388 lines
12 KiB
Groff
388 lines
12 KiB
Groff
.\" $NetBSD: mille.6,v 1.13 2021/12/31 12:42:24 andvar Exp $
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.\"
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.\" Copyright (c) 1983, 1993
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.\" The Regents of the University of California. All rights reserved.
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.\"
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.\" Redistribution and use in source and binary forms, with or without
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.\" modification, are permitted provided that the following conditions
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.\" are met:
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.\" 1. Redistributions of source code must retain the above copyright
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.\" notice, this list of conditions and the following disclaimer.
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.\" 2. Redistributions in binary form must reproduce the above copyright
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.\" notice, this list of conditions and the following disclaimer in the
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.\" documentation and/or other materials provided with the distribution.
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.\" 3. Neither the name of the University nor the names of its contributors
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.\" may be used to endorse or promote products derived from this software
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.\" without specific prior written permission.
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.\"
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.\" THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
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.\" ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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.\" IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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.\" ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
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.\" FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
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.\" DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
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.\" OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
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.\" HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
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.\" LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
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.\" OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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.\" SUCH DAMAGE.
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.\"
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.\" @(#)mille.6 8.3 (Berkeley) 6/1/94
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.\"
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.Dd June 1, 1994
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.Dt MILLE 6
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.Os
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.Sh NAME
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.Nm mille
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.Nd play Mille Bornes
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.Sh SYNOPSIS
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.Nm mille
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.Op Ar file
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.Sh DESCRIPTION
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.Nm Mille
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plays a two-handed game reminiscent of
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the Parker Brother's game of Mille Bornes with you.
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The rules are described below.
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If a file name is given on the command line,
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the game saved in that file is started.
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.Pp
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When a game is started up,
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the bottom of the score window will contain a list of commands.
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They are:
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.Bl -tag -width ".Ic P"
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.It Ic P
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Pick a card from the deck.
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This card is placed in the
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.Sq P
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slot in your hand.
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.It Ic D
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Discard a card from your hand.
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To indicate which card, type the number of the card in the hand
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(or
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.Sq P
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for the just-picked card) followed
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by a
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.Aq RETURN
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or
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.Aq SPACE .
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The
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.Aq RETURN
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or
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.Aq SPACE
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is required to allow recovery from typos
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which can be very expensive, like discarding safeties.
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.It Ic U
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Use a card.
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The card is again indicated by its number,
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followed by a
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.Aq RETURN
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or
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.Aq SPACE .
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.It Ic O
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Toggle ordering the hand.
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By default off, if turned on it will sort the cards in your hand appropriately.
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This is not recommended for the impatient on slow terminals.
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.It Ic Q
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Quit the game.
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This will ask for confirmation, just to be sure.
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Hitting
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.Aq DELETE
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(or
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.Aq RUBOUT )
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is equivalent.
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.It Ic S
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Save the game in a file.
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If the game was started from a file,
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you will be given an opportunity to save it on the same file.
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If you don't wish to, or you did not start from a file,
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you will be asked for the file name.
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If you type a
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.Aq RETURN
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without a name, the save will be terminated and the game resumed.
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.It Ic R
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Redraw the screen from scratch.
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The command ^L (control
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.Sq L )
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will also work.
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.It Ic W
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Toggle window type.
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This switches the score window between the startup window
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(with all the command names) and the end-of-game window.
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Using the end-of-game window
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saves time by eliminating the switch at the end of the game
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to show the final score.
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Recommended for hackers and other miscreants.
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.El
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.Pp
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If you make a mistake, an error message will be printed
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on the last line of the score window, and a bell will beep.
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.Pp
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At the end of each hand or game,
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you will be asked if you wish to play another.
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If not, it will ask you if you want to save the game.
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If you do, and the save is unsuccessful,
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play will be resumed as if you had said you wanted to play another hand/game.
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This allows you to use the
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.Dq Ic S
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command to reattempt the save.
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.Sh SEE ALSO
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.Xr curses 3 ,
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.Rs
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.%T Screen Updating and Cursor Movement Optimization: A Library Package
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.%A Ken Arnold
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.Re
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.Sh AUTHORS
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.An Ken Arnold
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.Pp
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(The game itself is a product of Parker Brothers, Inc.)
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.Sh CARDS
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Here is some useful information.
