MILLE(6) GENIX Programmer's Manual 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 con-
tain 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, fol-
lowed 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 recom-
mended 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.
If you make a mistake, an error message will be printed on the last
line of the score window, and a bell will beep.
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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 3 1 "" " "S"" "" " " "" "" "" "" command to reat-
tempt the save.
AUTHOR
Ken Arnold
(The game itself is a product of Parker Brothers, Inc.)
SEE ALSO
curses(3), 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 denomina-
tions 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
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MILLE(6) GENIX Programmer's Manual MILLE(6)
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. Nor-
mally, 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, presum-
ing 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 can-
cels 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
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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 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 Fouré: 300 points for each Coup Fouré 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).
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