1 .\" $NetBSD: mille.6,v 1.4 1995/03/24 05:01:45 cgd Exp $
3 .\" Copyright (c) 1983, 1993
4 .\" The Regents of the University of California. All rights reserved.
6 .\" Redistribution and use in source and binary forms, with or without
7 .\" modification, are permitted provided that the following conditions
9 .\" 1. Redistributions of source code must retain the above copyright
10 .\" notice, this list of conditions and the following disclaimer.
11 .\" 2. Redistributions in binary form must reproduce the above copyright
12 .\" notice, this list of conditions and the following disclaimer in the
13 .\" documentation and/or other materials provided with the distribution.
14 .\" 3. All advertising materials mentioning features or use of this software
15 .\" must display the following acknowledgement:
16 .\" This product includes software developed by the University of
17 .\" California, Berkeley and its contributors.
18 .\" 4. Neither the name of the University nor the names of its contributors
19 .\" may be used to endorse or promote products derived from this software
20 .\" without specific prior written permission.
22 .\" THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
23 .\" ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
24 .\" IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
25 .\" ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
26 .\" FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
27 .\" DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
28 .\" OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
29 .\" HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
30 .\" LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
31 .\" OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
34 .\" @(#)mille.6 8.2 (Berkeley) 12/30/93
36 .TH MILLE 6 "December 30, 1993"
39 mille \- play Mille Bornes
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.
51 When a game is started up,
52 the bottom of the score window will contain a list of commands.
55 Pick a card from the deck.
56 This card is placed in the `P' slot in your hand.
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.
65 The card is again indicated by its number, followed by a <RETURN> or <SPACE>.
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.
72 This will ask for confirmation, just to be sure.
73 Hitting <DELETE> (or <RUBOUT>) is equivalent.
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.
83 Redraw the screen from scratch.
84 The command ^L (control `L') will also work.
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.
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.
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
104 command to reattempt the save.
108 (The game itself is a product of Parker Brothers, Inc.)
111 .I "Screen Updating and Cursor Movement Optimization:"
112 .IR "A Library Package" ,
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:
122 .ta \w'Speed Limit (3)'u+3n \w'Speed Limit (3)'u+\w'End of Limit (6)'u+6n
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)
132 25 \- (10), 50 \- (10), 75 \- (10), 100 \- (12), 200 \- (4)
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.
145 The game is played with a deck of 101 cards.
147 cards represent a number of miles traveled.
148 They come in denominations of 25, 50, 75, 100, and 200.
150 it adds that many miles to the player's trip so far this hand.
152 cards are used to prevent your opponent from putting down Distance cards.
153 They can only be played if your opponent has a
155 card on top of the Battle pile.
164 cards fix problems caused by Hazard cards played on you by your opponent.
173 cards prevent your opponent from putting specific Hazard cards on you
178 .IR "Puncture Proof" ,
181 and there are only one of each in the deck.
184 The board is split into several areas.
185 From top to bottom, they are:
187 (unlabeled): This is where the safeties will be placed as they are played.
189 These are the cards in your hand.
191 This is the Battle pile.
192 All the Hazard and Remedy Cards are played here, except the
196 cards. Only the top card is displayed, as it is the only effective one.
202 cards are played here
203 to control the speed at which the player is allowed to put down miles.
205 Miles are placed here.
206 The total of the numbers shown here is the distance traveled so far.
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.
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
219 which means that the play continues until someone reaches 1000 miles.
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.
227 must be the top card on your Battle pile for you to play any mileage,
228 unless you have played the
233 is played on your opponent's
235 card to prevent them from playing mileage until they play a
239 .RB "\ \ \ \ " "Speed Limit"
240 is played on your opponent's Speed pile.
243 they can only play 25 or 50 mile cards, presuming their
245 card allows them to do even that.
247 .RB "\ \ \ \ " "End of Limit"
248 is played on your Speed pile to nullify a
250 played by your opponent.
