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- .\" @(#)mille.6 8.3 (Berkeley) 6/1/94
- .\"
- .TH MILLE 6 "June 1, 1994"
- .UC 4
- .SH NAME
- mille \- play Mille Bornes
- .SH SYNOPSIS
- .B mille
- [ file ]
- .SH DESCRIPTION
- .I Mille
- plays a two-handed game reminiscent of
- the Parker Brother's game of Mille Bornes with you.
- The rules are described below.
- If a file name is given on the command line,
- the game saved in that file is started.
- .PP
- When a game is started up,
- the bottom of the score window will contain a list of commands.
- They are:
- .IP P
- Pick a card from the deck.
- This card is placed in the `P' slot in your hand.
- .IP D
- Discard a card from your hand.
- To indicate which card, type the number of the card in the hand
- (or \*(lqP\*(rq for the just-picked card) followed
- by a \*[Lt]RETURN\*[Gt] or \*[Lt]SPACE\*[Gt].
- The \*[Lt]RETURN or \*[Lt]SPACE\*[Gt] is required to allow recovery from typos
- which can be very expensive, like discarding safeties.
- .IP U
- Use a card.
- The card is again indicated by its number,
- followed by a \*[Lt]RETURN\*[Gt] or \*[Lt]SPACE\*[Gt].
- .IP O
- Toggle ordering the hand.
- By default off, if turned on it will sort the cards in your hand appropriately.
- This is not recommended for the impatient on slow terminals.
- .IP Q
- Quit the game.
- This will ask for confirmation, just to be sure.
- Hitting \*[Lt]DELETE\*[Gt] (or \*[Lt]RUBOUT\*[Gt]) is equivalent.
- .IP S
- Save the game in a file.
- If the game was started from a file,
- you will be given an opportunity to save it on the same file.
- If you don't wish to, or you did not start from a file,
- you will be asked for the file name.
- If you type a \*[Lt]RETURN\*[Gt] without a name,
- the save will be terminated and the game resumed.
- .IP R
- Redraw the screen from scratch.
- The command ^L (control `L') will also work.
- .IP W
- Toggle window type.
- This switches the score window between the startup window
- (with all the command names) and the end-of-game window.
- Using the end-of-game window
- saves time by eliminating the switch at the end of the game
- to show the final score.
- Recommended for hackers and other miscreants.
- .PP
- If you make a mistake, an error message will be printed
- on the last line of the score window, and a bell will beep.
- .PP
- At the end of each hand or game,
- you will be asked if you wish to play another.
- If not, it will ask you if you want to save the game.
- If you do, and the save is unsuccessful,
- play will be resumed as if you had said you wanted to play another hand/game.
- This allows you to use the
- .RB \*(lq S \*(rq
- command to reattempt the save.
- .SH AUTHOR
- Ken Arnold
- .br
- (The game itself is a product of Parker Brothers, Inc.)
- .SH "SEE ALSO"
- curses(3X),
- .I "Screen Updating and Cursor Movement Optimization:"
- .IR "A Library Package" ,
- Ken Arnold
- .SH CARDS
- .PP
- Here is some useful information.
- The number in parentheses after the card name
- is the number of that card in the deck:
- .sp
- .nf
- .ne 10
- .ta \w'Speed Limit (3)'u+3n \w'Speed Limit (3)'u+\w'End of Limit (6)'u+6n
- Hazard Repair Safety
- .sp
- Out of Gas (2) Gasoline (6) Extra Tank (1)
- Flat Tire (2) Spare Tire (6) Puncture Proof (1)
- Accident (2) Repairs (6) Driving Ace (1)
- Stop (4) Go (14) Right of Way (1)
- Speed Limit (3) End of Limit (6)
- .sp
- .ce
- 25 \- (10), 50 \- (10), 75 \- (10), 100 \- (12), 200 \- (4)
- .sp
- .fi
- .DT
- .SH RULES
- .PP
- .BR Object :
- The point of this game is to get a total of 5000 points in several hands.
- Each hand is a race to put down exactly 700 miles before your opponent does.
