1MILLE(6)                         Games Manual                         MILLE(6)


6       mille - play Mille Bournes


9       /usr/games/mille [ file ]


12       Mille  plays a two-handed game reminiscent of the Parker Brother's game
13       of Mille Bournes with you.  The rules are described below.  If  a  file
14       name  is  given  on  the  command  line, the game saved in that file is
15       started.
17       When a game is started up, the bottom of the score window will  contain
18       a list of commands.  They are:
20       P      Pick  a card from the deck.  This card is placed in the `P' slot
21              in your hand.
23       D      Discard a card from your hand.  To indicate which card, type the
24              number of the card in the hand (or “P” for the just-picked card)
25              followed by a <RETURN> or <SPACE>.  The <RETURN  or  <SPACE>  is
26              required  to  allow recovery from typos which can be very expen‐
27              sive, like discarding safeties.
29       U      Use a card.  The card is again indicated by its number, followed
30              by a <RETURN> or <SPACE>.
32       O      Toggle  ordering the hand.  By default off, if turned on it will
33              sort the cards in your hand appropriately.  This is  not  recom‐
34              mended for the impatient on slow terminals.
36       Q      Quit the game.  This will ask for confirmation, just to be sure.
37              Hitting <DELETE> (or <RUBOUT>) is equivalent.
39       S      Save the game in a file.  If the game was started from  a  file,
40              you  will  be  given an opportunity to save it on the same file.
41              If you don't wish to, or you did not start from a file, you will
42              be  asked  for  the file name.  If you type a <RETURN> without a
43              name, the save will be terminated and the game resumed.
45       R      Redraw the screen from scratch.  The command  ^L  (control  `L')
46              will also work.
48       W      Toggle  window type.  This switches the score window between the
49              startup window (with all the command names) and the  end-of-game
50              window.   Using the end-of-game window saves time by eliminating
51              the switch at the end of the game to show the final score.  Rec‐
52              ommended for hackers and other miscreants.
54       If  you  make  a  mistake, an error message will be printed on the last
55       line of the score window, and a bell will beep.
57       At the end of each hand or game, you will be asked if you wish to  play
58       another.  If not, it will ask you if you want to save the game.  If you
59       do, and the save is unsuccessful, play will be resumed as  if  you  had
60       said  you wanted to play another hand/game.  This allows you to use the
61S” command to reattempt the save.


64       Ken Arnold
65       (The game itself is a product of Parker Brothers, Inc.)


68       curses(3X), Screen Updating and Cursor Movement Optimization: A Library
69       Package, Ken Arnold


72       Here  is  some useful information.  The number in parentheses after the
73       card name is the number of that card in the deck:
75       Hazard            Repair             Safety
77       Out of Gas (2)    Gasoline (6)       Extra Tank (1)
78       Flat Tire (2)     Spare Tire (6)     Puncture Proof (1)
79       Accident (2)      Repairs (6)        Driving Ace (1)
80       Stop (4)          Go (14)            Right of Way (1)
81       Speed Limit (3)   End of Limit (6)
83               25 - (10), 50 - (10), 75 - (10), 100 - (12), 200 - (4)


