


      MILLE(6)                    (bsd 4.2)                    MILLE(6)



      NAME
           mille - play Mille Bournes

      SYNTAX
           /usr/games/mille [ file ]

      DESCRIPTION
           Mille plays a two-handed game like the Parker Brother's game
           of Mille Bournes.  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
                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 final score.  Recommended for
                hackers and other miscreants.



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           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.

      AUTHOR
           Ken Arnold
           (The game itself is a product of Parker Brothers, Inc.)

      SEE ALSO
           curses(3X), Screen Updating and Cursor Movement
           Optimization: A Library Package, Ken Arnold

      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)

              25 - (10), 50 - (10), 75 - (10), 100 - (12), 200 - (4)


      RULES
           Object:  The point of 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 specific Hazard



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           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 reaces 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 nastyness.

               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 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



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           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
           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 besides 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 Fourre:  This is a French fencing term for a counter-
           thrust move as part of a parry to an opponents attack.  In
           Mille Bournes, 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 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 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 Foure:  300 points for each Coup Foure
           accomplished.




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           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).







































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