- Beyond the points gained by putting down milestones,
- there are several other ways of making points.
- .PP
- .BR Overview :
- The game is played with a deck of 101 cards.
- .I Distance
- cards represent a number of miles traveled.
- They come in denominations of 25, 50, 75, 100, and 200.
- When one is played,
- it adds that many miles to the player's trip so far this hand.
- .I Hazard
- cards are used to prevent your opponent from putting down Distance cards.
- They can only be played if your opponent has a
- .I Go
- card on top of the Battle pile.
- The cards are
- .IR "Out of Gas" ,
- .IR "Accident" ,
- .IR "Flat Tire" ,
- .IR "Speed Limit" ,
- and
- .IR "Stop" .
- .I Remedy
- cards fix problems caused by Hazard cards played on you by your opponent.
- The cards are
- .IR "Gasoline" ,
- .IR "Repairs" ,
- .IR "Spare Tire" ,
- .IR "End of Limit" ,
- and
- .IR "Go" .
- .I Safety
- cards prevent your opponent from putting specific Hazard cards on you
- in the first place.
- They are
- .IR "Extra Tank" ,
- .IR "Driving Ace" ,
- .IR "Puncture Proof" ,
- and
- .IR "Right of Way" ,
- and there are only one of each in the deck.
- .PP
- .BR "Board Layout" :
- The board is split into several areas.
- From top to bottom, they are:
- .B "SAFETY AREA"
- (unlabeled): This is where the safeties will be placed as they are played.
- .BR HAND :
- These are the cards in your hand.
- .BR BATTLE :
- This is the Battle pile.
- All the Hazard and Remedy Cards are played here, except the
- .I "Speed Limit"
- and
- .I "End of Limit"
- cards.
- Only the top card is displayed, as it is the only effective one.
- .BR SPEED :
- The Speed pile.
- The
- .I "Speed Limit"
- and
- .I "End of Limit"
- cards are played here
- to control the speed at which the player is allowed to put down miles.
- .BR MILEAGE :
- Miles are placed here.
- The total of the numbers shown here is the distance traveled so far.
- .PP
- .BR Play :
- The first pick alternates between the two players.
- Each turn usually starts with a pick from the deck.
- The player then plays a card, or if this is not possible or desirable,
- discards one.
- Normally, a play or discard of a single card constitutes a turn.
- If the card played is a safety, however,
- the same player takes another turn immediately.
- .PP
- This repeats until one of the players reaches 700 points or the deck runs out.
- If someone reaches 700, they have the option of going for an
- .IR Extension ,
- which means that the play continues until someone reaches 1000 miles.
- .PP
- .BR "Hazard and Remedy Cards" :
- Hazard Cards are played on your opponent's Battle and Speed piles.
- Remedy Cards are used for undoing the effects of your opponent's nastiness.
- .PP
- .RB "\ \ \ \ " Go
- (Green Light)
- must be the top card on your Battle pile for you to play any mileage,
- unless you have played the
- .I "Right of Way"
- card (see below).
- .br
- .RB "\ \ \ \ " Stop
- is played on your opponent's
- .I Go
- card to prevent them from playing mileage until they play a
- .I Go
- card.
- .br
- .RB "\ \ \ \ " "Speed Limit"
- is played on your opponent's Speed pile.
- Until they play an
- .I "End of Limit"
- they can only play 25 or 50 mile cards, presuming their
- .I Go
- card allows them to do even that.
- .br
- .RB "\ \ \ \ " "End of Limit"
- is played on your Speed pile to nullify a
- .I "Speed Limit"
- played by your opponent.
- .br
- .RB "\ \ \ \ " "Out of Gas"
- is played on your opponent's
- .I Go
- card.
- They must then play a
- .I Gasoline
- card, and then a
- .I Go
- card before they can play any more mileage.
- .br
- .RB "\ \ \ \ " "Flat Tire"
- is played on your opponent's
- .I Go
- card.
- They must then play a
- .I "Spare Tire"
- card, and then a
- .I Go
- card before they can play any more mileage.
