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32 .\" @(#)mille.6 8.2 (Berkeley) 12/30/93
33 .\" $FreeBSD: src/games/mille/mille.6,v 1.4.2.1 2001/07/22 11:01:22 dd Exp $
34 .\" $DragonFly: src/games/mille/mille.6,v 1.4 2007/12/21 09:51:11 swildner Exp $
47 plays a two-handed game reminiscent of
48 the Parker Brother's game of Mille Bornes with you.
49 The rules are described below.
50 If a file name is given on the command line,
51 the game saved in that file is started.
53 When a game is started up,
54 the bottom of the score window will contain a list of commands.
57 .Bl -tag -width "xxxxxx" -offset indent
59 Pick a card from the deck.
60 This card is placed in the `P' slot in your hand.
62 Discard a card from your hand.
63 To indicate which card, type the number of the card in the hand (or
65 for the just-picked card) followed by a <RETURN> or <SPACE>.
66 The <RETURN or <SPACE> is required to allow recovery from typos
67 which can be very expensive, like discarding safeties.
70 The card is again indicated by its number, followed by a <RETURN> or <SPACE>.
72 Toggle ordering the hand.
73 By default off, if turned on it will sort the cards in your hand appropriately.
74 This is not recommended for the impatient on slow terminals.
77 This will ask for confirmation, just to be sure.
78 Hitting <DELETE> (or <RUBOUT>) is equivalent.
80 Save the game in a file.
81 If the game was started from a file,
82 you will be given an opportunity to save it on the same file.
83 If you don't wish to, or you did not start from a file,
84 you will be asked for the file name.
85 If you type a <RETURN> without a name,
86 the save will be terminated and the game resumed.
88 Redraw the screen from scratch.
89 The command ^L (control `L') will also work.
92 This switches the score window between the startup window
93 (with all the command names) and the end-of-game window.
94 Using the end-of-game window
95 saves time by eliminating the switch at the end of the game
96 to show the final score.
97 Recommended for hackers and other miscreants.
100 If you make a mistake, an error message will be printed
101 on the last line of the score window, and a bell will beep.
103 At the end of each hand or game,
104 you will be asked if you wish to play another.
105 If not, it will ask you if you want to save the game.
106 If you do, and the save is unsuccessful,
107 play will be resumed as if you had said you wanted to play another hand/game.
108 This allows you to use the
110 command to reattempt the save.
112 Here is some useful information.
113 The number in parentheses after the card name
114 is the number of that card in the deck:
115 .Bl -column "Speed Limit (3)" "Speed Limit (3)" "End of Limit (6)"
116 .It Sy Hazard Ta Sy Repair Ta Sy Safety
117 .It Out of Gas (2) Ta Gasoline (6) Ta Extra Tank (1)
118 .It Flat Tire (2) Ta Spare Tire (6) Ta Puncture Proof (1)
119 .It Accident (2) Ta Repairs (6) Ta Driving Ace (1)
120 .It Stop (4) Ta Go (14) Ta Right of Way (1)
121 .It Speed Limit (3) Ta End of Limit (6)
124 25 \- (10), 50 \- (10), 75 \- (10), 100 \- (12), 200 \- (4)
128 The point of this game is to get a total of 5000 points in several hands.
129 Each hand is a race to put down exactly 700 miles before your opponent does.
130 Beyond the points gained by putting down milestones,
131 there are several other ways of making points.
133 The game is played with a deck of 101 cards.
135 cards represent a number of miles traveled.
136 They come in denominations of 25, 50, 75, 100, and 200.
138 it adds that many miles to the player's trip so far this hand.
140 cards are used to prevent your opponent from putting down Distance cards.
141 They can only be played if your opponent has a
143 card on top of the Battle pile.
152 cards fix problems caused by Hazard cards played on you by your opponent.
161 cards prevent your opponent from putting specific Hazard cards on you
169 and there are only one of each in the deck.
171 The board is split into several areas.
172 From top to bottom, they are:
174 (unlabeled): This is where the safeties will be placed as they are played.
176 These are the cards in your hand.
178 This is the Battle pile.
179 All the Hazard and Remedy Cards are played here, except the
183 cards. Only the top card is displayed, as it is the only effective one.
189 cards are played here
190 to control the speed at which the player is allowed to put down miles.
