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MILLE(6)		     FreeBSD Games Manual		      MILLE(6)

     mille -- play Mille Bornes

     mille [file]

     Mille 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	<RE-
		   TURN> 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 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.  Recommended for hackers and other

     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 com-
     mand to reattempt the save.

     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)

     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.

     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	oppo-
     nent has a	Go card	on top of the Battle pile.  The	cards are `Out of
     Gas', `Accident', `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, ex-
     cept 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.

     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 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.	 Rem-
     edy 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 pre-
			       vent 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

	   `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

	   `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

   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	entitles 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	Fourr'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 fol-
     lows: If an opponent plays	a Hazard 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).

     Scores are	totaled	at the end of each hand, whether or not	anyone com-
     pleted the	trip.  The terms used in the Score window have the following

	   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 Fourr'e   300 points for each Coup Fourre accomplished.

     The following bonus scores	can apply only to the winning player.

	   Trip	Completed  400 points bonus for	completing the trip to 700 or

	   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

	   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


     Ken Arnold, Screen	Updating and Cursor Movement Optimization: A Library

     Ken Arnold

     The game itself is	a product of Parker Brothers, Inc.

FreeBSD	13.0		       December	30, 1993		  FreeBSD 13.0


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