- .br
- .ne 1i
- .RB "\ \ \ \ " "Accident"
- is played on your opponent's
- .I Go
- card.
- They must then play a
- .I Repairs
- card, and then a
- .I Go
- card before they can play any more mileage.
- .br
- .PP
- .BR "Safety Cards" :
- Safety cards prevent your opponent
- from playing the corresponding Hazard cards on you for the rest of the hand.
- It cancels an attack in progress, and
- .IR "always entitles the player to an extra turn" .
- .br
- .RB "\ \ \ \ " "Right of Way"
- prevents your opponent from playing both
- .I Stop
- and
- .I "Speed Limit"
- cards on you.
- It also acts as a permanent
- .I Go
- card for the rest of the hand, so you can play mileage
- as long as there is not a Hazard card on top of your Battle pile.
- In this case only, your opponent can play Hazard cards directly on a Remedy card
- other than a Go card.
- .br
- .RB "\ \ \ \ " "Extra Tank"
- When played, your opponent cannot play an
- .I "Out of Gas"
- on your Battle Pile.
- .br
- .RB "\ \ \ \ " "Puncture Proof"
- When played, your opponent cannot play a
- .I "Flat Tire"
- on your Battle Pile.
- .br
- .RB "\ \ \ \ " "Driving Ace"
- When played, your opponent cannot play an
- .I Accident
- on your Battle Pile.
- .PP
- .BR "Distance Cards" :
- Distance cards are played when you have a
- .I Go
- card on your Battle pile,
- or a Right of Way in your Safety area and are not stopped by a Hazard Card.
- They can be played in any combination that totals exactly 700 miles,
- except that
- .IR "you cannot play more than two 200 mile cards in one hand" .
- A hand ends whenever one player gets exactly 700 miles or the deck runs out.
- In that case, play continues until neither someone reaches 700,
- or neither player can use any cards in their hand.
- If the trip is completed after the deck runs out, this is called
- .IR "Delayed Action" .
- .PP
- .BR "Coup Fourr\o'\(aae'" :
- This is a French fencing term for a counter-thrust move as part of a parry
- to an opponent's attack.
- In current French colloquial language it means a sneaky, underhanded blow.
- In Mille Bornes, it is used as follows:
- If an opponent plays a Hazard card,
- and you have the corresponding Safety in your hand,
- you play it immediately, even
- .I before
- you draw.
- This immediately removes the Hazard card from your Battle pile,
- and protects you from that card for the rest of the game.
- This gives you more points (see \*(lqScoring\*(rq below).
- .PP
- .BR Scoring :
- Scores are totaled at the end of each hand,
- whether or not anyone completed the trip.
- The terms used in the Score window have the following meanings:
- .br
- .RB "\ \ \ \ " "Milestones Played" :
- Each player scores as many miles as they played before the trip ended.
- .br
- .RB "\ \ \ \ " "Each Safety" :
- 100 points for each safety in the Safety area.
- .br
- .RB "\ \ \ \ " "All 4 Safeties" :
- 300 points if all four safeties are played.
- .br
- .RB "\ \ \ \ " "Each Coup Fourr\o'\(aae'" :
- 300 points for each Coup Fourr\o'\(aae' accomplished.
- .PP
- The following bonus scores can apply only to the winning player.
- .br
- .RB "\ \ \ \ " "Trip Completed" :
- 400 points bonus for completing the trip to 700 or 1000.
- .br
- .RB "\ \ \ \ " "Safe Trip" :
- 300 points bonus for completing the trip without using any 200 mile cards.
- .br
- .RB "\ \ \ \ " "Delayed Action" :
- 300 points bonus for finishing after the deck was exhausted.
- .br
- .RB "\ \ \ \ " "Extension" :
- 200 points bonus for completing a 1000 mile trip.
- .br
- .RB "\ \ \ \ " "Shut-Out" :
- 500 points bonus for completing the trip
- before your opponent played any mileage cards.
- .PP
- Running totals are also kept for the current score for each player
- for the hand
- .RB ( "Hand Total" ),
- the game
- .RB ( "Overall Total" ),
- and number of games won
- .RB ( Games ).
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