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MILLE(6)			  Games	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 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 terminals.

	     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	termi-
		     nated 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 be-
		     tween 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.   Recommended  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 Hazard cards	played on you by  your
       opponent.   The	cards are `Gasoline', `Repairs', `Spare	Tire', `End of
       Limit', and `Go'.  Safety cards prevent your opponent from putting spe-
       cific Hazard cards on you in the	first place.  They are	`Extra	Tank',
       `Driving	Ace', `Puncture	Proof',	and `Right of Way', 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	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 dis-
       tance 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 immediately.

       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
       "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	nasti-
       ness.

	     `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.  Un-
				 til 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 Haz-
       ard 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 permanent `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, except 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 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 "Delayed
       Action".

   Coup	Fourr'e
       This is a French	fencing	term for a counter-thrust move as  part	 of  a
       parry  to  an opponent's	attack.	 In current French colloquial language
       it means	a sneaky, underhanded blow.  In	Mille Bornes, it  is  used  as
       follows:	 If  an	 opponent plays	a Hazard card, and you have the	corre-
       sponding	Safety in your hand, you play it immediately, even before  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 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 Fourr'e	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).

SEE ALSO
       curses(3)

       Ken Arnold, Screen Updating and Cursor Movement Optimization: A Library
       Package.

AUTHORS
       Ken Arnold

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

FreeBSD	Ports 14.quarterly     December	30, 1993		      MILLE(6)

Want to link to this manual page? Use this URL:
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