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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,  fol-
		   lowed 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 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 fi-
		   nal 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 an-
     other.  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  sev-
     eral 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 prob-
     lems  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 specific 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 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 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 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  al-
			       lows 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, 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 corresponding Safety in your
     hand,  you play it immediately, even before you draw.  This immediately re-
     moves 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 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  us-
			   ing any 200 mile cards.

	   Delayed Action  300 points bonus for finishing after the deck was ex-
			   hausted.

	   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 15.quarterly	December 30, 1993			MILLE(6)

Want to link to this manual page? Use this URL:
<https://man.freebsd.org/cgi/man.cgi?query=mille&sektion=6&manpath=FreeBSD+Ports+15.1.quarterly>

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