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The number in parentheses after the card name
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is the number of that card in the deck:
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.Bl -column "Speed Limit (3)" "End of Limit (6)" "Puncture Proof (1)"
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.It Sy Hazard Repair Safety
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.It Out of Gas (2) Gasoline (6) Extra Tank (1)
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.It Flat Tire (2) Spare Tire (6) Puncture Proof (1)
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.It Accident (2) Repairs (6) Driving Ace (1)
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.It Stop (4) Go (14) Right of Way (1)
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.It Speed Limit (3) End of Limit (6)
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.El
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.Bd -centered
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25 \- (10), 50 \- (10), 75 \- (10), 100 \- (12), 200 \- (4)
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.Ed
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.Sh RULES
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.Ss Object :
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The point of this game is to get a total of 5000 points in several hands.
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Each hand is a race to put down exactly 700 miles before your opponent does.
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Beyond the points gained by putting down milestones,
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there are several other ways of making points.
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.Ss Overview :
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The game is played with a deck of 101 cards.
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.Em Distance
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cards represent a number of miles traveled.
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They come in denominations of 25, 50, 75, 100, and 200.
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When one is played,
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it adds that many miles to the player's trip so far this hand.
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.Em Hazard
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cards are used to prevent your opponent from putting down Distance cards.
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They can only be played if your opponent has a
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.Em Go
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card on top of the Battle pile.
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The cards are
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.Sy "Out of Gas" ,
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.Sy "Accident" ,
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.Sy "Flat Tire" ,
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.Sy "Speed Limit" ,
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and
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.Sy "Stop" .
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.Em Remedy
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cards fix problems caused by Hazard cards played on you by your opponent.
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The cards are
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.Sy "Gasoline" ,
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.Sy "Repairs" ,
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.Sy "Spare Tire" ,
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.Sy "End of Limit" ,
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and
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.Sy "Go" .
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.Em Safety
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cards prevent your opponent from putting specific Hazard cards on you
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in the first place.
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They are
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.Sy "Extra Tank" ,
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.Sy "Driving Ace" ,
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.Sy "Puncture Proof" ,
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and
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.Sy "Right of Way" ,
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and there are only one of each in the deck.
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.Ss Board Layout :
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The board is split into several areas.
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From top to bottom, they are:
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.Bl -ohang
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.It Li SAFETY AREA
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(unlabeled): This is where the safeties will be placed as they are played.
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.It Li HAND :
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These are the cards in your hand.
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.It Li BATTLE :
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This is the Battle pile.
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All the Hazard and Remedy Cards are played here, except the
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.Sy "Speed Limit"
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and
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.Sy "End of Limit"
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cards.
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Only the top card is displayed, as it is the only effective one.
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.It Li SPEED :
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The Speed pile.
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The
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.Sy "Speed Limit"
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and
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.Sy "End of Limit"
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cards are played here
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to control the speed at which the player is allowed to put down miles.
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.It Li MILEAGE :
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Miles are placed here.
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The total of the numbers shown here is the distance traveled so far.
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.El
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.Ss Play :
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The first pick alternates between the two players.
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Each turn usually starts with a pick from the deck.
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The player then plays a card, or if this is not possible or desirable,
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discards one.
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Normally, a play or discard of a single card constitutes a turn.
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If the card played is a safety, however,
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the same player takes another turn immediately.
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.Pp
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This repeats until one of the players reaches 700 points or the deck runs out.
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If someone reaches 700, they have the option of going for an
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.Em Extension ,
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which means that the play continues until someone reaches 1000 miles.
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.Ss Hazard and Remedy Cards :
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Hazard Cards are played on your opponent's Battle and Speed piles.
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Remedy Cards are used for undoing the effects of your opponent's nastiness.
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.Bl -ohang
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.It Sy Go No ( Green Light )
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must be the top card on your Battle pile for you to play any mileage,
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unless you have played the
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.Sy "Right of Way"
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card (see below).
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.It Sy Stop
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is played on your opponent's
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.Sy Go
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card to prevent them from playing mileage until they play a
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.Sy Go
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card.
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.It Sy "Speed Limit"
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is played on your opponent's Speed pile.
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Until they play an
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.Sy "End of Limit"
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they can only play 25 or 50 mile cards, presuming their
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.Sy Go
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card allows them to do even that.
