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pente(6) [debian man page]

Pente(6)							   Games Manual 							  Pente(6)

NAME
pente - Game of five in a row SYNOPSIS
pente -help pente [ <options> ] HOW TO PLAY PENTE
Pente is the American name of a Japanese game called ``ni-nuki'', which is a variant of the ancient game ``go-moku''. Pente is played on a 19x19 grid with stones of two different colors. Each player chooses one set of stones; then the players take turns placing their stones on any unoccupied intersection until one player wins. There are two ways to win. If a player makes five or more stones in a straight line (across, down, or diagonally), then that player wins. Or, if a player captures five pairs of his or her opponent's stones, that player also wins. Stones may be captured in pairs only. To capture a pair of stones, a player must place one stone on either side of the pair. The first move is placed in the center of the board. To make up for the advantage of going first, the first player's second move must be at least three spaces from their first. This sounds confusing, so don't worry about it; just play, and if the computer won't let you move where you want on your second move, play somewhere farther away. That's it! These directions are pretty terse, but if you have an X display there are better directions available through the ``help'' but- ton. You can also try playing a few games; the rules are simple enough that you can pick them up easily just by playing. THE PROGRAM
This program has support for many different display types. Depending on the compile options used, X Windows, Curses, and a plain text for- mat may be available. The exact display type used will be chosen by the program, or it may be selected with a command line switch. Infor- mation on the switches is available with pente -help. Most of the command line switches can also be set with the ``setup'' window of the X interface. Any changes you make there will be saved in the .pente.ad file and remembered the next time that you play. The command line switches can also be set with an X default. For example, if you want to set black and white to be the default mode, you can run pente with pente -nocolor, or you can add pente*color: 0 to your X defaults, or you can just turn off color in the ``setup'' win- dow. Pente will store a new .pente.ad file every time you run it. In this file it will save the current state of Pente. This is handy; you don't normally have to set command line switches since Pente will remember them in the .pente.ad file. BUGS
Sometimes the .pente.ad file gets some bad data in it. Just delete the file and then you can start from scratch again. AUTHOR
Bill Shubert (wms@igoweb.org) French text by Eric Dupas (dupas@univ-mlv.fr) Italian text by Andrea Borgia (email: borgia@cs.unibo.it; homepage: http://www.cs.unibo.it/~borgia) 31 July 2001 Pente(6)

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BJ(6)								   Games Manual 							     BJ(6)

NAME
bj - the game of black jack SYNOPSIS
/usr/games/bj DESCRIPTION
Bj is a serious attempt at simulating the dealer in the game of black jack (or twenty-one) as might be found in Reno. The following rules apply: The bet is $2 every hand. A player `natural' (black jack) pays $3. A dealer natural loses $2. Both dealer and player naturals is a `push' (no money exchange). If the dealer has an ace up, the player is allowed to make an `insurance' bet against the chance of a dealer natural. If this bet is not taken, play resumes as normal. If the bet is taken, it is a side bet where the player wins $2 if the dealer has a natural and loses $1 if the dealer does not. If the player is dealt two cards of the same value, he is allowed to `double'. He is allowed to play two hands, each with one of these cards. (The bet is doubled also; $2 on each hand.) If a dealt hand has a total of ten or eleven, the player may `double down'. He may double the bet ($2 to $4) and receive exactly one more card on that hand. Under normal play, the player may `hit' (draw a card) as long as his total is not over twenty-one. If the player `busts' (goes over twenty-one), the dealer wins the bet. When the player `stands' (decides not to hit), the dealer hits until he attains a total of seventeen or more. If the dealer busts, the player wins the bet. If both player and dealer stand, the one with the largest total wins. A tie is a push. The machine deals and keeps score. The following questions will be asked at appropriate times. Each question is answered by y followed by a new line for `yes', or just new line for `no'. ? (means, `do you want a hit?') Insurance? Double down? Every time the deck is shuffled, the dealer so states and the `action' (total bet) and `standing' (total won or lost) is printed. To exit, hit the interrupt key (DEL) and the action and standing will be printed. BJ(6)
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