2.11BSD/man/cat6/mille.0
MILLE(6) UNIX Programmer's Manual MILLE(6)
NAME
mille - play Mille Bournes
SYNOPSIS
/usr/games/mille [ file ]
DESCRIPTION
_M_i_l_l_e plays a two-handed game reminiscent of the Parker
Brother's game of Mille Bournes 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 required to allow recovery
from typos which can be very expensive, like discarding
safeties.
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 recommended for the impatient on slow ter-
minals.
Q Quit the game. This will ask for confirmation, just to
be sure. Hitting <DELETE> (or <RUBOUT>) is equivalent.
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 <RETURN> without a name, the save will be
terminated and the game resumed.
R Redraw the screen from scratch. The command ^L (con-
trol `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 win-
dow saves time by eliminating the switch at the end of
the game to show the final score. Recommended for
hackers and other miscreants.
Printed 11/26/99 May 6, 1986 1
MILLE(6) UNIX Programmer's Manual MILLE(6)
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 3 1 ""
" "S"" "" " " "" "" "" "" command to reattempt the save.
AUTHOR
Ken Arnold
(The game itself is a product of Parker Brothers, Inc.)
SEE ALSO
curses(3X), _S_c_r_e_e_n _U_p_d_a_t_i_n_g _a_n_d _C_u_r_s_o_r _M_o_v_e_m_e_n_t _O_p_t_i_m_i_z_a_-
_t_i_o_n: _A _L_i_b_r_a_r_y _P_a_c_k_a_g_e, Ken Arnold
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)
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. _D_i_s_-
_t_a_n_c_e 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. _H_a_z_a_r_d cards are used to prevent your opponent
from putting down Distance cards. They can only be played
if your opponent has a _G_o card on top of the Battle pile.
The cards are _O_u_t _o_f _G_a_s, _A_c_c_i_d_e_n_t, _F_l_a_t _T_i_r_e, _S_p_e_e_d _L_i_m_i_t,
and _S_t_o_p. _R_e_m_e_d_y cards fix problems caused by Hazard cards
played on you by your opponent. The cards are _G_a_s_o_l_i_n_e,
_R_e_p_a_i_r_s, _S_p_a_r_e _T_i_r_e, _E_n_d _o_f _L_i_m_i_t, and _G_o. _S_a_f_e_t_y cards
prevent your opponent from putting specific Hazard cards on
Printed 11/26/99 May 6, 1986 2
MILLE(6) UNIX Programmer's Manual MILLE(6)
you in the first place. They are _E_x_t_r_a _T_a_n_k, _D_r_i_v_i_n_g _A_c_e,
_P_u_n_c_t_u_r_e _P_r_o_o_f, and _R_i_g_h_t _o_f _W_a_y, and there are 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 Bat-
tle pile. All the Hazard and Remedy Cards are played here,
except the _S_p_e_e_d _L_i_m_i_t and _E_n_d _o_f _L_i_m_i_t cards. Only the top
card is displayed, as it is the only effective one. SPEED:
The Speed pile. The _S_p_e_e_d _L_i_m_i_t and _E_n_d _o_f _L_i_m_i_t 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 discard of a
single card constitutes a turn. If the card played is a
safety, however, the same player takes another turn immedi-
ately.
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 _E_x_t_e_n_s_i_o_n, 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
_R_i_g_h_t _o_f _W_a_y card (see below).
Stop is played on your opponent's _G_o card to prevent
them from playing mileage until they play a _G_o card.
Speed Limit is played on your opponent's Speed pile.
Until they play an _E_n_d _o_f _L_i_m_i_t they can only play 25 or 50
mile cards, presuming their _G_o card allows them to do even
that.
End of Limit is played on your Speed pile to nullify a
_S_p_e_e_d _L_i_m_i_t played by your opponent.
Out of Gas is played on your opponent's _G_o card. They
must then play a _G_a_s_o_l_i_n_e card, and then a _G_o card before
they can play any more mileage.
Flat Tire is played on your opponent's _G_o card. They
must then play a _S_p_a_r_e _T_i_r_e card, and then a _G_o card before
they can play any more mileage.
Accident is played on your opponent's _G_o card. They
Printed 11/26/99 May 6, 1986 3
MILLE(6) UNIX Programmer's Manual MILLE(6)
must then play a _R_e_p_a_i_r_s card, and then a _G_o card before
they can play any more mileage.
Safety Cards: Safety cards prevent your opponent from play-
ing the corresponding Hazard cards on you for the rest of
the hand. It cancels an attack in progress, and _a_l_w_a_y_s
_e_n_t_i_t_l_e_s _t_h_e _p_l_a_y_e_r _t_o _a_n _e_x_t_r_a _t_u_r_n.
Right of Way prevents your opponent from playing both
_S_t_o_p and _S_p_e_e_d _L_i_m_i_t cards on you. It also acts as a per-
manent _G_o 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 _O_u_t
_o_f _G_a_s on your Battle Pile.
Puncture Proof When played, your opponent cannot play a
_F_l_a_t _T_i_r_e on your Battle Pile.
Driving Ace When played, your opponent cannot play an
_A_c_c_i_d_e_n_t on your Battle Pile.
Distance Cards: Distance cards are played when you have a _G_o
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 _y_o_u _c_a_n_n_o_t _p_l_a_y _m_o_r_e _t_h_a_n _t_w_o _2_0_0 _m_i_l_e _c_a_r_d_s _i_n
_o_n_e _h_a_n_d. 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 _D_e_l_a_y_e_d _A_c_t_i_o_n.
Coup Fourr'e: This is a French fencing term for a counter-
thrust move as part of a parry to an opponents attack. In
Mille Bournes, 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 _b_e_f_o_r_e 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 "Scoring" below).
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:
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 Four'e: 300 points for each Coup Four'e accom-
plished.
Printed 11/26/99 May 6, 1986 4
MILLE(6) UNIX Programmer's Manual MILLE(6)
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).
Printed 11/26/99 May 6, 1986 5