192 Miles are placed here.
193 The total of the numbers shown here is the distance traveled so far.
195 The first pick alternates between the two players.
196 Each turn usually starts with a pick from the deck.
197 The player then plays a card, or if this is not possible or desirable,
199 Normally, a play or discard of a single card constitutes a turn.
200 If the card played is a safety, however,
201 the same player takes another turn immediately.
203 This repeats until one of the players reaches 700 points or the deck runs out.
204 If someone reaches 700, they have the option of going for an
206 which means that the play continues until someone reaches 1000 miles.
207 .Ss Hazard and Remedy Cards
208 Hazard Cards are played on your opponent's Battle and Speed piles.
209 Remedy Cards are used for undoing the effects of your opponent's nastiness.
210 .Bl -tag -width ".Sq Go (Green Light)" -offset indent
211 .It Sq Go (Green Light)
212 must be the top card on your Battle pile for you to play any mileage,
213 unless you have played the
217 is played on your opponent's
219 card to prevent them from playing mileage until they play a
223 is played on your opponent's Speed pile.
226 they can only play 25 or 50 mile cards, presuming their
228 card allows them to do even that.
230 is played on your Speed pile to nullify a
232 played by your opponent.
234 is played on your opponent's
237 They must then play a
241 card before they can play any more mileage.
243 is played on your opponent's
246 They must then play a
250 card before they can play any more mileage.
252 is played on your opponent's
255 They must then play a
259 card before they can play any more mileage.
262 Safety cards prevent your opponent
263 from playing the corresponding Hazard cards on you for the rest of the hand.
264 It cancels an attack in progress, and
265 .Em always entitles the player to an extra turn .
266 .Bl -tag -width ".Sq Puncture Proof" -offset indent
268 prevents your opponent from playing both
273 It also acts as a permanent
275 card for the rest of the hand, so you can play mileage
276 as long as there is not a Hazard card on top of your Battle pile.
277 In this case only, your opponent can play Hazard cards directly on a
278 Remedy card other than a Go card.
280 When played, your opponent cannot play an
283 .It Sq Puncture Proof
284 When played, your opponent cannot play a
288 When played, your opponent cannot play an
293 Distance cards are played when you have a
295 card on your Battle pile,
296 or a Right of Way in your Safety area and are not stopped by a Hazard Card.
297 They can be played in any combination that totals exactly 700 miles,
299 .Em you cannot play more than two 200 mile cards in one hand .
300 A hand ends whenever one player gets exactly 700 miles or the deck runs out.
301 In that case, play continues until neither someone reaches 700,
302 or neither player can use any cards in their hand.
303 If the trip is completed after the deck runs out, this is called
306 This is a French fencing term for a counter-thrust move as part of a parry
307 to an opponent's attack.
308 In current French colloquial language it means a sneaky, underhanded blow.
309 In Mille Bornes, it is used as follows:
310 If an opponent plays a Hazard card,
311 and you have the corresponding Safety in your hand,
312 you play it immediately, even
315 This immediately removes the Hazard card from your Battle pile,
316 and protects you from that card for the rest of the game. This
317 gives you more points (see
321 Scores are totaled at the end of each hand,
322 whether or not anyone completed the trip.
323 The terms used in the Score window have the following meanings:
324 .Bl -tag -width ".Sy Milestones Played" -offset indent
325 .It Sy Milestones Played
326 Each player scores as many miles as they played before the trip ended.
328 100 points for each safety in the Safety area.
329 .It Sy All 4 Safeties
330 300 points if all four safeties are played.
331 .It Sy Each Coup Fourr\['e]
332 300 points for each Coup Fourr\['e] accomplished.
335 The following bonus scores can apply only to the winning player.
336 .Bl -tag -width ".Sy Trip Completed" -offset indent
337 .It Sy Trip Completed
338 400 points bonus for completing the trip to 700 or 1000.
340 300 points bonus for completing the trip without using any 200 mile cards.
341 .It Sy Delayed Action
342 300 points bonus for finishing after the deck was exhausted.
344 200 points bonus for completing a 1000 mile trip.
346 500 points bonus for completing the trip
347 before your opponent played any mileage cards.
350 Running totals are also kept for the current score for each player
354 .Sy ( Overall Total ) ,
355 and number of games won
361 .%T "Screen Updating and Cursor Movement Optimization: A Library Package"
367 The game itself is a product of Parker Brothers, Inc.