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MILLE(6)

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NAME    [Toc]    [Back]

     mille - play Mille Bornes

SYNOPSIS    [Toc]    [Back]

     mille [file]

DESCRIPTION    [Toc]    [Back]

     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 <RETURN> or <SPACE>
             is required to allow recovery from typos, which  can
be very expensive.


     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.

     S       Save the game in a file.  If the  game  was  started
from a file,
             you  will  be given an opportunity to save it to 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 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.

CARDS    [Toc]    [Back]

     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)

     Mileage
     25 - (10), 50 - (10), 75 - (10), 100 - (12), 200 - (4)

RULES    [Toc]    [Back]

   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    [Toc]    [Back]
     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,
     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 is only one of each in the deck.

   Board Layout    [Toc]    [Back]
     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    [Toc]    [Back]
     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  miles  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    [Toc]    [Back]
     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    [Toc]    [Back]
     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    [Toc]    [Back]
     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 either someone
reaches 700, or
     neither player can use any cards in his hand.  If  the  trip
is completed
     after the deck runs out, this is called Delayed Action.

   Coup Fourre    [Toc]    [Back]
     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, underhand 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 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    [Toc]    [Back]
     Scores are totalled 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  Fourre:    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 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).

AUTHORS    [Toc]    [Back]

     Ken Arnold

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

OpenBSD      3.6                           June      1,      1994
[ Back ]
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