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MILLE(6)		   OpenBSD Reference 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.

     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.

     S	     Save the game in a file.  If the game was started from a file,
	     you will be given an opportunity to save it to 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''
     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)

     Mileage
     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 is 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 miles 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 either someone reaches 700, or
     neither player can use any cards in his hand.  If the trip is completed
     after the deck runs out, this is called Delayed Action.

   Coup Fourre
     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, underhand blow.  In Mille Bornes, 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 totalled 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 Fourre:	300 points for each Coup Fourre 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).

AUTHORS
     Ken Arnold

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

OpenBSD 4.9			 May 31, 2007			   OpenBSD 4.9
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