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30 .\" @(#)mille.6 8.3 (Berkeley) 6/1/94
43 plays a two-handed game reminiscent of
44 the Parker Brother's game of Mille Bornes with you.
45 The rules are described below.
46 If a file name is given on the command line,
47 the game saved in that file is started.
49 When a game is started up,
50 the bottom of the score window will contain a list of commands.
52 .Bl -tag -width ".Ic P"
54 Pick a card from the deck.
55 This card is placed in the
59 Discard a card from your hand.
60 To indicate which card, type the number of the card in the hand
63 for the just-picked card) followed
72 is required to allow recovery from typos
73 which can be very expensive, like discarding safeties.
76 The card is again indicated by its number,
82 Toggle ordering the hand.
83 By default off, if turned on it will sort the cards in your hand appropriately.
84 This is not recommended for the impatient on slow terminals.
87 This will ask for confirmation, just to be sure.
94 Save the game in a file.
95 If the game was started from a file,
96 you will be given an opportunity to save it on the same file.
97 If you don't wish to, or you did not start from a file,
98 you will be asked for the file name.
101 without a name, the save will be terminated and the game resumed.
103 Redraw the screen from scratch.
104 The command ^L (control
109 This switches the score window between the startup window
110 (with all the command names) and the end-of-game window.
111 Using the end-of-game window
112 saves time by eliminating the switch at the end of the game
113 to show the final score.
114 Recommended for hackers and other miscreants.
117 If you make a mistake, an error message will be printed
118 on the last line of the score window, and a bell will beep.
120 At the end of each hand or game,
121 you will be asked if you wish to play another.
122 If not, it will ask you if you want to save the game.
123 If you do, and the save is unsuccessful,
124 play will be resumed as if you had said you wanted to play another hand/game.
125 This allows you to use the
127 command to reattempt the save.
131 .%T Screen Updating and Cursor Movement Optimization: A Library Package
137 (The game itself is a product of Parker Brothers, Inc.)
139 Here is some useful information.
140 The number in parentheses after the card name
141 is the number of that card in the deck:
142 .Bl -column "Speed Limit (3)" "End of Limit (6)" "Puncture Proof (1)"
143 .It Sy Hazard Repair Safety
144 .It Out of Gas (2) Gasoline (6) Extra Tank (1)
145 .It Flat Tire (2) Spare Tire (6) Puncture Proof (1)
146 .It Accident (2) Repairs (6) Driving Ace (1)
147 .It Stop (4) Go (14) Right of Way (1)
148 .It Speed Limit (3) End of Limit (6)
151 25 \- (10), 50 \- (10), 75 \- (10), 100 \- (12), 200 \- (4)
155 The point of this game is to get a total of 5000 points in several hands.
156 Each hand is a race to put down exactly 700 miles before your opponent does.
157 Beyond the points gained by putting down milestones,
158 there are several other ways of making points.
160 The game is played with a deck of 101 cards.
162 cards represent a number of miles traveled.
163 They come in denominations of 25, 50, 75, 100, and 200.
165 it adds that many miles to the player's trip so far this hand.
167 cards are used to prevent your opponent from putting down Distance cards.
168 They can only be played if your opponent has a
170 card on top of the Battle pile.
179 cards fix problems caused by Hazard cards played on you by your opponent.
188 cards prevent your opponent from putting specific Hazard cards on you
193 .Sy "Puncture Proof" ,
196 and there are only one of each in the deck.
198 The board is split into several areas.
199 From top to bottom, they are:
202 (unlabeled): This is where the safeties will be placed as they are played.
204 These are the cards in your hand.
206 This is the Battle pile.
207 All the Hazard and Remedy Cards are played here, except the
212 Only the top card is displayed, as it is the only effective one.
219 cards are played here
220 to control the speed at which the player is allowed to put down miles.
