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MILLE(6)										 MILLE(6)

NAME
       mille - play Mille Bournes

SYNOPSIS
       /usr/games/mille [ file ]

DESCRIPTION
       Mille  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 <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 recommended for the impatient on slow termi-
	      nals.

       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.  Recommended for hackers and other miscreants.

       If you make a mistake, an error message will be printed on the last line of the score win-
       dow, 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),  Screen  Updating  and  Cursor  Movement  Optimization: A Library Package, 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 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, Acci-
       dent, 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 are 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  desir-
       able,  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 points 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 enti-
       tles 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	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 Delayed Action.

       Coup Fourre: 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 Haz-
       ard 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 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 Foure: 300 points for each Coup Foure 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)
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