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curses(3)



      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.



      Printed 11/16/83                                                        1





      MILLE(6)                GENIX Programmer's Manual                MILLE(6)



           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



      Printed 11/16/83                                                        2





      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



      Printed 11/16/83                                                        3





      MILLE(6)                GENIX Programmer's Manual                MILLE(6)



           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).



      Printed 11/16/83                                                        4



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