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