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1 .\" $NetBSD: mille.6,v 1.6 1997/10/12 00:54:03 lukem Exp $
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34 .\" @(#)mille.6 8.3 (Berkeley) 6/1/94
35 .\"
36 .TH MILLE 6 "June 1, 1994"
37 .UC 4
38 .SH NAME
39 mille \- play Mille Bornes
40 .SH SYNOPSIS
41 .B mille
42 [ file ]
43 .SH DESCRIPTION
44 .I Mille
45 plays a two-handed game reminiscent of
46 the Parker Brother's game of Mille Bornes with you.
47 The rules are described below.
48 If a file name is given on the command line,
49 the game saved in that file is started.
50 .PP
51 When a game is started up,
52 the bottom of the score window will contain a list of commands.
53 They are:
54 .IP P
55 Pick a card from the deck.
56 This card is placed in the `P' slot in your hand.
57 .IP D
58 Discard a card from your hand.
59 To indicate which card, type the number of the card in the hand
60 (or \*(lqP\*(rq for the just-picked card) followed by a <RETURN> or <SPACE>.
61 The <RETURN or <SPACE> is required to allow recovery from typos
62 which can be very expensive, like discarding safeties.
63 .IP U
64 Use a card.
65 The card is again indicated by its number, followed by a <RETURN> or <SPACE>.
66 .IP O
67 Toggle ordering the hand.
68 By default off, if turned on it will sort the cards in your hand appropriately.
69 This is not recommended for the impatient on slow terminals.
70 .IP Q
71 Quit the game.
72 This will ask for confirmation, just to be sure.
73 Hitting <DELETE> (or <RUBOUT>) is equivalent.
74 .IP S
75 Save the game in a file.
76 If the game was started from a file,
77 you will be given an opportunity to save it on the same file.
78 If you don't wish to, or you did not start from a file,
79 you will be asked for the file name.
80 If you type a <RETURN> without a name,
81 the save will be terminated and the game resumed.
82 .IP R
83 Redraw the screen from scratch.
84 The command ^L (control `L') will also work.
85 .IP W
86 Toggle window type.
87 This switches the score window between the startup window
88 (with all the command names) and the end-of-game window.
89 Using the end-of-game window
90 saves time by eliminating the switch at the end of the game
91 to show the final score.
92 Recommended for hackers and other miscreants.
93 .PP
94 If you make a mistake, an error message will be printed
95 on the last line of the score window, and a bell will beep.
96 .PP
97 At the end of each hand or game,
98 you will be asked if you wish to play another.
99 If not, it will ask you if you want to save the game.
100 If you do, and the save is unsuccessful,
101 play will be resumed as if you had said you wanted to play another hand/game.
102 This allows you to use the
103 .RB \*(lq S \*(rq
104 command to reattempt the save.
105 .SH AUTHOR
106 Ken Arnold
107 .br
108 (The game itself is a product of Parker Brothers, Inc.)
109 .SH "SEE ALSO"
110 curses(3X),
111 .I "Screen Updating and Cursor Movement Optimization:"
112 .IR "A Library Package" ,
113 Ken Arnold
114 .SH CARDS
115 .PP
116 Here is some useful information.
117 The number in parentheses after the card name
118 is the number of that card in the deck:
119 .sp
120 .nf
121 .ne 10
122 .ta \w'Speed Limit (3)'u+3n \w'Speed Limit (3)'u+\w'End of Limit (6)'u+6n
123 Hazard Repair Safety
124 .sp
125 Out of Gas (2) Gasoline (6) Extra Tank (1)
126 Flat Tire (2) Spare Tire (6) Puncture Proof (1)
127 Accident (2) Repairs (6) Driving Ace (1)
128 Stop (4) Go (14) Right of Way (1)
129 Speed Limit (3) End of Limit (6)
130 .sp
131 .ce
132 25 \- (10), 50 \- (10), 75 \- (10), 100 \- (12), 200 \- (4)
133 .sp
134 .fi
135 .DT
136 .SH RULES
137 .PP
138 .BR Object :
139 The point of this game is to get a total of 5000 points in several hands.
140 Each hand is a race to put down exactly 700 miles before your opponent does.
141 Beyond the points gained by putting down milestones,
142 there are several other ways of making points.
