MirBSD manpage: mille(6)

MILLE(6)                     BSD Reference Manual                     MILLE(6)

NAME

     mille - play Mille Bornes

SYNOPSIS

     mille [file]

DESCRIPTION

     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.

     When a game is started up, the bottom of the score window will contain a
     list of commands. They are:

     P       Pick a card from the deck. This card is placed in the 'P' slot in
             your hand.

     D       Discard a card from your hand. To indicate which card, type the
             number of the card in the hand (or "P" for the just-picked card)
             followed by a <RETURN> or <SPACE>. The <RETURN> or <SPACE> is re-
             quired to allow recovery from typos, which can be very expensive.

     U       Use a card. The card is again indicated by its number, followed
             by a <RETURN> or <SPACE>.

     O       Toggle ordering the hand. By default off, if turned on it will
             sort the cards in your hand appropriately. This is not recommend-
             ed for the impatient on slow terminals.

     Q       Quit the game. This will ask for confirmation.

     S       Save the game in a file. If the game was started from a file, you
             will be given an opportunity to save it to 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 <RETURN> without a name,
             the save will be terminated and the game resumed.

     R       Redraw the screen from scratch. The command ^L (control-L) will
             also work.

     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. Recom-
             mended for hackers and other miscreants.

     If you make a mistake, an error message will be printed on the last line
     of the score window, and a bell will beep.

     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 "S" command
     to reattempt the save.

CARDS

     Here is some useful information. The number in parentheses after the card
     name is the number of that card in the deck:

     Hazard             Repair              Safety
     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)

     Mileage
     25 - (10), 50 - (10), 75 - (10), 100 - (12), 200 - (4)

RULES

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.

Overview

     The game is played with a deck of 101 cards. 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. Hazard cards are used to prevent your opponent from
     putting down Distance cards. They can only be played if your opponent has
     a Go card on top of the Battle pile. The cards are Out of Gas, Accident,
     Flat Tire, Speed Limit, and Stop. Remedy cards fix problems caused by Ha-
     zard cards played on you by your opponent. The cards are Gasoline,
     Repairs, Spare Tire, End of Limit, and Go. Safety cards prevent your op-
     ponent from putting specific Hazard cards on you in the first place. They
     are Extra Tank, Driving Ace, Puncture Proof, and Right of Way, and there
     is only one of each in the deck.

Board Layout

     The board is split into several areas. From top to bottom, they are:

           SAFETY AREA   (unlabeled): This is where the safeties will be
                         placed as they are played.
           HAND          These are the cards in your hand.
           BATTLE        This is the Battle pile. All the Hazard and Remedy
                         Cards are played here, except the Speed Limit and End
                         of Limit cards. Only the top card is displayed, as it
                         is the only effective one.
           SPEED         The Speed pile. The Speed Limit and End of Limit
                         cards are played here to control the speed at which
                         the player is allowed to put down miles.
           MILEAGE       Miles are placed here. The total of the numbers shown
                         here is the distance traveled so far.

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 dis-
     card of a single card constitutes a turn. If the card played is a safety,
     however, the same player takes another turn immediately.

     This repeats until one of the players reaches 700 miles or the deck runs
     out. If someone reaches 700, they have the option of going for an
     Extension, which means that the play continues until someone reaches 1000
     miles.

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.

           Go             (Green Light) must be the top card on your Battle
                          pile for you to play any mileage, unless you have
                          played the Right of Way card (see below).
           Stop           is played on your opponent's Go card to prevent them
                          from playing mileage until they play a Go card.
           Speed Limit    is played on your opponent's Speed pile. Until they
                          play an End of Limit they can only play 25 or 50
                          mile cards, presuming their Go card allows them to
                          do even that.
           End of Limit   is played on your Speed pile to nullify a Speed
                          Limit played by your opponent.
           Out of Gas     is played on your opponent's Go card. They must then
                          play a Gasoline card, and then a Go card before they
                          can play any more mileage.
           Flat Tire      is played on your opponent's Go card. They must then
                          play a Spare Tire card, and then a Go card before
                          they can play any more mileage.
           Accident       is played on your opponent's Go card. They must then
                          play a Repairs card, and then a Go card before they
                          can play any more mileage.

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 always entitles the player to an extra turn.

           Right of Way     Prevents your opponent from playing both Stop and
                            Speed Limit cards on you. It also acts as a per-
                            manent 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.
           Extra Tank       When played, your opponent cannot play an Out of
                            Gas on your Battle Pile.
           Puncture Proof   When played, your opponent cannot play a Flat Tire
                            on your Battle Pile.
           Driving Ace      When played, your opponent cannot play an Accident
                            on your Battle Pile.

Distance Cards

     Distance cards are played when you have a 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, ex-
     cept that 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 either someone reaches 700, or
     neither player can use any cards in his hand. If the trip is completed
     after the deck runs out, this is called Delayed Action.

Coup Fourre

     This is a French fencing term for a counter-thrust move as part of a par-
     ry to an opponent's attack. In current French colloquial language it
     means a sneaky, underhand 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 before you draw. This immedi-
     ately 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
     Scoring below).

Scoring

     Scores are totalled at the end of each hand, whether or not anyone com-
     pleted the trip. The terms used in the Score window have the following
     meanings:
           Milestones Played:   Each player scores as many miles as they
                                played before the trip ended.
           Each Safety:         100 points for each safety in the Safety area.
           All 4 Safeties:      300 points if all four safeties are played.
           Each Coup Fourre:    300 points for each Coup Fourre accomplished.

     The following bonus scores can apply only to the winning player:
           Trip Completed:   400 points bonus for completing the trip to 700
                             or 1000.
           Safe Trip:        300 points bonus for completing the trip without
                             using any 200 mile cards.
           Delayed Action:   300 points bonus for finishing after the deck was
                             exhausted.
           Extension:        200 points bonus for completing a 1000 mile trip.
           Shut-Out:         500 points bonus for completing the trip before
                             your opponent played any mileage cards.

     Running totals are also kept for the current score for each player for
     the hand (Hand Total), the game (Overall Total), and number of games won
     (Games).

AUTHORS

     Ken Arnold

     (The game itself is a product of Parker Brothers, Inc.)

MirBSD #10-current               June 1, 1994                                3

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