1MILLE(6) Games Manual MILLE(6)
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6 mille - play Mille Bournes
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9 /usr/games/mille [ file ]
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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.
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17 When a game is started up, the bottom of the score window will contain
18 a list of commands. They are:
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20 P Pick a card from the deck. This card is placed in the `P' slot
21 in your hand.
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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.
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29 U Use a card. The card is again indicated by its number, followed
30 by a <RETURN> or <SPACE>.
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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.
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36 Q Quit the game. This will ask for confirmation, just to be sure.
37 Hitting <DELETE> (or <RUBOUT>) is equivalent.
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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.
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45 R Redraw the screen from scratch. The command ^L (control `L')
46 will also work.
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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.
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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.
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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
61 “S” command to reattempt the save.
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64 Ken Arnold
65 (The game itself is a product of Parker Brothers, Inc.)
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68 curses(3X), Screen Updating and Cursor Movement Optimization: A Library
69 Package, Ken Arnold
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72 Here is some useful information. The number in parentheses after the
73 card name is the number of that card in the deck:
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75 Hazard Repair Safety
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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)
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83 25 - (10), 50 - (10), 75 - (10), 100 - (12), 200 - (4)
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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
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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.
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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.
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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).
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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.
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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.
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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).
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2134th Berkeley Distribution May 6, 1986 MILLE(6)