143 .PP
144 .BR Overview :
145 The game is played with a deck of 101 cards.
146 .I Distance
147 cards represent a number of miles traveled.
148 They come in denominations of 25, 50, 75, 100, and 200.
149 When one is played,
150 it adds that many miles to the player's trip so far this hand.
151 .I Hazard
152 cards are used to prevent your opponent from putting down Distance cards.
153 They can only be played if your opponent has a
154 .I Go
155 card on top of the Battle pile.
156 The cards are
157 .IR "Out of Gas" ,
158 .IR "Accident" ,
159 .IR "Flat Tire" ,
160 .IR "Speed Limit" ,
161 and
162 .IR "Stop" .
163 .I Remedy
164 cards fix problems caused by Hazard cards played on you by your opponent.
165 The cards are
166 .IR "Gasoline" ,
167 .IR "Repairs" ,
168 .IR "Spare Tire" ,
169 .IR "End of Limit" ,
170 and
171 .IR "Go" .
172 .I Safety
173 cards prevent your opponent from putting specific Hazard cards on you
174 in the first place.
175 They are
176 .IR "Extra Tank" ,
177 .IR "Driving Ace" ,
178 .IR "Puncture Proof" ,
179 and
180 .IR "Right of Way" ,
181 and there are only one of each in the deck.
182 .PP
183 .BR "Board Layout" :
184 The board is split into several areas.
185 From top to bottom, they are:
186 .B "SAFETY AREA"
187 (unlabeled): This is where the safeties will be placed as they are played.
188 .BR HAND :
189 These are the cards in your hand.
190 .BR BATTLE :
191 This is the Battle pile.
192 All the Hazard and Remedy Cards are played here, except the
193 .I "Speed Limit"
194 and
195 .I "End of Limit"
196 cards. Only the top card is displayed, as it is the only effective one.
197 .BR SPEED :
198 The Speed pile. 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. Normally, a play or discard of a single card
213 constitutes a turn. If the card played is a safety, however,
214 the same player takes another turn immediately.
215 .PP
216 This repeats until one of the players reaches 700 points or the deck runs out.
217 If someone reaches 700, they have the option of going for an
218 .IR Extension ,
219 which means that the play continues until someone reaches 1000 miles.
220 .PP
221 .BR "Hazard and Remedy Cards" :
222 Hazard Cards are played on your opponent's Battle and Speed piles.
223 Remedy Cards are used for undoing the effects of your opponent's nastiness.
224 .PP
225 .RB "\ \ \ \ " Go
226 (Green Light)
227 must be the top card on your Battle pile for you to play any mileage,
228 unless you have played the
229 .I "Right of Way"
230 card (see below).
231 .br
232 .RB "\ \ \ \ " Stop
233 is played on your opponent's
234 .I Go
235 card to prevent them from playing mileage until they play a
236 .I Go
237 card.
238 .br
239 .RB "\ \ \ \ " "Speed Limit"
240 is played on your opponent's Speed pile.
241 Until they play an
242 .I "End of Limit"
243 they can only play 25 or 50 mile cards, presuming their
244 .I Go
245 card allows them to do even that.
246 .br
247 .RB "\ \ \ \ " "End of Limit"
248 is played on your Speed pile to nullify a
249 .I "Speed Limit"
250 played by your opponent.
251 .br
252 .RB "\ \ \ \ " "Out of Gas"
253 is played on your opponent's
254 .I Go
255 card. They must then play a
256 .I Gasoline
257 card, and then a
258 .I Go
259 card before they can play any more mileage.
260 .br
261 .RB "\ \ \ \ " "Flat Tire"
262 is played on your opponent's
263 .I Go
264 card. They must then play a
265 .I "Spare Tire"
266 card, and then a
267 .I Go
268 card before they can play any more mileage.
269 .br
270 .ne 1i
271 .RB "\ \ \ \ " "Accident"
272 is played on your opponent's
273 .I Go
274 card. They must then play a
275 .I Repairs
276 card, and then a
277 .I Go
278 card before they can play any more mileage.
