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MILLE(6)		       BSD Games Manual			      MILLE(6)

NAME
     mille — play Mille Bornes

SYNOPSIS
     mille [file]

DESCRIPTION
     Mille plays a two-handed game reminiscent of the Parker Brother's game of
     Mille Bornes 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 ^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.

     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 com‐
     mand 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 oppo‐
     nent 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.	 Rem‐
     edy 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 pre‐
			       vent 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 opponent's attack.  In current French colloquial language it
     means a sneaky, underhanded blow.	In Mille Bornes, it is used as fol‐
     lows: 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 com‐
     pleted 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).

SEE ALSO
     curses(3)

     Ken Arnold, Screen Updating and Cursor Movement Optimization: A Library
     Package.

AUTHORS
     Ken Arnold

     The game itself is a product of Parker Brothers, Inc.

BSD			       December 30, 1993			   BSD
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