mille.6 12 KB

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  1. .\" $NetBSD: mille.6,v 1.9 2003/08/07 09:37:25 agc Exp $
  2. .\"
  3. .\" Copyright (c) 1983, 1993
  4. .\" The Regents of the University of California. All rights reserved.
  5. .\"
  6. .\" Redistribution and use in source and binary forms, with or without
  7. .\" modification, are permitted provided that the following conditions
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  10. .\" notice, this list of conditions and the following disclaimer.
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  13. .\" documentation and/or other materials provided with the distribution.
  14. .\" 3. Neither the name of the University nor the names of its contributors
  15. .\" may be used to endorse or promote products derived from this software
  16. .\" without specific prior written permission.
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  18. .\" THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
  19. .\" ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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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 AUTHOR
  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 ).