glenda.party
term% ls -F
term% cat index.txt
MILLE(6)                         Games Manual                         MILLE(6)

NAME
       mille - card game

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 expen‐
              sive, 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' command to reattempt the save.

AUTHOR
       Ken Arnold
       (The game itself is a product of Parker Brothers, Inc.)

SEE ALSO
       curses(3),  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 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 pre‐
       vent 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, Accident, Flat Tire, Speed Limit, and Stop.  Rem‐
       edy cards fix problems caused by Hazard cards played on you by your op‐
       ponent.  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  bot‐
       tom, 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 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 reaces 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 nastyness.

           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  cor‐
       responding 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  oppo‐
       nent can play Hazard cards directly on a Remedy card besides 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 Hazard card, and you have the corre‐
       sponding 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  op‐
       ponent 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).

                                                                      MILLE(6)