87       Object: The point of this game is to get a total of 5000 points in sev‐
88       eral  hands.   Each hand is a race to put down exactly 700 miles before
89       your opponent does.  Beyond the points gained  by  putting  down  mile‐
90       stones, there are several other ways of making points.
92       Overview:  The game is played with a deck of 101 cards.  Distance cards
93       represent a number of miles traveled.  They come  in  denominations  of
94       25,  50, 75, 100, and 200.  When one is played, it adds that many miles
95       to the player's trip so far this hand.  Hazard cards are used  to  pre‐
96       vent  your opponent from putting down Distance cards.  They can only be
97       played if your opponent has a Go card on top of the Battle  pile.   The
98       cards are Out of Gas, Accident, Flat Tire, Speed Limit, and Stop.  Rem‐
99       edy cards fix problems caused by Hazard cards played  on  you  by  your
100       opponent.   The  cards are Gasoline, Repairs, Spare Tire, End of Limit,
101       and Go.  Safety cards prevent your opponent from putting specific  Haz‐
102       ard cards on you in the first place.  They are Extra Tank, Driving Ace,
103       Puncture Proof, and Right of Way, and there are only one of each in the
104       deck.
106       Board  Layout: The board is split into several areas.  From top to bot‐
107       tom, they are: SAFETY AREA (unlabeled): This is where the safeties will
108       be  placed as they are played.  HAND: These are the cards in your hand.
109       BATTLE: This is the Battle pile.  All the Hazard and Remedy  Cards  are
110       played  here,  except the Speed Limit and End of Limit cards.  Only the
111       top card is displayed, as it is the only  effective  one.   SPEED:  The
112       Speed  pile.  The Speed Limit and End of Limit cards are played here to
113       control the speed at which the player is allowed  to  put  down  miles.
114       MILEAGE: Miles are placed here.  The total of the numbers shown here is
115       the distance traveled so far.
117       Play: The first pick alternates between the  two  players.   Each  turn
118       usually  starts  with  a  pick  from the deck.  The player then plays a
119       card, or if this is not possible or desirable, discards one.  Normally,
120       a  play  or  discard  of a single card constitutes a turn.  If the card
121       played is a safety, however, the same player takes another turn immedi‐
122       ately.
124       This  repeats  until  one of the players reaches 700 points or the deck
125       runs out.  If someone reaches 700, they have the option of going for an
126       Extension,  which  means  that the play continues until someone reaches
127       1000 miles.
129       Hazard and Remedy Cards: Hazard Cards are  played  on  your  opponent's
130       Battle  and Speed piles.  Remedy Cards are used for undoing the effects
131       of your opponent's nastiness.
133           Go (Green Light) must be the top card on your Battle pile  for  you
134       to  play any mileage, unless you have played the Right of Way card (see
135       below).
136           Stop is played on your opponent's Go  card  to  prevent  them  from
137       playing mileage until they play a Go card.
138           Speed  Limit  is  played on your opponent's Speed pile.  Until they
139       play an End of Limit they can only play 25 or 50 mile cards,  presuming
140       their Go card allows them to do even that.
141           End  of Limit is played on your Speed pile to nullify a Speed Limit
142       played by your opponent.
143           Out of Gas is played on your opponent's Go card.   They  must  then
144       play  a Gasoline card, and then a Go card before they can play any more
145       mileage.
146           Flat Tire is played on your opponent's Go  card.   They  must  then
147       play  a  Spare  Tire  card, and then a Go card before they can play any
148       more mileage.
149           Accident is played on your opponent's Go card.  They must then play
150       a  Repairs  card,  and  then  a  Go  card before they can play any more
151       mileage.
153       Safety Cards: Safety cards prevent your opponent from playing the  cor‐
154       responding Hazard cards on you for the rest of the hand.  It cancels an
155       attack in progress, and always entitles the player to an extra turn.
156           Right of Way prevents your opponent  from  playing  both  Stop  and
157       Speed  Limit cards on you.  It also acts as a permanent Go card for the
158       rest of the hand, so you can play mileage as long as  there  is  not  a
159       Hazard  card on top of your Battle pile.  In this case only, your oppo‐
160       nent can play Hazard cards directly on a Remedy card other  than  a  Go
161       card.
162           Extra  Tank When played, your opponent cannot play an Out of Gas on
163       your Battle Pile.
164           Puncture Proof When played, your opponent cannot play a  Flat  Tire
165       on your Battle Pile.
166           Driving  Ace  When played, your opponent cannot play an Accident on
167       your Battle Pile.
169       Distance Cards: Distance cards are played when you have a  Go  card  on
170       your  Battle  pile,  or  a Right of Way in your Safety area and are not
171       stopped by a Hazard Card.  They can be played in any  combination  that
172       totals exactly 700 miles, except that you cannot play more than two 200
173       mile cards in one hand.  A hand ends whenever one player  gets  exactly
174       700  miles  or  the  deck runs out.  In that case, play continues until
175       neither someone reaches 700, or neither player can  use  any  cards  in
176       their  hand.  If the trip is completed after the deck runs out, this is
177       called Delayed Action.
179       Coup Fourr´e: This is a French fencing term for a counter-thrust move as
180       part  of  a parry to an opponents attack.  In Mille Bournes, it is used
181       as follows: If an opponent plays a Hazard card, and you have the corre‐
182       sponding  Safety in your hand, you play it immediately, even before you
183       draw.  This immediately removes the Hazard card from your Battle  pile,
184       and  protects  you from that card for the rest of the game.  This gives
185       you more points (see “Scoring” below).
187       Scoring: Scores are totaled at the end of each  hand,  whether  or  not
188       anyone completed the trip.  The terms used in the Score window have the
189       following meanings:
190           Milestones Played: Each player scores as many miles as they  played
191       before the trip ended.
192           Each Safety: 100 points for each safety in the Safety area.
193           All 4 Safeties: 300 points if all four safeties are played.
194           Each Coup Four´e: 300 points for each Coup Four´e accomplished.
196       The following bonus scores can apply only to the winning player.
197           Trip  Completed: 400 points bonus for completing the trip to 700 or
198       1000.
199           Safe Trip: 300 points bonus for completing the trip  without  using
200       any 200 mile cards.
201           Delayed  Action:  300 points bonus for finishing after the deck was
202       exhausted.
203           Extension: 200 points bonus for completing a 1000 mile trip.
204           Shut-Out: 500 points bonus for  completing  the  trip  before  your
205       opponent played any mileage cards.
207       Running  totals are also kept for the current score for each player for
208       the hand (Hand Total), the game (Overall Total), and  number  of  games
209       won (Games).
2134th Berkeley Distribution         May 6, 1986                         MILLE(6)