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389 lines
12 KiB
Groff
389 lines
12 KiB
Groff
.\" $NetBSD: mille.6,v 1.9 2003/08/07 09:37:25 agc 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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.TH MILLE 6 "June 1, 1994"
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.UC 4
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.SH NAME
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mille \- play Mille Bornes
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.SH SYNOPSIS
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.B mille
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[ file ]
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.SH DESCRIPTION
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.I 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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.IP P
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Pick a card from the deck.
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This card is placed in the `P' slot in your hand.
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.IP 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 \*(lqP\*(rq for the just-picked card) followed
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by a \*[Lt]RETURN\*[Gt] or \*[Lt]SPACE\*[Gt].
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The \*[Lt]RETURN or \*[Lt]SPACE\*[Gt] is required to allow recovery from typos
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which can be very expensive, like discarding safeties.
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.IP 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 \*[Lt]RETURN\*[Gt] or \*[Lt]SPACE\*[Gt].
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.IP 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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.IP 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 \*[Lt]DELETE\*[Gt] (or \*[Lt]RUBOUT\*[Gt]) is equivalent.
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.IP 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 \*[Lt]RETURN\*[Gt] without a name,
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the save will be terminated and the game resumed.
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.IP R
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Redraw the screen from scratch.
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The command ^L (control `L') will also work.
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.IP 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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.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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.RB \*(lq S \*(rq
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command to reattempt the save.
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.SH AUTHOR
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Ken Arnold
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.br
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(The game itself is a product of Parker Brothers, Inc.)
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.SH "SEE ALSO"
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curses(3X),
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.I "Screen Updating and Cursor Movement Optimization:"
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.IR "A Library Package" ,
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Ken Arnold
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.SH CARDS
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.PP
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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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.sp
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.nf
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.ne 10
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.ta \w'Speed Limit (3)'u+3n \w'Speed Limit (3)'u+\w'End of Limit (6)'u+6n
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Hazard Repair Safety
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.sp
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Out of Gas (2) Gasoline (6) Extra Tank (1)
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Flat Tire (2) Spare Tire (6) Puncture Proof (1)
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Accident (2) Repairs (6) Driving Ace (1)
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Stop (4) Go (14) Right of Way (1)
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Speed Limit (3) End of Limit (6)
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.sp
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.ce
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25 \- (10), 50 \- (10), 75 \- (10), 100 \- (12), 200 \- (4)
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.sp
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.fi
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.DT
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.SH RULES
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.PP
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.BR 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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.PP
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.BR Overview :
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The game is played with a deck of 101 cards.
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.I 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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.I 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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.I Go
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card on top of the Battle pile.
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The cards are
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.IR "Out of Gas" ,
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.IR "Accident" ,
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.IR "Flat Tire" ,
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.IR "Speed Limit" ,
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and
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.IR "Stop" .
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.I 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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.IR "Gasoline" ,
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.IR "Repairs" ,
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.IR "Spare Tire" ,
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.IR "End of Limit" ,
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and
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.IR "Go" .
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.I 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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.IR "Extra Tank" ,
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.IR "Driving Ace" ,
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.IR "Puncture Proof" ,
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and
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.IR "Right of Way" ,
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and there are only one of each in the deck.
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.PP
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.BR "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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.B "SAFETY AREA"
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(unlabeled): This is where the safeties will be placed as they are played.
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.BR HAND :
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These are the cards in your hand.
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.BR 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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.I "Speed Limit"
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and
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.I "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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.BR SPEED :
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The Speed pile.
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The
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.I "Speed Limit"
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and
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.I "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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.BR 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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.PP
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.BR 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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.IR Extension ,
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which means that the play continues until someone reaches 1000 miles.
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.PP
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.BR "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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.PP
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.RB "\ \ \ \ " Go
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(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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.I "Right of Way"
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card (see below).
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.br
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.RB "\ \ \ \ " Stop
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is played on your opponent's
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.I Go
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card to prevent them from playing mileage until they play a
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.I Go
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card.
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.br
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.RB "\ \ \ \ " "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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.I "End of Limit"
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they can only play 25 or 50 mile cards, presuming their
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.I Go
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card allows them to do even that.
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.br
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.RB "\ \ \ \ " "End of Limit"
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is played on your Speed pile to nullify a
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.I "Speed Limit"
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played by your opponent.
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.br
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.RB "\ \ \ \ " "Out of Gas"
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is played on your opponent's
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.I Go
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card.
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They must then play a
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.I Gasoline
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card, and then a
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.I Go
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card before they can play any more mileage.
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.br
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.RB "\ \ \ \ " "Flat Tire"
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is played on your opponent's
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.I Go
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card.
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They must then play a
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.I "Spare Tire"
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card, and then a
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.I Go
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card before they can play any more mileage.
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.br
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.ne 1i
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.RB "\ \ \ \ " "Accident"
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is played on your opponent's
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.I Go
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card.
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They must then play a
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.I Repairs
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card, and then a
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.I Go
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card before they can play any more mileage.
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.br
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.PP
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.BR "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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.IR "always entitles the player to an extra turn" .
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.br
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.RB "\ \ \ \ " "Right of Way"
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prevents your opponent from playing both
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.I Stop
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and
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.I "Speed Limit"
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cards on you.
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It also acts as a permanent
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.I 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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.br
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.RB "\ \ \ \ " "Extra Tank"
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When played, your opponent cannot play an
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.I "Out of Gas"
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on your Battle Pile.
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.br
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.RB "\ \ \ \ " "Puncture Proof"
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When played, your opponent cannot play a
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.I "Flat Tire"
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on your Battle Pile.
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.br
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.RB "\ \ \ \ " "Driving Ace"
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When played, your opponent cannot play an
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.I Accident
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on your Battle Pile.
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.PP
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.BR "Distance Cards" :
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Distance cards are played when you have a
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.I 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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.IR "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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.IR "Delayed Action" .
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.PP
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.BR "Coup Fourr\o'\(aae'" :
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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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.I 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 \*(lqScoring\*(rq below).
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.PP
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.BR Scoring :
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Scores are totaled 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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.br
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.RB "\ \ \ \ " "Milestones Played" :
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Each player scores as many miles as they played before the trip ended.
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.br
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.RB "\ \ \ \ " "Each Safety" :
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100 points for each safety in the Safety area.
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.br
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.RB "\ \ \ \ " "All 4 Safeties" :
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300 points if all four safeties are played.
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.br
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.RB "\ \ \ \ " "Each Coup Fourr\o'\(aae'" :
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300 points for each Coup Fourr\o'\(aae' accomplished.
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.PP
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The following bonus scores can apply only to the winning player.
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.br
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.RB "\ \ \ \ " "Trip Completed" :
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400 points bonus for completing the trip to 700 or 1000.
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.br
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.RB "\ \ \ \ " "Safe Trip" :
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300 points bonus for completing the trip without using any 200 mile cards.
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.br
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.RB "\ \ \ \ " "Delayed Action" :
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300 points bonus for finishing after the deck was exhausted.
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.br
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.RB "\ \ \ \ " "Extension" :
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200 points bonus for completing a 1000 mile trip.
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.br
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.RB "\ \ \ \ " "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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.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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.RB ( "Hand Total" ),
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the game
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.RB ( "Overall Total" ),
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and number of games won
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.RB ( Games ).
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