 card, and then a
260 .I Go
261 card before they can play any more mileage.
262 .br
263 .RB "\ \ \ \ " "Flat Tire"
264 is played on your opponent's
265 .I Go
266 card.
267 They must then play a
268 .I "Spare Tire"
269 card, and then a
270 .I Go
271 card before they can play any more mileage.
272 .br
273 .ne 1i
274 .RB "\ \ \ \ " "Accident"
275 is played on your opponent's
276 .I Go
277 card.
278 They must then play a
279 .I Repairs
280 card, and then a
281 .I Go
282 card before they can play any more mileage.
283 .br
284 .PP
285 .BR "Safety Cards" :
286 Safety cards prevent your opponent
287 from playing the corresponding Hazard cards on you for the rest of the hand.
288 It cancels an attack in progress, and
289 .IR "always entitles the player to an extra turn" .
290 .br
291 .RB "\ \ \ \ " "Right of Way"
292 prevents your opponent from playing both
293 .I Stop
294 and
295 .I "Speed Limit"
296 cards on you.
297 It also acts as a permanent
298 .I Go
299 card for the rest of the hand, so you can play mileage
300 as long as there is not a Hazard card on top of your Battle pile.
301 In this case only, your opponent can play Hazard cards directly on a Remedy card
302 other than a Go card.
303 .br
304 .RB "\ \ \ \ " "Extra Tank"
305 When played, your opponent cannot play an
306 .I "Out of Gas"
307 on your Battle Pile.
308 .br
309 .RB "\ \ \ \ " "Puncture Proof"
310 When played, your opponent cannot play a
311 .I "Flat Tire"
312 on your Battle Pile.
313 .br
314 .RB "\ \ \ \ " "Driving Ace"
315 When played, your opponent cannot play an
316 .I Accident
317 on your Battle Pile.
318 .PP
319 .BR "Distance Cards" :
320 Distance cards are played when you have a
321 .I Go
322 card on your Battle pile,
323 or a Right of Way in your Safety area and are not stopped by a Hazard Card.
324 They can be played in any combination that totals exactly 700 miles,
325 except that
326 .IR "you cannot play more than two 200 mile cards in one hand" .
327 A hand ends whenever one player gets exactly 700 miles or the deck runs out.
328 In that case, play continues until neither someone reaches 700,
329 or neither player can use any cards in their hand.
330 If the trip is completed after the deck runs out, this is called
331 .IR "Delayed Action" .
332 .PP
333 .BR "Coup Fourr\o'\(aae'" :
334 This is a French fencing term for a counter-thrust move as part of a parry
335 to an opponent's attack.
336 In current French colloquial language it means a sneaky, underhanded blow.
337 In Mille Bornes, it is used as follows:
338 If an opponent plays a Hazard card,
339 and you have the corresponding Safety in your hand,
340 you play it immediately, even
341 .I before
342 you draw.
343 This immediately removes the Hazard card from your Battle pile,
344 and protects you from that card for the rest of the game.
345 This gives you more points (see \*(lqScoring\*(rq below).
346 .PP
347 .BR Scoring :
348 Scores are totaled at the end of each hand,
349 whether or not anyone completed the trip.
350 The terms used in the Score window have the following meanings:
351 .br
352 .RB "\ \ \ \ " "Milestones Played" :
353 Each player scores as many miles as they played before the trip ended.
354 .br
355 .RB "\ \ \ \ " "Each Safety" :
356 100 points for each safety in the Safety area.
357 .br
358 .RB "\ \ \ \ " "All 4 Safeties" :
359 300 points if all four safeties are played.
360 .br
361 .RB "\ \ \ \ " "Each Coup Fourr\o'\(aae'" :
362 300 points for each Coup Fourr\o'\(aae' accomplished.
363 .PP
364 The following bonus scores can apply only to the winning player.
365 .br
366 .RB "\ \ \ \ " "Trip Completed" :
367 400 points bonus for completing the trip to 700 or 1000.
368 .br
369 .RB "\ \ \ \ " "Safe Trip" :
370 300 points bonus for completing the trip without using any 200 mile cards.
371 .br
372 .RB "\ \ \ \ " "Delayed Action" :
373 300 points bonus for finishing after the deck was exhausted.
374 .br
375 .RB "\ \ \ \ " "Extension" :
376 200 points bonus for completing a 1000 mile trip.
377 .br
378 .RB "\ \ \ \ " "Shut-Out" :
379 500 points bonus for completing the trip
380 before your opponent played any mileage cards.
381 .PP
382 Running totals are also kept for the current score for each player
383 for the hand
384 .RB ( "Hand Total" ),
385 the game
386 .RB ( "Overall Total" ),
387 and number of games won
388 .RB ( Games ).