252 .RB "\ \ \ \ " "Out of Gas"
253 is played on your opponent's
255 card. They must then play a
259 card before they can play any more mileage.
261 .RB "\ \ \ \ " "Flat Tire"
262 is played on your opponent's
264 card. They must then play a
268 card before they can play any more mileage.
270 .RB "\ \ \ \ " "Accident"
271 is played on your opponent's
273 card. They must then play a
277 card before they can play any more mileage.
281 Safety cards prevent your opponent
282 from playing the corresponding Hazard cards on you for the rest of the hand.
283 It cancels an attack in progress, and
284 .IR "always entitles the player to an extra turn" .
286 .RB "\ \ \ \ " "Right of Way"
287 prevents your opponent from playing both
291 cards on you. It also acts as a permanent
293 card for the rest of the hand, so you can play mileage
294 as long as there is not a Hazard card on top of your Battle pile.
295 In this case only, your opponent can play Hazard cards directly on a Remedy card
296 other than a Go card.
298 .RB "\ \ \ \ " "Extra Tank"
299 When played, your opponent cannot play an
303 .RB "\ \ \ \ " "Puncture Proof"
304 When played, your opponent cannot play a
308 .RB "\ \ \ \ " "Driving Ace"
309 When played, your opponent cannot play an
313 .BR "Distance Cards" :
314 Distance cards are played when you have a
316 card on your Battle pile,
317 or a Right of Way in your Safety area and are not stopped by a Hazard Card.
318 They can be played in any combination that totals exactly 700 miles,
320 .IR "you cannot play more than two 200 mile cards in one hand" .
321 A hand ends whenever one player gets exactly 700 miles or the deck runs out.
322 In that case, play continues until neither someone reaches 700,
323 or neither player can use any cards in their hand.
324 If the trip is completed after the deck runs out, this is called
325 .IR "Delayed Action" .
327 .BR "Coup Fourr\o'\(aae'" :
328 This is a French fencing term for a counter-thrust move as part of a parry
329 to an opponent's attack.
330 In current French colloquial language it means a sneaky, underhanded blow.
331 In Mille Bornes, it is used as follows:
332 If an opponent plays a Hazard card,
333 and you have the corresponding Safety in your hand,
334 you play it immediately, even
336 you draw. This immediately removes the Hazard card from your Battle pile,
337 and protects you from that card for the rest of the game. This
338 gives you more points (see \*(lqScoring\*(rq below).
341 Scores are totaled at the end of each hand,
342 whether or not anyone completed the trip.
343 The terms used in the Score window have the following meanings:
345 .RB "\ \ \ \ " "Milestones Played" :
346 Each player scores as many miles as they played before the trip ended.
348 .RB "\ \ \ \ " "Each Safety" :
349 100 points for each safety in the Safety area.
351 .RB "\ \ \ \ " "All 4 Safeties" :
352 300 points if all four safeties are played.
354 .RB "\ \ \ \ " "Each Coup Fourr\o'\(aae'" :
355 300 points for each Coup Fourr\o'\(aae' accomplished.
357 The following bonus scores can apply only to the winning player.
359 .RB "\ \ \ \ " "Trip Completed" :
360 400 points bonus for completing the trip to 700 or 1000.
362 .RB "\ \ \ \ " "Safe Trip" :
363 300 points bonus for completing the trip without using any 200 mile cards.
365 .RB "\ \ \ \ " "Delayed Action" :
366 300 points bonus for finishing after the deck was exhausted.
368 .RB "\ \ \ \ " "Extension" :
369 200 points bonus for completing a 1000 mile trip.
371 .RB "\ \ \ \ " "Shut-Out" :
372 500 points bonus for completing the trip
373 before your opponent played any mileage cards.
375 Running totals are also kept for the current score for each player
377 .RB ( "Hand Total" ),
379 .RB ( "Overall Total" ),
380 and number of games won