MILLE(6-BSD) RISC/os Reference Manual MILLE(6-BSD)
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 ter-
minals.
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 (con-
trol `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 win-
dow 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 3 1 ""
" "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 Optimiza-
tion: 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 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 Gaso-
line, 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, Driv-
ing 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 Bat-
tle 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 immedi-
ately.
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
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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 play-
ing 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 per-
manent 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 Fourr': 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 Four': 300 points for each Coup Fouré accom-
plished.
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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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