222 Miles are placed here.
223 The total of the numbers shown here is the distance traveled so far.
226 The first pick alternates between the two players.
227 Each turn usually starts with a pick from the deck.
228 The player then plays a card, or if this is not possible or desirable,
230 Normally, a play or discard of a single card constitutes a turn.
231 If the card played is a safety, however,
232 the same player takes another turn immediately.
234 This repeats until one of the players reaches 700 points or the deck runs out.
235 If someone reaches 700, they have the option of going for an
237 which means that the play continues until someone reaches 1000 miles.
238 .Ss Hazard and Remedy Cards :
239 Hazard Cards are played on your opponent's Battle and Speed piles.
240 Remedy Cards are used for undoing the effects of your opponent's nastiness.
242 .It Sy Go No ( Green Light )
243 must be the top card on your Battle pile for you to play any mileage,
244 unless you have played the
248 is played on your opponent's
250 card to prevent them from playing mileage until they play a
254 is played on your opponent's Speed pile.
257 they can only play 25 or 50 mile cards, presuming their
259 card allows them to do even that.
260 .It Sy "End of Limit"
261 is played on your Speed pile to nullify a
263 played by your opponent.
265 is played on your opponent's
268 They must then play a
272 card before they can play any more mileage.
274 is played on your opponent's
277 They must then play a
281 card before they can play any more mileage.
283 is played on your opponent's
286 They must then play a
290 card before they can play any more mileage.
293 Safety cards prevent your opponent
294 from playing the corresponding Hazard cards on you for the rest of the hand.
295 It cancels an attack in progress, and
296 .Em always entitles the player to an extra turn .
298 .It Sy "Right of Way"
299 prevents your opponent from playing both
304 It also acts as a permanent
306 card for the rest of the hand, so you can play mileage
307 as long as there is not a Hazard card on top of your Battle pile.
308 In this case only, your opponent can play Hazard cards directly on a Remedy card
309 other than a Go card.
311 When played, your opponent cannot play an
315 When played, your opponent cannot play a
319 When played, your opponent cannot play an
324 Distance cards are played when you have a
326 card on your Battle pile,
327 or a Right of Way in your Safety area and are not stopped by a Hazard Card.
328 They can be played in any combination that totals exactly 700 miles,
330 .Em you cannot play more than two 200 mile cards in one hand .
331 A hand ends whenever one player gets exactly 700 miles or the deck runs out.
332 In that case, play continues until neither someone reaches 700,
333 or neither player can use any cards in their hand.
334 If the trip is completed after the deck runs out, this is called
335 .Em "Delayed Action" .
337 This is a French fencing term for a counter-thrust move as part of a parry
338 to an opponent's attack.
339 In current French colloquial language it means a sneaky, underhanded blow.
340 In Mille Bornes, it is used as follows:
341 If an opponent plays a Hazard card,
342 and you have the corresponding Safety in your hand,
343 you play it immediately, even
346 This immediately removes the Hazard card from your Battle pile,
347 and protects you from that card for the rest of the game.
348 This gives you more points (see
352 Scores are totaled at the end of each hand,
353 whether or not anyone completed the trip.
354 The terms used in the Score window have the following meanings:
356 .It Em Milestones Played :
357 Each player scores as many miles as they played before the trip ended.
359 100 points for each safety in the Safety area.
360 .It Em All 4 Safeties :
361 300 points if all four safeties are played.
362 .It Em Each Coup Fourr\('e :
363 300 points for each Coup Fourr\('e accomplished.
366 The following bonus scores can apply only to the winning player.
368 .It Em Trip Completed :
369 400 points bonus for completing the trip to 700 or 1000.
371 300 points bonus for completing the trip without using any 200 mile cards.
372 .It Em Delayed Action :
373 300 points bonus for finishing after the deck was exhausted.
375 200 points bonus for completing a 1000 mile trip.
377 500 points bonus for completing the trip
378 before your opponent played any mileage cards.
381 Running totals are also kept for the current score for each player
383 .Em ( "Hand Total" ) ,
385 .Em ( "Overall Total" ) ,
386 and number of games won