MILLE(6) BSD MILLE(6)
NAME
mille - play Mille Bournes
SYNOPSIS
/usr/games/mille [ file ]
DESCRIPTION
mille plays a two-handed game reminiscent of the Parker Brother's game of
Mille Bournes 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, 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 CTRL/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.
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.
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 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 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 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 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 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 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 Fourré: 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 Fourré : 300 points for each Coup Fourré 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 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).