MILLE(6) MILLE(6) NAME mille - play Mille Bournes SYNOPSIS /usr/games/mille [ file ] DESCRIPTION _M_i_l_l_e 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 or . The is required to allow recovery from typos which can be very expen‐ sive, like discarding safeties. U Use a card. The card is again indicated by its number, followed by a or . 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 (or ) 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 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. Rec‐ ommended 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. AUTHOR Ken Arnold (The game itself is a product of Parker Brothers, Inc.) SEE ALSO curses(3X), _S_c_r_e_e_n _U_p_d_a_t_i_n_g _a_n_d _C_u_r_s_o_r _M_o_v_e_m_e_n_t _O_p_t_i_m_i_z_a_t_i_o_n_: _A _L_i_b_r_a_r_y _P_a_c_k_a_g_e, 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 sev‐ eral hands. Each hand is a race to put down exactly 700 miles before your opponent does. Beyond the points gained by putting down mile‐ stones, there are several other ways of making points. Overview: The game is played with a deck of 101 cards. _D_i_s_t_a_n_c_e 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. _H_a_z_a_r_d cards are used to pre‐ vent your opponent from putting down Distance cards. They can only be played if your opponent has a _G_o card on top of the Battle pile. The cards are _O_u_t _o_f _G_a_s, _A_c_c_i_d_e_n_t, _F_l_a_t _T_i_r_e, _S_p_e_e_d _L_i_m_i_t, and _S_t_o_p. _R_e_m_‐ _e_d_y cards fix problems caused by Hazard cards played on you by your opponent. The cards are _G_a_s_o_l_i_n_e, _R_e_p_a_i_r_s, _S_p_a_r_e _T_i_r_e, _E_n_d _o_f _L_i_m_i_t, and _G_o. _S_a_f_e_t_y cards prevent your opponent from putting specific Haz‐ ard cards on you in the first place. They are _E_x_t_r_a _T_a_n_k, _D_r_i_v_i_n_g _A_c_e, _P_u_n_c_t_u_r_e _P_r_o_o_f, and _R_i_g_h_t _o_f _W_a_y, and there are only one of each in the deck. Board Layout: The board is split into several areas. From top to bot‐ tom, 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 _S_p_e_e_d _L_i_m_i_t and _E_n_d _o_f _L_i_m_i_t cards. Only the top card is displayed, as it is the only effective one. SPEED: The Speed pile. The _S_p_e_e_d _L_i_m_i_t and _E_n_d _o_f _L_i_m_i_t 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 _E_x_t_e_n_s_i_o_n, 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 _R_i_g_h_t _o_f _W_a_y card (see below). Stop is played on your opponent’s _G_o card to prevent them from playing mileage until they play a _G_o card. Speed Limit is played on your opponent’s Speed pile. Until they play an _E_n_d _o_f _L_i_m_i_t they can only play 25 or 50 mile cards, presuming their _G_o card allows them to do even that. End of Limit is played on your Speed pile to nullify a _S_p_e_e_d _L_i_m_i_t played by your opponent. Out of Gas is played on your opponent’s _G_o card. They must then play a _G_a_s_o_l_i_n_e card, and then a _G_o card before they can play any more mileage. Flat Tire is played on your opponent’s _G_o card. They must then play a _S_p_a_r_e _T_i_r_e card, and then a _G_o card before they can play any more mileage. Accident is played on your opponent’s _G_o card. They must then play a _R_e_p_a_i_r_s card, and then a _G_o card before they can play any more mileage. Safety Cards: Safety cards prevent your opponent from playing the cor‐ responding Hazard cards on you for the rest of the hand. It cancels an attack in progress, and _a_l_w_a_y_s _e_n_t_i_t_l_e_s _t_h_e _p_l_a_y_e_r _t_o _a_n _e_x_t_r_a _t_u_r_n. Right of Way prevents your opponent from playing both _S_t_o_p and _S_p_e_e_d _L_i_m_i_t cards on you. It also acts as a permanent _G_o 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 oppo‐ nent can play Hazard cards directly on a Remedy card other than a Go card. Extra Tank When played, your opponent cannot play an _O_u_t _o_f _G_a_s on your Battle Pile. Puncture Proof When played, your opponent cannot play a _F_l_a_t _T_i_r_e on your Battle Pile. Driving Ace When played, your opponent cannot play an _A_c_c_i_d_e_n_t on your Battle Pile. Distance Cards: Distance cards are played when you have a _G_o 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 _y_o_u _c_a_n_n_o_t _p_l_a_y _m_o_r_e _t_h_a_n _t_w_o _2_0_0 _m_i_l_e _c_a_r_d_s _i_n _o_n_e _h_a_n_d. 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 _D_e_l_a_y_e_d _A_c_t_i_o_n. Coup Fourr´´e: 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 corre‐ sponding Safety in your hand, you play it immediately, even _b_e_f_o_r_e 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´´e: 300 points for each Coup Four´e 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). 4th Berkeley Distribution May 6, 1986 MILLE(6)