MILLE(6)
MILLE(6)



NNAAMMEE
       mille - play Mille Bornes

SSYYNNOOPPSSIISS
       mmiillllee [ file ]

DDEESSCCRRIIPPTTIIOONN
       _M_i_l_l_e  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  recom‐ mended 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.
              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S” command to reattempt the save.

AAUUTTHHOORR
       Ken Arnold (The game itself is a product of Parker
       Brothers, Inc.)

SSEEEE AALLSSOO
       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

CCAARRDDSS
       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)


RRUULLEESS
       OObbjjeecctt: 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.

       OOvveerrvviieeww:  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.

       BBooaarrdd  LLaayyoouutt: The board is
       split into several areas.  From top to bot‐ tom,
       they are: SSAAFFEETTYY AARREEAA (unlabeled):
       This is where the safeties will be  placed as they are
       played.  HHAANNDD: These are the cards in your hand.
       BBAATTTTLLEE: 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.   SSPPEEEEDD:
       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.  MMIILLEEAAGGEE:
       Miles are placed here.  The total of the numbers shown
       here is the distance traveled so far.

       PPllaayy: 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.

       HHaazzaarrdd aanndd RReemmeeddyy
       CCaarrddss: 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.

           GGoo (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).
           SSttoopp is played on your opponent's _G_o
           card  to  prevent  them  from
       playing mileage until they play a _G_o card.
           SSppeeeedd  LLiimmiitt  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.
           EEnndd  ooff LLiimmiitt is played on
           your Speed pile to nullify a _S_p_e_e_d
           _L_i_m_i_t
       played by your opponent.
           OOuutt ooff GGaass 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.
           FFllaatt TTiirree 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.
           AAcccciiddeenntt 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.

       SSaaffeettyy CCaarrddss: 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.
           RRiigghhtt ooff WWaayy 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.
           EExxttrraa  TTaannkk When played,
           your opponent cannot play an _O_u_t _o_f
           _G_a_s on
       your Battle Pile.
           PPuunnccttuurree PPrrooooff When
           played, your opponent cannot play a  _F_l_a_t
           _T_i_r_e
       on your Battle Pile.
           DDrriivviinngg  AAccee  When played, your
           opponent cannot play an _A_c_c_i_d_e_n_t on
       your Battle Pile.

       DDiissttaannccee CCaarrddss: 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.

       CCoouupp FFoouurrrr´´ee: 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  follows:
       If an opponent plays a Hazard card, and you have
       the corresponding 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).

       SSccoorriinngg:  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:
           MMiilleessttoonneess  PPllaayyeedd:
           Each player scores as many miles as they played
       before the trip ended.
           EEaacchh SSaaffeettyy: 100 points for
           each safety in the Safety area.  AAllll 44
           SSaaffeettiieess: 300 points if all four
           safeties are played.  EEaacchh CCoouupp
           FFoouurrrr´´ee: 300 points for each Coup
           Fourr´e accomplished.

       The following bonus scores can apply only to the
       winning player.
           TTrriipp CCoommpplleetteedd: 400
           points bonus for completing the trip to 700  or
       1000.
           SSaaffee  TTrriipp:  300 points bonus for
           completing the trip without using
       any 200 mile cards.
           DDeellaayyeedd AAccttiioonn: 300
           points bonus for finishing after the  deck  was
       exhausted.
           EExxtteennssiioonn: 200 points
           bonus for completing a 1000 mile trip.
           SShhuutt--OOuutt:  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  (HHaanndd
       TToottaall), the game (OOvveerraallll
       TToottaall), and number of games won
       (GGaammeess).



4th Berkeley Distribution        June 1, 1994
MILLE(6)