279 .br
280 .PP
281 .BR "Safety Cards" :
282 Safety cards prevent your opponent
283 from playing the corresponding Hazard cards on you for the rest of the hand.
284 It cancels an attack in progress, and
285 .IR "always entitles the player to an extra turn" .
286 .br
287 .RB "\ \ \ \ " "Right of Way"
288 prevents your opponent from playing both
289 .I Stop
290 and
291 .I "Speed Limit"
292 cards on you. It also acts as a permanent
293 .I Go
294 card for the rest of the hand, so you can play mileage
295 as long as there is not a Hazard card on top of your Battle pile.
296 In this case only, your opponent can play Hazard cards directly on a Remedy card
297 other than a Go card.
298 .br
299 .RB "\ \ \ \ " "Extra Tank"
300 When played, your opponent cannot play an
301 .I "Out of Gas"
302 on your Battle Pile.
303 .br
304 .RB "\ \ \ \ " "Puncture Proof"
305 When played, your opponent cannot play a
306 .I "Flat Tire"
307 on your Battle Pile.
308 .br
309 .RB "\ \ \ \ " "Driving Ace"
310 When played, your opponent cannot play an
311 .I Accident
312 on your Battle Pile.
313 .PP
314 .BR "Distance Cards" :
315 Distance cards are played when you have a
316 .I Go
317 card on your Battle pile,
318 or a Right of Way in your Safety area and are not stopped by a Hazard Card.
319 They can be played in any combination that totals exactly 700 miles,
320 except that
321 .IR "you cannot play more than two 200 mile cards in one hand" .
322 A hand ends whenever one player gets exactly 700 miles or the deck runs out.
323 In that case, play continues until neither someone reaches 700,
324 or neither player can use any cards in their hand.
325 If the trip is completed after the deck runs out, this is called
326 .IR "Delayed Action" .
327 .PP
328 .BR "Coup Fourr\o'\(aae'" :
329 This is a French fencing term for a counter-thrust move as part of a parry
330 to an opponent's attack.
331 In current French colloquial language it means a sneaky, underhanded blow.
332 In Mille Bornes, it is used as follows:
333 If an opponent plays a Hazard card,
334 and you have the corresponding Safety in your hand,
335 you play it immediately, even
336 .I before
337 you draw. This immediately removes the Hazard card from your Battle pile,
338 and protects you from that card for the rest of the game. This
339 gives you more points (see \*(lqScoring\*(rq below).
340 .PP
341 .BR Scoring :
342 Scores are totaled at the end of each hand,
343 whether or not anyone completed the trip.
344 The terms used in the Score window have the following meanings:
345 .br
346 .RB "\ \ \ \ " "Milestones Played" :
347 Each player scores as many miles as they played before the trip ended.
348 .br
349 .RB "\ \ \ \ " "Each Safety" :
350 100 points for each safety in the Safety area.
351 .br
352 .RB "\ \ \ \ " "All 4 Safeties" :
353 300 points if all four safeties are played.
354 .br
355 .RB "\ \ \ \ " "Each Coup Fourr\o'\(aae'" :
356 300 points for each Coup Fourr\o'\(aae' accomplished.
357 .PP
358 The following bonus scores can apply only to the winning player.
359 .br
360 .RB "\ \ \ \ " "Trip Completed" :
361 400 points bonus for completing the trip to 700 or 1000.
362 .br
363 .RB "\ \ \ \ " "Safe Trip" :
364 300 points bonus for completing the trip without using any 200 mile cards.
365 .br
366 .RB "\ \ \ \ " "Delayed Action" :
367 300 points bonus for finishing after the deck was exhausted.
368 .br
369 .RB "\ \ \ \ " "Extension" :
370 200 points bonus for completing a 1000 mile trip.
371 .br
372 .RB "\ \ \ \ " "Shut-Out" :
373 500 points bonus for completing the trip
374 before your opponent played any mileage cards.
375 .PP
376 Running totals are also kept for the current score for each player
377 for the hand
378 .RB ( "Hand Total" ),
379 the game
380 .RB ( "Overall Total" ),
381 and number of games won
382 .RB ( Games ).