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.It Sy "End of Limit"
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is played on your Speed pile to nullify a
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.Sy "Speed Limit"
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played by your opponent.
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.It Sy "Out of Gas"
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is played on your opponent's
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.Sy Go
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card.
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They must then play a
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.Sy Gasoline
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card, and then a
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.Sy Go
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card before they can play any more mileage.
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.It Sy "Flat Tire"
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is played on your opponent's
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.Sy Go
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card.
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They must then play a
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.Sy "Spare Tire"
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card, and then a
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.Sy Go
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card before they can play any more mileage.
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.It Sy "Accident"
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is played on your opponent's
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.Sy Go
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card.
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They must then play a
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.Sy Repairs
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card, and then a
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.Sy Go
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card before they can play any more mileage.
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.El
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.Ss Safety Cards :
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Safety cards prevent your opponent
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from playing the corresponding Hazard cards on you for the rest of the hand.
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It cancels an attack in progress, and
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.Em always entitles the player to an extra turn .
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.Bl -ohang
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.It Sy "Right of Way"
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prevents your opponent from playing both
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.Sy Stop
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and
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.Sy "Speed Limit"
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cards on you.
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It also acts as a permanent
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.Sy Go
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card for the rest of the hand, so you can play mileage
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as long as there is not a Hazard card on top of your Battle pile.
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In this case only, your opponent can play Hazard cards directly on a Remedy card
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other than a Go card.
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.It Sy "Extra Tank"
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When played, your opponent cannot play an
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.Sy "Out of Gas"
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on your Battle Pile.
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.It Puncture Proof
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When played, your opponent cannot play a
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.Sy "Flat Tire"
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on your Battle Pile.
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.It Sy "Driving Ace"
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When played, your opponent cannot play an
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.Sy Accident
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on your Battle Pile.
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.El
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.Ss Distance Cards :
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Distance cards are played when you have a
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.Sy Go
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card on your Battle pile,
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or a Right of Way in your Safety area and are not stopped by a Hazard Card.
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They can be played in any combination that totals exactly 700 miles,
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except that
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.Em you cannot play more than two 200 mile cards in one hand .
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A hand ends whenever one player gets exactly 700 miles or the deck runs out.
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In that case, play continues until neither someone reaches 700,
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or neither player can use any cards in their hand.
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If the trip is completed after the deck runs out, this is called
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.Em "Delayed Action" .
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.Ss Coup Fourr\('e :
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This is a French fencing term for a counter-thrust move as part of a parry
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to an opponent's attack.
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In current French colloquial language it means a sneaky, underhanded blow.
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In Mille Bornes, it is used as follows:
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If an opponent plays a Hazard card,
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and you have the corresponding Safety in your hand,
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you play it immediately, even
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.Em before
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you draw.
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This immediately removes the Hazard card from your Battle pile,
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and protects you from that card for the rest of the game.
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This gives you more points (see
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.Sx Scoring
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below).
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.Ss Scoring :
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Scores are totalled at the end of each hand,
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whether or not anyone completed the trip.
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The terms used in the Score window have the following meanings:
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.Bl -ohang
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.It Em Milestones Played :
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Each player scores as many miles as they played before the trip ended.
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.It Em Each Safety :
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100 points for each safety in the Safety area.
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.It Em All 4 Safeties :
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300 points if all four safeties are played.
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.It Em Each Coup Fourr\('e :
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300 points for each Coup Fourr\('e accomplished.
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.El
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.Pp
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The following bonus scores can apply only to the winning player.
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.Bl -ohang
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.It Em Trip Completed :
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400 points bonus for completing the trip to 700 or 1000.
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.It Em Safe Trip :
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300 points bonus for completing the trip without using any 200 mile cards.
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.It Em Delayed Action :
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300 points bonus for finishing after the deck was exhausted.
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.It Em Extension :
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200 points bonus for completing a 1000 mile trip.
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.It Em Shut-Out :
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500 points bonus for completing the trip
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before your opponent played any mileage cards.
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.El
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.Pp
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Running totals are also kept for the current score for each player
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for the hand
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.Em ( "Hand Total" ) ,
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the game
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.Em ( "Overall Total" ) ,
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and number of games won
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.Em ( Games ) .
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